CumInCAD is a Cumulative Index about publications in Computer Aided Architectural Design
supported by the sibling associations ACADIA, CAADRIA, eCAADe, SIGraDi, ASCAAD and CAAD futures

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Hits 1 to 20 of 556

_id avocaad_2001_19
id avocaad_2001_19
authors Shen-Kai Tang, Yu-Tung Liu, Yu-Sheng Chung, Chi-Seng Chung
year 2001
title The visual harmony between new and old materials in the restoration of historical architecture: A study of computer simulation
source AVOCAAD - ADDED VALUE OF COMPUTER AIDED ARCHITECTURAL DESIGN, Nys Koenraad, Provoost Tom, Verbeke Johan, Verleye Johan (Eds.), (2001) Hogeschool voor Wetenschap en Kunst - Departement Architectuur Sint-Lucas, Campus Brussel, ISBN 80-76101-05-1
summary In the research of historical architecture restoration, scholars respectively focus on the field of architectural context and architectural archeology (Shi, 1988, 1990, 1991, 1992, 1995; Fu, 1995, 1997; Chiu, 2000) or on architecture construction and the procedure of restoration (Shi, 1988, 1989; Chiu, 1990). How to choose materials and cope with their durability becomes an important issue in the restoration of historical architecture (Dasser, 1990; Wang, 1998).In the related research of the usage and durability of materials, some scholars deem that, instead of continuing the traditional ways that last for hundreds of years (that is to replace new materials with old ones), it might be better to keep the original materials (Dasser, 1990). However, unavoidably, some of the originals are much worn. Thus we have to first establish the standard of eliminating components, and secondly to replace identical or similar materials with the old components (Lee, 1990). After accomplishing the restoration, we often unexpectedly find out that the renewed historical building is too new that the sense of history is eliminated (Dasser, 1990; Fu, 1997). Actually this is the important factor that determines the accomplishment of restoration. In the past, some scholars find out that the contrast and conflict between new and old materials are contributed to the different time of manufacture and different coating, such as antiseptic, pattern, etc., which result in the discrepancy of the sense of visual perception (Lee, 1990; Fu, 1997; Dasser, 1990).In recent years, a number of researches and practice of computer technology have been done in the field of architectural design. We are able to proceed design communication more exactly by the application of some systematic softwares, such as image processing, computer graphic, computer modeling/rendering, animation, multimedia, virtual reality and so on (Lawson, 1995; Liu, 1996). The application of computer technology to the research of the preservation of historical architecture is comparatively late. Continually some researchers explore the procedure of restoration by computer simulation technology (Potier, 2000), or establish digital database of the investigation of historical architecture (Sasada, 2000; Wang, 1998). How to choose materials by the technology of computer simulation influences the sense of visual perception. Liu (2000) has a more complete result on visual impact analysis and assessment (VIAA) about the research of urban design projection. The main subjects of this research paper focuses on whether the technology of computer simulation can extenuate the conflict between new and old materials that imposed on visual perception.The objective of this paper is to propose a standard method of visual harmony effects for materials in historical architecture (taking the Gigi Train Station destroyed by the earthquake in last September as the operating example).There are five steps in this research: 1.Categorize the materials of historical architecture and establish the information in digital database. 2.Get new materials of historical architecture and establish the information in digital database. 3.According to the mixing amount of new and old materials, determinate their proportion of the building; mixing new and old materials in a certain way. 4.Assign the mixed materials to the computer model and proceed the simulation of lighting. 5.Make experts and the citizens to evaluate the accomplished computer model in order to propose the expected standard method.According to the experiment mentioned above, we first address a procedure of material simulation of the historical architecture restoration and then offer some suggestions of how to mix new and old materials.By this procedure of simulation, we offer a better view to control the restoration of historical architecture. And, the discrepancy and discordance by new and old materials can be released. Moreover, we thus avoid to reconstructing ¡§too new¡¨ historical architecture.
series AVOCAAD
email
last changed 2005/09/09 10:48

_id 215e
authors Bai, Rui-Yuan and Liu, Yu-Tung
year 1998
title Towards a Computerized Procedure for Visual Impact Analysis and Assessment - The Hsinchu Example
doi https://doi.org/10.52842/conf.caadria.1998.067
source CAADRIA ‘98 [Proceedings of The Third Conference on Computer Aided Architectural Design Research in Asia / ISBN 4-907662-009] Osaka (Japan) 22-24 April 1998, pp. 67-76
summary This paper examines the procedure of visual impact analysis and assessment proposed by Rahman and reviews the use of CAD applications in urban projects in the real world. A preliminary computerized procedure for visual impact analysis and assessment is proposed. An experiments was conducted in our laboratory to verify the preliminary procedure. In order to further study the revised procedure in real urban projects, it was also applied into the renew project of The Eastern Gate Plaza located in the center of city Hsinchu, Taiwan from 1996 to 1998. According to several face-to-face discussions with Hsinchu habitants, government officials, and professional designers, a final computerized procedure for visual impact analysis and assessment is concluded.
keywords Environmental Simulation, Visual Impact Analysis and Assessment, Virtual Reality
series CAADRIA
email
more http://www.caadria.org
last changed 2022/06/07 07:54

_id 0471
authors Bruton, B.
year 1998
title Grammars and Pedagogy - Towards new Media Art and Design Education Strategies
doi https://doi.org/10.52842/conf.caadria.1998.385
source CAADRIA ‘98 [Proceedings of The Third Conference on Computer Aided Architectural Design Research in Asia / ISBN 4-907662-009] Osaka (Japan) 22-24 April 1998, pp. 385-394
summary The impact of computational grammatical design on pedagogy has received little attention in art education due to the dominant modes of traditional approaches to art and design education. This paper explores the pedagogical implications of grammatical strategies using computers for judgements of design within an art educational setting. Grammatical strategies are studied for their effect on the judgements of novice artists in a new media educational context. It is argued that concepts of grammar and views of contingency are used in a variety of senses in the conception and form making of artists; that finding methods for discussing and utilising complex visual information is aided by grammatical formalisation; that these strategies are evidently effective at both early and mature stages of the realisation of a project. The research explores the relation between computer and art on three levels in which grammar is used: as a sense of grammar, as a computational paradigm and as a description of a kind of computer program. Grammatical formalism is apparent in two dimensional linear and non-linear animations using Photoshop, Premiere and Director, and in solid modelling programs such as Extreme 3D, Form Z, Strata Studio Pro, 3D Studio Max and SoftImage. Web site construction also impacts on the judgements of 2D and 3D design. Computational grammatical programs generate forms that reflect alternative understandings of art and design. Art practise is defined in terms of developing consistent and appropriate design language for the contingency at hand. Form making using grammatical tools, both recursive and array types, is discussed in terms of their applicability and educative value. Reference is made to formal qualities for critique and strategic capability of alternative pedagogy for generation of forms. Examples provided show how simple rule sets develop into complex derivational sequences that challenge traditional strategies for computer imaging. The paper demonstrates the value of a sense of grammars for novice art and design practitioners by using first hand examples of experimental work at the South Australian School of Art, University of South Australia. For novice artists and designers, grammars in conjunction with reflective practice is offered as a useful mind set that supports an interest in actively defining a new kind of art. Illustrations provided show the utility of a contingent sense of grammar for pedagogy and highlights the significant role of grammar in pedagogy.
keywords Grammar, Pedagogy, Computer, Art, Design
series CAADRIA
email
more http://www.caadria.org
last changed 2022/06/07 07:54

_id ddss9829
id ddss9829
authors De Hoog, J., Hendriks, N.A. and Rutten, P.G.S.
year 1998
title Evaluating Office Buildings with MOLCA(Model for Office Life Cycle Assessment)
source Timmermans, Harry (Ed.), Fourth Design and Decision Support Systems in Architecture and Urban Planning Maastricht, the Netherlands), ISBN 90-6814-081-7, July 26-29, 1998
summary MOLCA (Model for Office Life Cycle Assessment) is a project that aims to develop a tool that enables designers and builders to evaluate the environmental impact of their designs (of office buildings) from a environmental point of view. The model used is based on guidelinesgiven by ISO 14000, using the so-called Life Cycle Assessment (LCA) method. The MOLCA project started in 1997 and will be finished in 2001 resulting in the aforementioned tool. MOLCA is a module within broader research conducted at the Eindhoven University of Technology aiming to reduce design risks to a minimum in the early design stages.Since the MOLCA project started two major case-studies have been carried out. One into the difference in environmental load caused by using concrete and steel roof systems respectively and the role of recycling. The second study focused on biases in LCA data and how to handle them. For the simulations a computer-model named SimaPro was used, using the world-wide accepted method developed by CML (Centre for the Environment, Leiden, the Netherlands). With this model different life-cycle scenarios were studied and evaluated. Based on those two case studies and a third one into an office area, a first model has been developed.Bottle-neck in this field of study is estimating average recycling and re-use percentages of the total flow of material waste in the building sector and collecting reliable process data. Another problem within LCA studies is estimating the reliability of the input data and modelling uncertainties. All these topics will be subject of further analysis.
keywords Life-Cycle Assessment, Office Buildings, Uncertainties in LCA
series DDSS
last changed 2003/08/07 16:36

_id aac0
authors Garcia, Renato
year 1998
title Structural Feel or Feelings for Structure? - Stirring Emotions through the Computer Interface in Behaviour Analysis of Building Structures
doi https://doi.org/10.52842/conf.caadria.1998.163
source CAADRIA ‘98 [Proceedings of The Third Conference on Computer Aided Architectural Design Research in Asia / ISBN 4-907662-009] Osaka (Japan) 22-24 April 1998, pp. 163-171
summary The use of computers in the analysis of architectural structures has at present become indispensable and fairly routine. Researchers & professionals in architecture and engineering have taken advantage of current computer technology to develop richer and more comprehensive interactive interfaces in systems designed to analyse structural behaviour. This paper discusses a research project which attempts to further enrich such computer interfaces by embodying emotion or mood (affective) components into them and assessing the effects of incorporating these into multimodal learning modules for students of architecture at the University of Hong Kong. Computer structural analysis is most often used to determine the final state of a structure after full loading, but can also be used very ably to depict the time-history behaviour of a structure. The time-dependent nature of this process of behaviour provides an excellent opportunity to incorporate emotion cues for added emphasis and reinforcement. Studying time-history behaviour of structures is a vital part of classroom learning in structures and this why such emotion cues can have significant impact in such an environment. This is in contrast to the confines of professional engineering practices where these cues may not be as useful or desirable because oftentimes intermediate time history data is bypassed as a blackbox and focus is placed primarily on bottomline analysis results. The paper will discuss the fundamental basis for the establishment of emotional cues in this project as well as it's implementation-which consists mainly of two parts. The first involves 'personifying' the structure by putting in place a structure monitoring system analogous to human vital signs. The second involves setting up a 'ladder' of emotion states (which vary from feelings of serenity to those of extreme anxiety) mapped to the various states of a structures stability or condition. The paper will further elaborate on how this is achieved through the use of percussion, musical motifs, and chord progression in resonance with relevant graphical animations. Initially in this project, emotion cues were used to reinforce two structural behaviour tutoring systems developed by this author (3D Catenary Stuctures module & Plastic Behaviour of Semi-rigid Steel Frames module). These modules were ideal for implementing these cues because both depicted nonlinear structural behaviour in a mainly time-history oriented presentation. A brief demonstration of the actual learning modules used in the project study will also be presented together with a discussion of the assessment of it's effectiveness in actual classroom teaching.
keywords Affective Interfaces, Human-Computer Interaction, Computer-Aided-Engineering
series CAADRIA
email
more http://www.caadria.org
last changed 2022/06/07 07:50

_id 9480
authors Kan, J.W.T., Chow, B.K.M. and Tsou, J.-Y.
year 1999
title Visual Impact Evaluation of Electricity Substation Architecture
doi https://doi.org/10.52842/conf.caadria.1999.081
source CAADRIA '99 [Proceedings of The Fourth Conference on Computer Aided Architectural Design Research in Asia / ISBN 7-5439-1233-3] Shanghai (China) 5-7 May 1999, pp. 81-87
summary This paper presents a case study of the application of computer techniques for design communication and visual impact analysis. We were sponsored by China Light & Power Company Ltd. To simulate the design of a proposed electricity substation and its it is setting in a residential neighborhood. During a five-week intensive study, we took nearly one thousand photographs of the existing site. We also created a three-dimensional CAD model of the proposed substation, and produced perspectives from points of view analogous to the photographs. We applied Apple Quicktime VR technology to document the site environment with 360-degree panoramas. We then montaged the computer-generated panoramas with those taken from the real environment. A navigable virtual environment, architectural animation and set of still images were presented to the public in September 1998. The reactions from the regional council members and local residents nearby were recorded to provide evidence to measure the effectiveness of digital architectural design communication.
series CAADRIA
email
last changed 2022/06/07 07:52

_id c38b
authors Kunz, J.C., Christiansen, T.R., Cohen, G.P., Jin, Y. and Levitt, R.E.
year 1998
title The Virtual Design Team
source Communications of The ACM, Vol. 41, No. 11, November, 1998
summary The long range goal of the Virtual Design Team" (VDT) research program is to develop computational tools to analyze decision making and communication behavior and thereby to support true organizational (re)engineering. This article introduces the underlying theory, the implementation of the theory as a computational model, and results from industrial test cases. Organization theory traditionally describes organizations only at an aggregate-level, describing and predicting the behavior of entire organizations in terms of general qualitative predictions. We define and implement a "micro" theory of the structure and behavior of components of organizations, explicitly representing activities, groups of people called "actors," and organizational structure and policies for project teams. A VDT model can be "run" by a discrete event simulation. Emergent aggregate model output behaviors include the predicted time to complete a project, the total effort to do the project, and a measure of process quality. More detailed model behaviors include the time-varying backlog of individual actors and the "exceptions" associated with activities. The results are detailed and specific, so they can guide specific managerial interventions in a project team and can support sensitivity studies of the relative impact of different organizational changes. We conclude that such a theory is tractable and predictive for complex but relatively routine, project-oriented design tasks. The application for which VDT offers unique new kinds of insights is where an organization is striving to shrink time to market dramatically for a product that is similar to ones it has previously developed. Reducing time to market dramatically almost always requires that previously sequential activities are executed more concurrently. In this situation, experienced managers can still correctly identify the required activities and estimate their durations and skill requirements; but they almost always underestimate the increased workload arising from exponentially higher coordination needs and the propagation of rework between the now highly concurrent activities. The VDT framework, which explicitly models information dependency and failure propagation between concurrent activities, has proven to be far more accurate, and to incorporate a wider range of parameters, than CPM/PERT process models for these fast-paced development projects."
series journal paper
last changed 2003/04/23 15:50

_id 7400
authors Rizal, H. and Ahmad Rafi, M.E.
year 2002
title The Impact of Internet Enabled Computer Aided Design (iCAD) in Construction Industry
doi https://doi.org/10.52842/conf.caadria.2002.085
source CAADRIA 2002 [Proceedings of the 7th International Conference on Computer Aided Architectural Design Research in Asia / ISBN 983-2473-42-X] Cyberjaya (Malaysia) 18–20 April 2002, pp. 085-92
summary The advent of the Internet has opened up and given, particularly, the developing countries and the world in general, a transformation into collective intelligence (Levy, 1998) societies linked to digital communication (Rafi, 2001). Apart from large corporations, the rapid evolution of border-less communication has also synergise between the art and science expertise to form low-cost internet-based networks that have become multi-million dollar companies within a short period of time (e.g. Linux) (Rafi, 2001). In the context of architectural designs and construction industries, the birth of Internet-based CAD (iCAD) solutions has offered a new dimension to architectural practice. The function of CAD has expanded as a tool to communicate and collaborate as well as to better control all phases of the architectural practices. This paper will review the current available iCAD tools and explore the possible utilisation of iCAD in architectural practices. The opportunities for modifying current professional practice standards to best use iCAD will be rationalised as well as the elements in ensuring the effectiveness of iCAD implementation. The final component of the paper will be an evaluation framework to measure the value of iCAD in an architectural practice. The framework will become an early platform for an architectural practice to decide and plan their future in utilising and applying iCAD in the most efficient way.
series CAADRIA
type normal paper
email
last changed 2022/06/07 07:56

_id avocaad_2001_20
id avocaad_2001_20
authors Shen-Kai Tang
year 2001
title Toward a procedure of computer simulation in the restoration of historical architecture
source AVOCAAD - ADDED VALUE OF COMPUTER AIDED ARCHITECTURAL DESIGN, Nys Koenraad, Provoost Tom, Verbeke Johan, Verleye Johan (Eds.), (2001) Hogeschool voor Wetenschap en Kunst - Departement Architectuur Sint-Lucas, Campus Brussel, ISBN 80-76101-05-1
summary In the field of architectural design, “visualization¨ generally refers to some media, communicating and representing the idea of designers, such as ordinary drafts, maps, perspectives, photos and physical models, etc. (Rahman, 1992; Susan, 2000). The main reason why we adopt visualization is that it enables us to understand clearly and to control complicated procedures (Gombrich, 1990). Secondly, the way we get design knowledge is more from the published visualized images and less from personal experiences (Evans, 1989). Thus the importance of the representation of visualization is manifested.Due to the developments of computer technology in recent years, various computer aided design system are invented and used in a great amount, such as image processing, computer graphic, computer modeling/rendering, animation, multimedia, virtual reality and collaboration, etc. (Lawson, 1995; Liu, 1996). The conventional media are greatly replaced by computer media, and the visualization is further brought into the computerized stage. The procedure of visual impact analysis and assessment (VIAA), addressed by Rahman (1992), is renewed and amended for the intervention of computer (Liu, 2000). Based on the procedures above, a great amount of applied researches are proceeded. Therefore it is evident that the computer visualization is helpful to the discussion and evaluation during the design process (Hall, 1988, 1990, 1992, 1995, 1996, 1997, 1998; Liu, 1997; Sasada, 1986, 1988, 1990, 1993, 1997, 1998). In addition to the process of architectural design, the computer visualization is also applied to the subject of construction, which is repeatedly amended and corrected by the images of computer simulation (Liu, 2000). Potier (2000) probes into the contextual research and restoration of historical architecture by the technology of computer simulation before the practical restoration is constructed. In this way he established a communicative mode among archeologists, architects via computer media.In the research of restoration and preservation of historical architecture in Taiwan, many scholars have been devoted into the studies of historical contextual criticism (Shi, 1988, 1990, 1991, 1992, 1995; Fu, 1995, 1997; Chiu, 2000). Clues that accompany the historical contextual criticism (such as oral information, writings, photographs, pictures, etc.) help to explore the construction and the procedure of restoration (Hung, 1995), and serve as an aid to the studies of the usage and durability of the materials in the restoration of historical architecture (Dasser, 1990; Wang, 1998). Many clues are lost, because historical architecture is often age-old (Hung, 1995). Under the circumstance, restoration of historical architecture can only be proceeded by restricted pictures, written data and oral information (Shi, 1989). Therefore, computer simulation is employed by scholars to simulate the condition of historical architecture with restricted information after restoration (Potier, 2000). Yet this is only the early stage of computer-aid restoration. The focus of the paper aims at exploring that whether visual simulation of computer can help to investigate the practice of restoration and the estimation and evaluation after restoration.By exploring the restoration of historical architecture (taking the Gigi Train Station destroyed by the earthquake in last September as the operating example), this study aims to establish a complete work on computer visualization, including the concept of restoration, the practice of restoration, and the estimation and evaluation of restoration.This research is to simulate the process of restoration by computer simulation based on visualized media (restricted pictures, restricted written data and restricted oral information) and the specialized experience of historical architects (Potier, 2000). During the process of practicing, communicates with craftsmen repeatedly with some simulated alternatives, and makes the result as the foundation of evaluating and adjusting the simulating process and outcome. In this way we address a suitable and complete process of computer visualization for historical architecture.The significance of this paper is that we are able to control every detail more exactly, and then prevent possible problems during the process of restoration of historical architecture.
series AVOCAAD
email
last changed 2005/09/09 10:48

_id 9
authors Stipech, Alfredo
year 1998
title Un Nuevo Horizonte Arquitectonico, Productivo e Intelectual (A New Architectural, Productive and Intelectual Horizon)
source II Seminario Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings / ISBN 978-97190-0-X] Mar del Plata (Argentina) 9-11 september 1998, pp. 76-83
summary This work presents the pedagogical experience of a Design Workshop that investigated the impact of the digital and analogic means on the architectonic design process This work was based on the research of Dr. Arch. Julio BermÝdez who also directed this workshop in 1997. This class was part of the Training Program organized by the "Centro de Informatica y Diseho" (CID) at the "Universidad Nacional del Litoral" FADU (Facultad de Arquitectura Diseho y Urbanismo) Santa Fe, Argentina and made possible by the ongoing International Program of Academic Exchange between the FADU and the (University of Utah Graduate School of Architecture (IPAE Project NO 4). The experimental studio utilized an architectural problem to study the procedural, technical, interpretative and theoretical issues associated with the relationship of contemporary media and design process. The pedagogical vehicle was a program that expresses in itself the meeting or collision between two cultures competing for dominance at the end of the millennium: the immemorial material culture (corporeal, tectonic) and the new and everyday more influent virtual culture (information, nets, media, simulation). The premise for the design process, communication and criticism was the constant migration between the digital and analog representation systems. Within this theoretical-practical context semantic aspects containing different representation modalities were used such as physical and electronic models along with systematic and sensitive drawings (manuals, pixels and with CAD). Hybrid interfaces took a leading role in the process since they allowed the communication between analog and digital media through the creative and technical interaction between scanner, video and computer. This architectural and media context generated an intense pedagogic environment fostering the development of creativity and a critical attitude while allowing concrete breakthroughs in the teaching process and format design. Our work reflects on these results showing examples of stud-go works and providing a final evaluation of this unique experience in Argentina.
series SIGRADI
email
last changed 2016/03/10 10:01

_id 2796
authors Brown, Andy and Lee, Hwa, Ryong
year 1998
title A Mental Space Model
source Cyber-Real Design [Conference Proceedings / ISBN 83-905377-2-9] Bialystock (Poland), 23-25 April 1998, pp. 27-42
summary The architectural design process is often characterised a series of evolving ideas, and involving a cyclical process between design and visualisation. However, the nature of the internal representation still remains unclear. What is actually represented in a designers mental space and what drives and influences the mental design process? If we wish to programme a computer to mimic or work in tandem with the mental processes involved we need to make that representation and the associated cognitive processes explicit. The ways that designers form mental representations are so diverse, personal, and often transient that it is not easy to externalise and articulate them in explicit terms. In order to propose a mental model, we can take in a particular I psychological research approach; that of introspective observation from design drawing . In doing so, we posit an assumption that the designer's drawing can be seen as an extension of the internal mental feature, and hence internal representation could be inferred from the analysis of external representation - the drawing or sketch. This approach contrasts with the protocol analysis approach where mental operations are inferred from words, what could be termed thinking aloud.
series plCAD
email
last changed 2003/05/17 10:01

_id 032b
authors Cicognani, Anna
year 1998
title A linguistic characterisation of design in text-based virtual worlds
source University of Sydney
summary In this research, it is suggested that design in text-based virtual worlds can be identified as a series of interactions between users and the virtual environment, and that these interactions for design can be approached using a linguistic perspective. The main assumption of this research is that a parallel can be drawn between the performance of design commands, and the one of speech acts in the physical world. Design in text-based virtual environments can then be articulated using a restricted set of speech acts, as design commands. Virtual worlds, represented as spaces, can be constructed following an architectural design metaphor. This metaphor provides a framework for the organisation of virtual entity relationships, and for the choice of words used to design. A linguistic characterisation is presented, by means of design activities, prototypes and scenarios, which derive from the architectural design metaphor. The characterisation of design is then validated by the analysis of an existing text-based virtual world.
keywords Virtual Reality; Human-Computer Interaction; Computer-Aided Design; Programming Languages (Electronic Computers); Semantics; Programming Languages (Electronic Computers); Design
series thesis:PhD
email
last changed 2003/02/12 22:37

_id ddss9815
id ddss9815
authors Cutler, Lorraine M.
year 1998
title Prototypical Laboratory Design to Support Learning and Teaching
source Timmermans, Harry (Ed.), Fourth Design and Decision Support Systems in Architecture and Urban Planning Maastricht, the Netherlands), ISBN 90-6814-081-7, July 26-29, 1998
summary Collaboration between designers and scientists is an unusual combination to undertake the prototypical design of a teaching laboratory funded by Howard Hughes Medical Institute. The zoologists are developing a cooperative learning and interactive teaching pedagogy to make learningscience a process of critical inquiry and discovery. The industrial and interior designers are paying attention to the design issues of function and environmental support for teaching and doing the work required in a three-hour, hands-on beginning science learning space. Using both qualitative andquantitative research methods, the designers are able to determine a framework for making design decisions in prototypical beginning science environments. This framework is being developed as a guideline for designing similar environments at other institutions of higher learning. Videotape analysis precedes the research to uncover the underlying problems of the existing space and to formulate the questions for the research. Elements of a case study and an evaluative study integratewith the design process to form the basis of an intensive investigation of design issues for a beginning science teaching laboratory. Using two pretests as a baseline, the posttest data evaluates the success orfailure of the prototypical design. Both the pretests and the posttest evaluate the physical attributes of the old and new learning environment related to a beginning laboratory course in Zoology at Arizona State University.
series DDSS
last changed 2003/08/07 16:36

_id a114
authors Faucher, Didier and Nivet, Marie-Laure
year 1998
title Playing with Design Intent: Integration of Physical and Urban Constraints in CAD
doi https://doi.org/10.52842/conf.acadia.1998.118
source Digital Design Studios: Do Computers Make a Difference? [ACADIA Conference Proceedings / ISBN 1-880250-07-1] Québec City (Canada) October 22-25, 1998, pp. 118-137
summary Our work deals with the exploration of a universe of forms that satisfy some design intents. That is, we substitute a “generate and test” approach for a declarative approach in which an object is created from its properties. In this paper we present an original method that takes into account design intents relative to sunlight, visibility and urban regulation. First of all we study how current CAD tools have considered these properties until now. Our conclusion is that the classical design / simulation / analysis process does not suit design practices, especially in the early stages. We think that an improved CAD system should offer the architect the option of manipulating abstract information such as design intents. We define an intent as a conceptual expression of constraints having an influence on the project. For instance, a visual intent will be stated with no reference to vision geometry: “ from this place, I want to see the front of the new building”. We show how to represent each of these constraints with a 3D volume associated to some characteristics. If some solutions exist, we are sure that they are included in these volumes. For physical phenomena we compute the volume geometry using the principles of inverse simulation. In the case of urban regulation we apply deduction rules. Design intents are solved by means of geometrical entities that represent openings or obstructions in the project. Computing constraint volumes is a way of guiding the architect in his exploration of solutions. Constraint volumes are new spaces that can restore the link between form and phenomenon in a CAD tool. Our approach offers the designer the possibility of manipulating design intents.

series ACADIA
email
last changed 2022/06/07 07:55

_id c65d
authors Habraken, N.J. and Teicher, J (ed.)
year 1998
title The Structure of the Ordinary
source MIT Press, Cambridge, USA, pp. 73-76
summary According to N. J. Habraken, intimate and unceasing interaction between people and the forms they inhabit uniquely defines built environment. The Structure of the Ordinary, the culmination of decades of environmental observation and design research, is a recognition and analysis of everyday environment as the wellspring of urban design and formal architecture. The author's central argument is that built environment is universally organized by the Orders of Form, Place, and Understanding. These three fundamental, interwoven principles correspond roughly to physical, biological, and social domains. Historically, "ordinary" environment was the background against which architects built the "extraordinary." Drawing upon extensive examples from archaeological and contemporary sites worldwide, the author illustrates profound recent shifts in the structure of everyday environment. One effect of these transformations, Habraken argues, has been the loss of implicit common understanding that previously enabled architects to formally enhance and innovate while still maintaining environmental coherence. Consequently, architects must now undertake a study of the ordinary as the fertile common ground in which form- and place-making are rooted. In focusing on built environment as an autonomous entity distinct from the societies and natural environments that jointly create it, this book lays the foundation for a new dialogue on methodology and pedagogy, in support of a more
series other
last changed 2003/04/23 15:14

_id e5d3
authors Hanna, R.
year 1998
title Can IT bridge the Gulf between Science and Architecture?
doi https://doi.org/10.52842/conf.ecaade.1998.078
source Computerised Craftsmanship [eCAADe Conference Proceedings] Paris (France) 24-26 September 1998, pp. 78-86
summary The integration of technology into design work has always been seen as one of the serious problems in design education. In architecture the weak integration between architectural science, a subject based on objective knowledge, and artistic design which is based on tacit knowledge and creativity is a problem that has been debated to great length, and an issue of great importance to both academics and professionals. This paper raises the question: can a proper use of IT, both as a design tool and/or as a performance analysis tool, foster better integration and strengthen design quality? This paper investigates the relationship between Science, Design and Computer Aided Design. It aims to both highlight the problems facing the integration between architectural science and design, and describe a framework within which they can be analysed. The paper critically examines the following: a) The perceived gulf between science and design b) The parallels between hypothesis in design and hypothesis in science c) The basis of architectural design: intuition or research? d) Architectural Science and Computer Aided Design (CAD) and the role they can play into bringing about a marriage between science and design.The paper concludes by developing a conceptual framework that can be used as a vehicle to build a CAD system for use during the design process.
series eCAADe
more http://www.paris-valdemarne.archi.fr/archive/ecaade98/html/01hanna/index.htm
last changed 2022/06/07 07:50

_id ca7b
authors Howes, Jaki
year 1999
title IT or not IT? An Examination of IT Use in an Experimental Multi-disciplinary Teamwork Situation
doi https://doi.org/10.52842/conf.ecaade.1999.370
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 370-373
summary Leeds Metropolitan University is well placed to carry out research into multi-disciplinary team-working, as all the design and construction disciplines are housed in one faculty. Staff have set up an experimental project, TIME IT (Team-working in Multi-disciplinary Environments using IT) which examines ways of working in the design/construction process and how IT is used when there is no commercial pressure. Four groups of four students, one graduate diploma architect, and one final year student from each of Civil Engineering, Construction Management and Quantity Surveying have been working on feasibility studies for projects that are based on completed schemes or have been devised by collaborators in the Construction Industry. Students have been asked to produce a PowerPoint presentation, in up to five working days, of a design scheme, with costs, structural analysis and construction programme. The students are not assessed on the quality of the product, but on their own ability to monitor the process and use of IT. Despite this, aggressive competition evolved between the teams to produce the 'best' design. Five projects were run in the 1998/99 session. A dedicated IT suite has been provided; each group of students had exclusive use of a machine. They were not told how to approach the projects nor when to use the available technology, but were asked to keep the use of paper to a minimum and to keep all their work on the server, so that it could be monitored externally. Not so. They plotted the AO drawings of an existing building that had been provided on the server. They like paper - they can scribble on it, fold it, tear it and throw it at one another.
keywords IT, Multi-disciplinary, Teamwork
series eCAADe
email
last changed 2022/06/07 07:50

_id 47e8
authors Pikaar, R.N.
year 1998
title Situation Analysis of Design Tasks for CAD Systems
source Behaviour and Information Technology 1989 v.8 n.3 p.191-206
summary There has been little empirical research on the human aspects of CAD systems. In this paper observations on the analyses of designer activities are presented, by using a systems design approach. The paper concentrates on situation analysis and subsequent allocation of system tasks. A situation analysis was carried out in two design departments. The analysis consisted of a formal system description and a reconstruction interview. During the interview the previous week's activities were reconstructed with the help of photographs of the drawing board and protocols completed by design draughtspersons. This procedure was used for six design projects. In this study the technique of the reconstruction interview proved to be very useful and informative, and enabled three general conclusions to be made. First, designers liked the initial design phase and their responsibility for the final result. Second, they disliked the activities associated with drawing as well as the project documentation phase. Third, they preferred to work with two or more drawings on the drawing board. A number of frequent tasks could be identified, for example, large scale manipulation within and between drawings. In the final section, an example of a global allocation of system tasks for the design of a CAD system is given.
series other
last changed 2002/07/07 16:01

_id ddss9852
id ddss9852
authors Shalaby, Tarek, Scutt, Tom and Palmer, Diane
year 1998
title The ‘Intelligent Map’ as A Decision Support System for UrbanPlanners in Nottingham Using GIS Technology
source Timmermans, Harry (Ed.), Fourth Design and Decision Support Systems in Architecture and Urban Planning Maastricht, the Netherlands), ISBN 90-6814-081-7, July 26-29, 1998
summary Location is often considered as the most important factor leading to the success of public or private services. Location is the key in maximising accessibility and keeping operating cost low. A collaborative research project between ‘Nottingham University’ and the ‘Environmental ServicesDepartment of Nottingham City Council’ is developing an ‘Intelligent Map’ for identifying optimum locations for the recycling centres in the city. The object is to develop a new decision support system for urban planners, to be used as a management and analytical tool for improving locational decisionmaking. This paper discusses the technique of the Intelligent Map, and its concept. The paper includes three main sections. The first discusses the introduction of the mini-recycling centres in Nottingham, theproblems associated with their spatial distribution, and the need for a new decision support system using GIS technology. The second examines traditional techniques using GIS for identifying optimum locations and calculating catchment areas. The third explains the concept of the Intelligent Map; discussion takes the form of an initial analysis of the likely method to be applied, and then briefly outlines some of the prototyping work that is currently taking place at Nottingham.
series DDSS
last changed 2003/08/07 16:36

_id bc34
authors Valkenburg, R.C.
year 1998
title Shared understanding as a condition for team design
source Automation in Construction 7 (2-3) (1998) pp. 111-121
summary The growing importance of teams in design introduces challenges and complications for designers to work effectively. In team work we can make a difference between the individual level and the team level. The individual designers have to tune their personal understandings about the design content to achieve a shared understanding. In this paper we will build a conceptual theoretical framework in which we try to capture the essence of designing within a team. We will show how the team of the Delft workshop 'Analysing Design Activity' associates with this framework. With the outcome of this explorative analysis we will create a basis for further research on this subject.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:23

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