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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_id ga9809
id ga9809
authors Kälviäinen, Mirja
year 1998
title The ideological basis of generative expression in design
source International Conference on Generative Art
summary This paper will discuss issues concerning the design ideology supporting the use and development of generative design. This design ideology is based on the unique qualities of craft production and on the forms or ideas from nature or the natural characteristics of materials. The main ideology presented here is the ideology of the 1980´s art craft production in Finland. It is connected with the general Finnish design ideology and with the design ideology of other western countries. The ideology for these professions is based on the common background of design principles stated in 19th century England. The early principles developed through the Arts and Crafts tradition which had a great impact on design thinking in Europe and in the United States. The strong continuity of this design ideology from 19th century England to the present computerized age can be detected. The application of these design principles through different eras shows the difference in the interpretations and in the permission of natural decorative forms. The ideology of the 1980ïs art craft in Finland supports the ideas and fulfilment of generative design in many ways. The reasons often given as the basis for making generative design with computers are in very many respects the same as the ideology for art craft. In Finland there is a strong connection between art craft and design ideology. The characteristics of craft have often been seen as the basis for industrial design skills. The main themes in the ideology of the 1980´s art craft in Finland can be compared to the ideas of generative design. The main issues in which the generative approach reflects a distinctive ideological thinking are: Way of Life: The work is the communication of the maker´s inner ideas. The concrete relationship with the environment, personality, uniqueness, communication, visionary qualities, development and growth of the maker are important. The experiments serve as a media for learning. Taste and Aesthetic Education: The real love affair is created by the non living object with the help of memories and thought. At their best objects create the basis in their stability and communication for durable human relationships. People have warm relationships especially with handmade products in which they can detect unique qualities and the feeling that the product has been made solely for them. Counter-culture: The aim of the work is to produce alternatives for technoburocracy and mechanical production and to bring subjective and unique experiences into the customerïs monotonious life. This ideology rejects the usual standardized mass production of our times. Mythical character: There is a metamorphosis in the birth of the product. In many ways the design process is about birth and growth. The creative process is a development story of the maker. The complexity of communication is the expression of the moments that have been lived. If you can sense the process of making in the product it makes it more real and nearer to life. Each piece of wood has its own beauty. Before you can work with it you must find the deep soul of its quality. The distinctive traits of the material, technique and the object are an essential part of the metamorphosis which brings the product into life. The form is not only for formïs sake but for other purposes, too. You cannot find loose forms in nature. Products have their beginnings in the material and are a part of the nature. This art craft ideology that supports the ideas of generative design can be applied either to the hand made crafts production or to the production exploiting new technology. The unique characteristics of craft and the expression of the material based development are a way to broaden the expression and forms of industrial products. However, for a crafts person it is not meaningful to fill the world with objects. In generative, computer based production this is possible. But maybe the production of unique pieces is still slower and makes the industrial production in that sense more ecological. People will be more attached to personal and unique objects, and thus the life cycle of the objects produced will be longer.
series other
email
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id 81f3
authors Martens, Bob and Turk, Ziga
year 1999
title Working Experiences with a Cumulative Index on CAD: "CUMINCAD"
doi https://doi.org/10.52842/conf.ecaade.1999.327
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 327-333
summary To researchers in every discipline, Internet is quickly becoming the dominating environment to do literature studies. Commercial bibliographic databases tend to be too general, are not up-to-date and require special skills and effort to be searched. On the other hand researchers also publish on the Web and collaboratively that can create indexes of relevant publications. CUMINCAD is a bibliographic index that compiles papers related to computer aided architectural design. Implemented with a database, it allows searching and browsing in the ways usual on the Web. It provides a "historical evolution" to learn from previous efforts and draws attention to older original works that could have been ignored because they could not be found on the Web otherwise. The authors believe that CUMINCAD will help focus future CAAD research and improve the education. CUMINCAD work started in 1998 and is available at www.fagg.uni-lj.si/cumincad/. This paper focusses on the design and development of the database and presents some ideas concerning its advanced use in the analysis of research efforts.
keywords CAAD-related Publications, Web-based Bibliographic Database, Searchable Index, Retrospective CAAD Research
series eCAADe
email
last changed 2022/06/07 07:59

_id 21
authors Barroso, Jorge
year 1998
title Reflexiones Sobre la EnseÒanza de la Arquitectura, la Informatica e Internet (Reflections on the Teaching of the Architecture, Computing and the Internet)
source II Seminario Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings / ISBN 978-97190-0-X] Mar del Plata (Argentina) 9-11 september 1998, pp. 174-179
summary This paper proposes a reflection upon the teaching of architecture as seen from the actual practice of the profession within the context of the changes caused by the widespread use of computers and Internet in recent years. This proposal designates the present time as "semic revolution", superseding denominations like post industrial" or information revolution", emphasizing that the "mental prosthesis" created by man represents the highest degree of exploitation of his innerness as a "semic subject". A brief epistemological framework serves to lay the foundation for the concepts of imagination, creation, and design, differentiating the creator by his characteristic of requiring or not, semic mediation in order to reach his goals. The dominant use of new instruments which serve to represent and operate the "primary virtual object" giving priority to the comprehension and function of the new tool over the acquisition of information and ability to use it, is proposed when carried over to the field of application. The integration of internal networks through email strives not only to facilitate document transmission, exercises, group work, etc. but to understand the new dimension in the intellectual activities of man.
series SIGRADI
email
last changed 2016/03/10 09:47

_id sigradi2004_140
id sigradi2004_140
authors Rovenir Bertola Duarte
year 2004
title Avaliação de uma experiência: Entre a representação e a realidade [An Experience Evaluation: Between Representation and Reality]
source SIGraDi 2004 - [Proceedings of the 8th Iberoamerican Congress of Digital Graphics] Porte Alegre - Brasil 10-12 november 2004
summary This article is about an experience in the course of .Informática Aplicada à Arquitetura. for architecture students, at the Universidade Estadual de Londrina, applied on the the 2nd year, in a period between 1998 to 2003. We present an evaluation of three moments of this experience, thinking of the representation, the use of images and the easy way of constructing digital objects. The intentions were integrate theoretical knowledge on the space and digital three-dimensional exercises. From all experinces, all the process, exercises and their results we can stand out two reflections: the danger of the image used as a discard object and the construction of forms without conscience.
series SIGRADI
email
last changed 2016/03/10 09:59

_id 37
authors Morelli, RubÈn DarÌo and Marina, Cristian
year 1998
title Geometria y Grafica Digital Como Reflexion y Racionalizacion Del Proyecto Arquitectonico (Geometry and Digital Graphics as Reflexion and Rationalization of the Architectural Project)
source II Seminario Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings / ISBN 978-97190-0-X] Mar del Plata (Argentina) 9-11 september 1998, pp. 280-285
summary The methodology of the work consists in the following: (a) Starting from the photographic image of an architectonic work (Santisimo Sacramento Church situated in 3451 Bv. OroÒo street, Rosario city, Santa Fe, Republica Argentina), and applying the rules of Descriptive Geometry. about photographic perspective, rebuild - restore the orthogonal parallel projection of its facade. (b) Once the restitution is done, introduce the information into the computer, in order to: Make a geometric analysis of the architectonic shape, applying 2D systems (bidimensional diedric or Monge method ) and 3D (tridimensional, wireframes and renders); Obtain a complete 3D image of the Tower, that means the virtual model of the real object.
series SIGRADI
email
last changed 2016/03/10 09:55

_id aa19
authors Rosenfeld, Y. and Shapira, A.
year 1998
title Automation of existing tower cranes: economic and technological feasibility
source Automation in Construction 7 (4) (1998) pp. 285-298
summary Tower cranes enjoy a long useful working life. Therefore, a vast population of cranes are still in use today that do not feature the advanced automation and sensor technologies such as those with which some of the new models are equipped. This paper examines the technological and economic feasibility of retrofitting existing tower cranes with semi-automatic devices for motion control. The proposed improvements are intended to enhance the cranes' efficiency and their capacity to meet the challenges of today's tightly scheduled construction projects. Based on work studies and analyses of craning cycles, the concept offered by the proposed improvements distinguishes between the long-distance navigation of the crane's hook and the fine maneuvering in the loading and unloading zones. The expected economic benefits resulting from the enhancement of the crane's performance, with regard to both types of motion, far exceed the cost of installing the various devices.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:23

_id 43e5
authors Ho, Chun-Heng
year 1998
title A Computational Model for Problem-Decomposing Strategy
doi https://doi.org/10.52842/conf.caadria.1998.415
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. 415-424
summary Conventional computational models such as Soar, Act, and Mental Models, solve problems by pattern matching. However, according to other cognitive psychology-related studies, the searching strategies employed by experts and novices in well-structured problems closely resemble each other. Restated, problem-decomposing strategies allow expert designers to perform more effectively than novices. In this study, we construct a rule-based floor-planning CAD system in Lisp to closely examine the relationship between problem-decomposing strategies and design behavior in computation. Execution results demonstrate that the larger the number of elements that the system considers implies more efficient problem-decomposing strategies.
keywords Computational Model, Rule-Based Expert System, Housing Floor Planning, Problem-Decomposing Strategy
series CAADRIA
email
more http://www.caadria.org
last changed 2022/06/07 07:50

_id ddss9857
id ddss9857
authors Terzidis, Kostas
year 1998
title Proposal for a Virtual 3D World Map
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 The development of a VRML scheme of a 3D world is proposed. The objective is to provide a prototype framework for Internet client-users toa) Learn how to "plug-in" their own 3D models,b) View and interact with the models using existing communication software on PC-based hardware, andc) Search for other models on the basis of geographical locations.The framework utilizes multiple levels of detail, data abstraction, interaction with HTML format, and build-in code animation. A case study is implemented to provide an example of a four level (territorycity- block-building) hierarchy for creating, visualizing, and searching.
series DDSS
last changed 2003/08/07 16:36

_id b335
authors Bayle, E., Bellamy, R., Casaday, G., Erickson, T., Fincher, S., Grinter, B., Gross, B., Lehder, D., Marmolin, H., Moore, B., Potts, C., Skousen, G. and Thomas, T.
year 1998
title Putting It All Together: Towards a Pattern Language for Interaction Design Reports
source ACM SIGCHI Bulletin 1998 v.30 n.1 pp.17-23
summary Pattern languages are representations that have been used in architecture and urban design for about twenty years. They focus on the interaction between physical form and social behavior, and express design solutions in an understandable and generalizable form. But pattern languages are not simply set of patterns intended to be universally applied; instead, they are actually meta-languages which, when used in a particular situations, generate situated design languages. This report describes a CHI 97 workshop which explored the utility of pattern languages for interaction design. We discuss the workshop's rationale, the structure and process of the workshop, and some of the workshop's results. In particular, we describe some patterns developed as part of the workshop, and our consequent reflections on the use of patterns and pattern languages as lingua franca for interaction design. This report concludes with a bibliography on pattern languages and related matters that spans architecture, software design, and organizational design.
series other
last changed 2002/07/07 16:01

_id 7ad1
authors Giordano, Rubén F. and Tosello, María Elena
year 1999
title Laberinto: Una Biblioteca para la Virtualidad. Reflexiones y Acontecimientos en el Cyberespacio (Labyrinth: A Library for Virtuality. Reflections and Events in Cyberspace)
source III Congreso Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings] Montevideo (Uruguay) September 29th - October 1st 1999, pp. 83-86
summary This project investigates in the limits of the word like only means of structuring of the thought, before the appearance of new paradigms: the multimedias and the ciber-space that have transformed so much the language written as the architectural one causing unpublished situations: 1.) The transformation of a concrete container to other virtual. 2.) The transformation of the design object, of one static material to another that is a process. 3.) The transformation in the traditional ways of thinking (reversible as the formal logic of the mathematics) to new imaginarys epistemologicals. // These non alone events have caused changes in the forms of to know and to communicate the reality but rather the same one suffers a dilation process. We present for their exploration, a road synthesized in some hypotheses that were elaborated with reason of the International Competition of ACADIA 1998: 1.) The new communication systems (cibercomunication) they generate a new territory that should be colonized. This territory this conformed by objects related by infinite bonds (hipertext). 2.) The topographical form is not lineal and sequential, this it is multidirectional and multiradial. The phenomenon of the blow-up and the dilation are the mechanisms with those that the new objects are generated. 3.) These related fields generate interstitial empty spaces where it appears the desire. The interstice like existential space.
series SIGRADI
email
last changed 2016/03/10 09:52

_id ebb2
authors Proctor, George
year 2000
title Reflections on the VDS, Pedagogy, Methods
doi https://doi.org/10.52842/conf.acadia.2000.015.2
source ACADIA Quarterly, vol. 19, no. 1, pp. 15-16
summary After having conducted a Digital Media based design studio at Cal Poly for six years, we have developed a body of experience I feel is worth sharing. When the idea of conducting a studio with the exclusive use of digital tools was implemented at our college, it was still somewhat novel, and only 2 short years after the first VDS- Virtual Design Studio (UBC, UHK et.al.-1993). When we began, most of what we explored required a suspension of disbelief on the part of both the students and faculty reviewers of studio work. In a few short years the notions we examined have become ubiquitous in academic architectural discourse and are expanding into common use in practice. (For background, the digital media component of our curriculum owes much to my time at Harvard GSD [MAUD 1989-91] and the texts of: McCullough/Mitchell 1990, 1994; McCullough 1998; Mitchell 1990,1992,1996; Tufte 1990; Turkel 1995; and Wojtowicz 1993; and others.)
series ACADIA
email
last changed 2022/06/07 08:00

_id e336
authors Achten, H., Roelen, W., Boekholt, J.-Th., Turksma, A. and Jessurun, J.
year 1999
title Virtual Reality in the Design Studio: The Eindhoven Perspective
doi https://doi.org/10.52842/conf.ecaade.1999.169
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 169-177
summary Since 1991 Virtual Reality has been used in student projects in the Building Information Technology group. It started as an experimental tool to assess the impact of VR technology in design, using the environment of the associated Calibre Institute. The technology was further developed in Calibre to become an important presentation tool for assessing design variants and final design solutions. However, it was only sporadically used in student projects. A major shift occurred in 1997 with a number of student projects in which various computer technologies including VR were used in the whole of the design process. In 1998, the new Design Systems group started a design studio with the explicit aim to integrate VR in the whole design process. The teaching effort was combined with the research program that investigates VR as a design support environment. This has lead to increasing number of innovative student projects. The paper describes the context and history of VR in Eindhoven and presents the current set-UP of the studio. It discusses the impact of the technology on the design process and outlines pedagogical issues in the studio work.
keywords Virtual Reality, Design Studio, Student Projects
series eCAADe
email
last changed 2022/06/07 07:54

_id ddss9801
id ddss9801
authors Achten, Henri and Leeuwen, Jos van
year 1998
title A Feature-Based Description Technique for Design Processes: A Case Study
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 In order to develop appropriate tools for decision support in design processes, it is necessary to found them on an understanding of design. Analytical techniques of design processes that have a direct relationship with tool development can enhance design support systems development. The paper focuses on a design support system in the VR-DIS research program. The aim of this research program is to develop insight in the architectural design process and to establish design tools for architectsworking in Virtual Reality. The basic approach for data modelling in VR in this research is based on an extension of the Feature Based Modelling paradigm taken from design in mechanical engineering. The computer model of the design in the system is a Feature-based model. This paper describes design processes in terms of changes in the Feature-based model of the design. For this purpose, a case of a house design is used. Drawings in the conceptual design phase up to the preliminary design phase arestudied. Each state of the drawings is described in terms of a Feature-model. Particular design actions such as creation of spaces, definition of architectural elements, and changes during the design process can be expressed in terms of changes in the Feature-model. Because of the use of Features, the changes can be formalised in the VR-DIS system. The description in terms of Features offers an analytical toolthat leads to a functional brief for design support tools. The paper ends with a discussion of implications and future work.
series DDSS
last changed 2003/11/21 15:15

_id de77
authors Ahmad Rafi, M.E.
year 1998
title Computer animation for architectural visualisation
source University of Strathclyde
summary This thesis critically reviews the state of architectural animation, and relates this specific field to the more general motion-based representations, particularly traditional film-making techniques. It identifies key elements from traditional filmmaking and shows how these elements can improve computer-based architectural animation. The process of identification of the key elements from traditional film-making starts with a critical survey of the use of motion-based representation in local architectural practices and an empirical analysis of several architectural-based documentary films and past and present computer animations. All of the key ideas are illustrated on video by comparing real shooting clips to digital sequences focusing on production and post-production works. Some of these were implemented in two live projects ( Ministry of Finance, Malaysia and Damansara Parade ) for architects to understand the real problems and potentials in each process. These sets of illustrations expand the architect ideas to make full use of the motion-based process to improve the skill of combining architectural information in a good animation. The overall production process becomes more efficient when the motion-based footage is edited using a non-linear editing platform as it enhances the professional appearance as well as vastly saving most of the production time. The thesis concludes with specific recommendations relative to the stage at which the animation is produced. This technology can be best utilised with the right skills (a gained from film-making) and an understanding of each stage that requires a different level of input and gives a certain impact to the viewers.
series thesis:PhD
email
last changed 2003/11/21 15:15

_id 3
authors Andia, Alfredo
year 1998
title Computadoras y Arquitectura en la Era Digital (Computers and Architecture in the Digital Era)
source II Seminario Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings / ISBN 978-97190-0-X] Mar del Plata (Argentina) 9-11 september 1998, pp. 22-31
summary It seems that when architects think, and talk about computers, they only reflect on very narrow images of the phenomenon. Architects think that the impact of computers in their profession is only related to how PCs, CAD/CAM, networks, software, peripherals, can improve the way they work today. Architects, by enlarge, are unable to reflect beyond the screen of their computers and the wall of their offices when it comes to recognize the real consequences resulting from the new technological advances. In this paper we argue that we should think differently. We must recognize that computers are having much more profound impact on the profession. Computers - the technology of the fantastic, par excellence - are changing the city! They are fundamentally transforming the way we use space, and buildings! Computers are beginning to create new kinds of urban cultures and infrastructures. Building types such as offices, banks, retail spaces, and museums are being transformed into virtual workplaces, telecommuting centers, networks of automated teller machines, home banking, smart stores and multimedia experiences. Computers are transforming the concept of working, the concept of banking, the concept of shopping, etc. In the end, something fundamental about the architecture of these activities.
series SIGRADI
email
last changed 2016/03/10 09:47

_id 0f09
authors Ando, H., Kubota, A. and Kiriyama, T.
year 1998
title Study on the collaborative design process over the internet: A case study on VRML 2.0 specification design
source Design Studies 19, pp. 289-308
summary In this paper, we analyze the process of VRML 2.0 (Virtual Reality Modeling Language, Version 2.0) specification design for the deeper understanding of Internet-based collaboration. The VRML design process has the characteristics of being open to the public, geographically distributed, long-term, large-scale, and diverse. First, we examine the overall features of the design process by analyzing the VRML mailing list archive statistically. Secondly, we extract prototyping vocabulary (operational patterns) from the document change log. Thirdly, we analyze the process of proposing and agreeing with the PROTO node in detail. The results of analysis provide us with a guidance for facilitating innovation in the Internet-based collaboration.
series journal paper
last changed 2003/11/21 15:15

_id ascaad2006_paper19
id ascaad2006_paper19
authors Arjun, G. and J. Plume
year 2006
title Collaborative Architectural Design as a reflective Conversation: an agent facilitated system to support collaborative conceptual design
source Computing in Architecture / Re-Thinking the Discourse: The Second International Conference of the Arab Society for Computer Aided Architectural Design (ASCAAD 2006), 25-27 April 2006, Sharjah, United Arab Emirates
summary In this paper, definitions of collaborative design are discussed and understood in terms of a designer’s cognitive collaborations to explore his/her experiential memory for remote idea associations. Based on Schon’s reflective practice theory, Valkenburg and Dorst’s (1998) description of collaborative team designing is adopted as a model for a proposed design conversation system. The design conversation system is aimed at triggering the experiential memory of the designer by associating significant ideas from different design domains to provide different perspectives of a design situation. The paper describes a proposed framework for the design conversation system incorporating computational agents in a blackboard architecture environment.
series ASCAAD
email
last changed 2007/04/08 19:47

_id 0f4c
authors Asanowicz, Aleksander
year 1998
title From Real to Cyber Reality
source Cyber-Real Design [Conference Proceedings / ISBN 83-905377-2-9] Bialystock (Poland), 23-25 April 1998, pp. 11-19
summary Human activity takes place in two planes, at two levels. Practical activity is present in one of the planes, the other level is occupied by purely cognitive activity. When observing sufficiently long sequences of practical and cognitive activities, one notices transitions between them, which prove true the suspicions of their functional relationship. Because on both of these planes of human activity there is always one and the same element present - an informative element - which on the first plane functions as subordinate, and in the other as an independent one, one can search for a common characteristic for both planes. Such common characteristic for both levels of human activity can be perceived in the fact that in both situations the activity of a human is based on CREATION. Human thinking is based on transitions between what is accessible through experience and what is referred to conceptually. The human thought exists only and exclusively in the vertical motion: from the phenomenal level to the structural level direction of abstraction) and from the conceptual level to the empirical level direction of concretisation). All human activity is multilayered or, more precisely, it is an activity within many layers: the sensual one as well as the structural one. The appearance of conceptual thinking has created a qualitatively new type of a situation. This novelty can be easily seen both in the sphere of the practical cognitive activity as well as in the sphere of the pure cognitive activity. In both cases, the cognitive activity of a human is of a "double-decker" character: image and concept. It is necessary to note here that the "image" does not only mean structural, concrete, but also one which is purely visual, abstract, of no physical form. Therefore, the human experience, being the result of the cognitive activity, is being expressed, becoming objective, materialising in two different but compatible ways. Firstly, in the material structures of practical significance - this way the material culture is created. Secondly - in material structures which have no practical meaning but are solely used for expressing the spiritual contents - thus creating the spiritual culture. Humans have developed an extraordinarily strong need for spiritual activity, which is manifested by the material activity, redundant from the point of view of the material needs.
series plCAD
email
last changed 2003/05/17 10:01

_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 ddss9811
id ddss9811
authors Barbanente, A., Conte, E. and Monno, V.
year 1998
title Changing trends and approaches in human and computer modelling for social housing policies
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 The paper discusses conceptual issues, goals and preliminary results of an on-going research which aims at building a Decision Support System for public housing environmental oriented maintenance and management in a city in Southern Italy, Bari. Traditional post-war Italian housing policies are compared with more recent approaches in the field, pointing out the change from quantitative, aggregated, more simple building problems and relatedapproaches to qualitative, differentiated, complex ones integrating social, economic and environmental dimensions with the aim of regenerating deteriorated residential areas. The paper claims for the need shift, both in the human and computer areas, from traditional quantitative models to new approaches able to manage also qualitative variables, temporal dynamics, emergencies, and intentionality, since they appear key aspects of the real world to be modelled. The housing estate of Bari and its needs of maintenance and management are examined, eliciting essential related knowledge using the interview technique. The clear orientation towards sustainable policies for urban regeneration, at a local, national, and Community level, is also considered. The innovative and collaborative nature of such policies and the attention to be paid to the social aspects ofthe problem require a complex DSS, integrating various kind of hypertexts, information systems and case-based fuzzy expert systems, whose main aims, functions, software and general organisation are outlined in the paper.
series DDSS
last changed 2003/11/21 15:16

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