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 69

_id d0aa
authors Colajanni, Benedetto, Concialdi, Salvatore and Pellitteri, Giuseppe
year 1999
title CoCoMa: a Collaborative Constraint Management System for the Collaborative Design
doi https://doi.org/10.52842/conf.ecaade.1999.364
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 364-369
summary Collaborative Design is a topic of particular current interest. Existing software allows a multiplicity of designers to work on the same project. What the software really allows is accessing to a part of the information of the project and changing it. Sometimes there is a hierarchical distribution of the power of change: some participants can be permitted to operate only on some limited layers of the object representation. In this case the changes they propose are to be accepted by a general manager of the design process. What is lacking in this kind of software is the explicit management on the reciprocal constraints posed by different participants. In this paper, an elementary Collaborative Design System is presented whose main concern is just the management of constraints. Each participant designs the part of the project of his/her concern instantiating objects comprised of geometric description, alphanumeric variables and constraints on both. Constraints can be of two types: absolute or defined by a range of allowed values of the constrained variable. A participant intervening later can accept the constraint, choosing a value in the permitted range, or decide to violate it. In this case the proposed violation is signalled to whom posed it.
keywords Collaborative Design, Design Process, Management System, Participant Designs, Constraints Violation
series eCAADe
email
last changed 2022/06/07 07:56

_id 6fa3
authors Gero, J.S.
year 1999
title Representation and reasoning about shapes: Cognitive and computational studies in visual reasoning in design
source C. Freksa and D. Marks (eds), Spatial Information Theory, Springer, Berlin, pp. 315-330
summary This paper describes some recent cognitively-based and computationally-based research on representing and reasoning about shapes. The cognitive studies are based on protocol analyses of designers and indicatethat visual reasoning in design involves drawings of shapes and their relationsin the generation of unexpected results. The computational studies are concerned with the development of qualitative representations of shapesthat can be used to reason about shapes. Two representations are described: half-planes and landmark-based qualitative codes. Reasoning using these representations is presented.
keywords Shape Representation, Qualitative Representation, Visual Reasoning
series other
email
last changed 2003/04/06 09:16

_id 7a1f
authors Gero, John S.
year 1999
title Representation and Reasoning About Shapes: Cognitive and Computational Studies in Visual Reasoning in Design
source C. Freksa and D. Marks (eds), Spatial Information Theory, Springer, Berlin, pp. 315-330
summary This paper describes some recent cognitively-based and computationally- based research on representing and reasoning about shapes. The cognitive studies are based on protocol analyses of designers and indicate that visual reasoning in design involves drawings of shapes and their relations in the generation of unexpected results. The computational studies are concerned with the development of qualitative representations of shapes that can be used to reason about shapes. Two representations are described: half-planes and landmark-based qualitative codes. Reasoning using these representations is presented.
series journal paper
email
last changed 2003/03/31 08:41

_id sigradi2005_799
id sigradi2005_799
authors Gonzalo, Guillermo E.; Sara L. Ledesma, V.M. Nota, C.F. Martínez, G.I. Quiñones y G. Márquez Vega.
year 2005
title Methodology for the bioclimatic design: computer sustain for election of guidelines and strategies.
source SIGraDi 2005 - [Proceedings of the 9th Iberoamerican Congress of Digital Graphics] Lima - Peru 21-24 november 2005, vol. 2, pp. 799-805
summary After numerous studies and practical of use, field and laboratory measurements, carried out among the years 1994 and 1999, we arrived to the elaboration and presentation of a methodology for the bioclimatic design and energetically sustainable that already takes two books publications. With the support of more than 600 figures that facilitate the understanding of the concepts explained in the books and 26 computer software and databases, that are attached to the second book, the work is facilitated so that designers of buildings that have not been never in contact with a certain climate, or that they don’t have sufficiently assumed by means of the observation of the particularities of a certain climatic situation, to understand the form in that the climate influence their design, condition or determine the design solutions and averge strategies that will choose when carrying out an architecture work. [Full paper in Spanish]
series SIGRADI
email
last changed 2016/03/10 09:52

_id c14a
authors Huang, Hsu-Jen
year 1999
title Computer Daylight Simulation Systems: An Experimental Evaluation
source III Congreso Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings] Montevideo (Uruguay) September 29th - October 1st 1999, pp. 115-120
summary This paper investigates Daylight Simulation Systems in computer visualization programs. Computer visualization has provided qualitative appearance in architectural presentation. There are two aspects, one objective and another subjective, that should be considered in lighting simulation. The objective aspect is concerned with accurate prediction of daylight levels. The subjective aspect is associated with the evaluation of lighting quality. The objective aspect of lighting has often been neglected by visualization designers during the process of simulation. The relevant concepts of lighting to ensure accurate simulation techniques have been defined in order to highlight and resolve the dilemma of accurate lighting visualization. The interactive relationship between material simulation and lighting simulation has also been investigated. In addition, there is a discussion to determine how realistic and artistic the current approaches on lighting simulation are for architectural design presentation. This paper has attempted to provide guidance for the future development of visualization programs and information on innovative ways to accommodate computer visualization for architectural usage and needs.
series SIGRADI
email
last changed 2016/03/10 09:53

_id f44f
authors Huang, Ying-Hsiu
year 2000
title Investigating the Cognitive Behavior of Generating Idea Sketches. Neural Network Simulation
doi https://doi.org/10.52842/conf.caadria.2000.287
source CAADRIA 2000 [Proceedings of the Fifth Conference on Computer Aided Architectural Design Research in Asia / ISBN 981-04-2491-4] Singapore 18-19 May 2000, pp. 287-296
summary In idea sketches, there are a number of ambiguous shapes. Designers will associate and transform some shapes into others (Liu, 1993). Then, they evaluate these shapes in terms of functions and design requirements; furthermore, they would have generated other shapes that certified the design requirements (Huang, 1999). However, not only is the idea of design composed of one element, but also consisted of varied components. The purpose of this paper is to investigate how designers generate ideas of multi-component products, and to simulate this phenomenon by neural networks. At the same time, this paper attempts to study the design cognitive behavior of idea-generating stages, and explores the designers' cognitive phenomenon. Therefore, there are two stages in this paper: First, I conduct a cognitive experiment to realize how designers generate the multi-component product and acquire the sketches that designers generated. Second, I train the neural networks to simulate the behavior of idea generation and explore the cognitive phenomenon in design sketches. As a result, networks associate one shape that trained before, and then generate a complete idea. This phenomenon is similar to the cognitive behavior of designers who saw the ambiguous shape as one shape, which was retrieved from LTM. Moreover, the neural network is examined by a rectangle, which is totally different from the training patterns. The network will associate a confused shape. But the network will associate different shapes by adjusting some critical parameters. Designers can generate variable shapes from one shape, but the signal neural network can't simulate this kind of behavior. On the contrary, this paper proposes five sequential networks to generate variable shapes from the same shape and simulates how designers develop ideas.
series CAADRIA
email
last changed 2022/06/07 07:49

_id 8666
authors Martínez, A.C., Vigo, L., Cabral, J., Folchi, A. and Palacio, M.
year 2000
title Seminario/Taller de Investigacón Proyectual:Estructura de taller activo para enseñar a proyectar asistido por la tipología y de software de mercado (Design Research Seminar/Workshop: A Structure of Active Studio for the Teaching of Design Aided by Typology and Commercial Software)
source SIGraDi’2000 - Construindo (n)o espacio digital (constructing the digital Space) [4th SIGRADI Conference Proceedings / ISBN 85-88027-02-X] Rio de Janeiro (Brazil) 25-28 september 2000, pp. 377-379
summary General outline: Typology has provided architects basic design resources in the past. Repertories have been created by comparing and establishing relations among a multiplicity of examples: these repertories have been used as the basis for new inventions. Research on type establishes the foundations for organized knowledge that can be accumulated, shared, and enriched by successive designs. We are testing our assumption that CAD is a specially adequate tool for the transformation and manipulation of type in the early stages of the design process. Goals: Our Seminar/Studio gives those who take part in it a renewed vision of type as a basic disposition that can be subject to dynamic transformations. The use of CAD will allow the participants to experiment and verify design decisions on the grounds of a systematic use of typological precedents. Methodology: Starting with definite examples of contemporary architecture and the design theory backing the examples selected, the seminar/ studio is developed in eight studio sessions, exploring different dimensions leading to the “parti”. It is meant for experienced designers, both advanced students and graduates. The first experimental seminar of two sessions took place in November 1999. A more developed version is under way in August, 2000.
series SIGRADI
email
last changed 2016/03/10 09:55

_id d4a5
authors Pratini, Edison
year 1999
title Modeling with Gestures: The 3D Sketchmaker
doi https://doi.org/10.52842/conf.acadia.1999.010.2
source ACADIA Quarterly, vol. 18, no. 1, pp. 10-11
summary The 3D SketchMaker Project has developed two prototypes for a gestural 3D sketching system to be used in the earliest phases of the design process. The goal of this ongoing research is to provide architects, and other designers involved in object conception, with a 3D gestural instrument that takes advantage of new virtual reality resources and is more naturalthan using the mouse, less difficult than learning complex software and less abstract than manipulating 2D entities on orthogonal projections. The focus of this project is on the input interface, taking into consideration two factors: First, for many architects and designers, one of the main reasons for not using 3D modeling from the very beginning of the design process is that both current hardware and software are hardly appropriate to do the spontaneous and quick drawings that are used to assist in conceptualizing their objects.
series ACADIA
email
last changed 2022/06/07 08:00

_id 6285
authors Pratini, Edison
year 1999
title Esboçando com Gestos: O Projeto 3D SketchMaker (Sketching with Gestures: The 3D SketchMaker Project)
source III Congreso Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings] Montevideo (Uruguay) September 29th - October 1st 1999, pp. 141-144
summary The 3D SketchMaker Project has developed two prototypes for a gestural 3D sketching interface in a computer system to be used in the earliest phases of the design process. The goal of this ongoing research is to provide architects, and other designers involved in object conception, with a 3D gestural instrument that takes advantage of new virtual reality resources and is more natural than using the mouse, less difficult than learning complex software and less abstract than manipulating 2D entities on orthogonal projections. The focus of this project is on the input interface, taking into consideration two factors: First, for many architects and designers, one of the main reasons for not using 3D modeling from the very beginning of the design process is that both current computer hardware and software are hardly appropriate to do the spontaneous and quick drawings that are used to assist in conceptualizing their objects. Second, three-dimensional modeling packages use two-and-three dimensional elements, in a 3D environment, but usually employ 2D input devices that are not appropriate to work in 3D environments, such as mice or pen-and-tablets. The 3D SketchMaker was conceived to take advantage of a natural tendency most people have in using gesture as an aid to language when trying to describe the shape, form or volume of objects. The system is intended to assist or replace the first 2D drawing steps in the design process, generating rough 3D sketches that can be refined later. It is, in essence, a 3D modeling system (a prototype, at this time) directed to do sketching with hand movements and gestures in a virtual reality environment.
series SIGRADI
email
last changed 2016/03/10 09:58

_id ga0026
id ga0026
authors Ransen, Owen F.
year 2000
title Possible Futures in Computer Art Generation
source International Conference on Generative Art
summary Years of trying to create an "Image Idea Generator" program have convinced me that the perfect solution would be to have an artificial artistic person, a design slave. This paper describes how I came to that conclusion, realistic alternatives, and briefly, how it could possibly happen. 1. The history of Repligator and Gliftic 1.1 Repligator In 1996 I had the idea of creating an “image idea generator”. I wanted something which would create images out of nothing, but guided by the user. The biggest conceptual problem I had was “out of nothing”. What does that mean? So I put aside that problem and forced the user to give the program a starting image. This program eventually turned into Repligator, commercially described as an “easy to use graphical effects program”, but actually, to my mind, an Image Idea Generator. The first release came out in October 1997. In December 1998 I described Repligator V4 [1] and how I thought it could be developed away from simply being an effects program. In July 1999 Repligator V4 won the Shareware Industry Awards Foundation prize for "Best Graphics Program of 1999". Prize winners are never told why they won, but I am sure that it was because of two things: 1) Easy of use 2) Ease of experimentation "Ease of experimentation" means that Repligator does in fact come up with new graphics ideas. Once you have input your original image you can generate new versions of that image simply by pushing a single key. Repligator is currently at version 6, but, apart from adding many new effects and a few new features, is basically the same program as version 4. Following on from the ideas in [1] I started to develop Gliftic, which is closer to my original thoughts of an image idea generator which "starts from nothing". The Gliftic model of images was that they are composed of three components: 1. Layout or form, for example the outline of a mandala is a form. 2. Color scheme, for example colors selected from autumn leaves from an oak tree. 3. Interpretation, for example Van Gogh would paint a mandala with oak tree colors in a different way to Andy Warhol. There is a Van Gogh interpretation and an Andy Warhol interpretation. Further I wanted to be able to genetically breed images, for example crossing two layouts to produce a child layout. And the same with interpretations and color schemes. If I could achieve this then the program would be very powerful. 1.2 Getting to Gliftic Programming has an amazing way of crystalising ideas. If you want to put an idea into practice via a computer program you really have to understand the idea not only globally, but just as importantly, in detail. You have to make hard design decisions, there can be no vagueness, and so implementing what I had decribed above turned out to be a considerable challenge. I soon found out that the hardest thing to do would be the breeding of forms. What are the "genes" of a form? What are the genes of a circle, say, and how do they compare to the genes of the outline of the UK? I wanted the genotype representation (inside the computer program's data) to be directly linked to the phenotype representation (on the computer screen). This seemed to be the best way of making sure that bred-forms would bare some visual relationship to their parents. I also wanted symmetry to be preserved. For example if two symmetrical objects were bred then their children should be symmetrical. I decided to represent shapes as simply closed polygonal shapes, and the "genes" of these shapes were simply the list of points defining the polygon. Thus a circle would have to be represented by a regular polygon of, say, 100 sides. The outline of the UK could easily be represented as a list of points every 10 Kilometers along the coast line. Now for the important question: what do you get when you cross a circle with the outline of the UK? I tried various ways of combining the "genes" (i.e. coordinates) of the shapes, but none of them really ended up producing interesting shapes. And of the methods I used, many of them, applied over several "generations" simply resulted in amorphous blobs, with no distinct family characteristics. Or rather maybe I should say that no single method of breeding shapes gave decent results for all types of images. Figure 1 shows an example of breeding a mandala with 6 regular polygons: Figure 1 Mandala bred with array of regular polygons I did not try out all my ideas, and maybe in the future I will return to the problem, but it was clear to me that it is a non-trivial problem. And if the breeding of shapes is a non-trivial problem, then what about the breeding of interpretations? I abandoned the genetic (breeding) model of generating designs but retained the idea of the three components (form, color scheme, interpretation). 1.3 Gliftic today Gliftic Version 1.0 was released in May 2000. It allows the user to change a form, a color scheme and an interpretation. The user can experiment with combining different components together and can thus home in on an personally pleasing image. Just as in Repligator, pushing the F7 key make the program choose all the options. Unlike Repligator however the user can also easily experiment with the form (only) by pushing F4, the color scheme (only) by pushing F5 and the interpretation (only) by pushing F6. Figures 2, 3 and 4 show some example images created by Gliftic. Figure 2 Mandala interpreted with arabesques   Figure 3 Trellis interpreted with "graphic ivy"   Figure 4 Regular dots interpreted as "sparks" 1.4 Forms in Gliftic V1 Forms are simply collections of graphics primitives (points, lines, ellipses and polygons). The program generates these collections according to the user's instructions. Currently the forms are: Mandala, Regular Polygon, Random Dots, Random Sticks, Random Shapes, Grid Of Polygons, Trellis, Flying Leap, Sticks And Waves, Spoked Wheel, Biological Growth, Chequer Squares, Regular Dots, Single Line, Paisley, Random Circles, Chevrons. 1.5 Color Schemes in Gliftic V1 When combining a form with an interpretation (described later) the program needs to know what colors it can use. The range of colors is called a color scheme. Gliftic has three color scheme types: 1. Random colors: Colors for the various parts of the image are chosen purely at random. 2. Hue Saturation Value (HSV) colors: The user can choose the main hue (e.g. red or yellow), the saturation (purity) of the color scheme and the value (brightness/darkness) . The user also has to choose how much variation is allowed in the color scheme. A wide variation allows the various colors of the final image to depart a long way from the HSV settings. A smaller variation results in the final image using almost a single color. 3. Colors chosen from an image: The user can choose an image (for example a JPG file of a famous painting, or a digital photograph he took while on holiday in Greece) and Gliftic will select colors from that image. Only colors from the selected image will appear in the output image. 1.6 Interpretations in Gliftic V1 Interpretation in Gliftic is best decribed with a few examples. A pure geometric line could be interpreted as: 1) the branch of a tree 2) a long thin arabesque 3) a sequence of disks 4) a chain, 5) a row of diamonds. An pure geometric ellipse could be interpreted as 1) a lake, 2) a planet, 3) an eye. Gliftic V1 has the following interpretations: Standard, Circles, Flying Leap, Graphic Ivy, Diamond Bar, Sparkz, Ess Disk, Ribbons, George Haite, Arabesque, ZigZag. 1.7 Applications of Gliftic Currently Gliftic is mostly used for creating WEB graphics, often backgrounds as it has an option to enable "tiling" of the generated images. There is also a possibility that it will be used in the custom textile business sometime within the next year or two. The real application of Gliftic is that of generating new graphics ideas, and I suspect that, like Repligator, many users will only understand this later. 2. The future of Gliftic, 3 possibilties Completing Gliftic V1 gave me the experience to understand what problems and opportunities there will be in future development of the program. Here I divide my many ideas into three oversimplified possibilities, and the real result may be a mix of two or all three of them. 2.1 Continue the current development "linearly" Gliftic could grow simply by the addition of more forms and interpretations. In fact I am sure that initially it will grow like this. However this limits the possibilities to what is inside the program itself. These limits can be mitigated by allowing the user to add forms (as vector files). The user can already add color schemes (as images). The biggest problem with leaving the program in its current state is that there is no easy way to add interpretations. 2.2 Allow the artist to program Gliftic It would be interesting to add a language to Gliftic which allows the user to program his own form generators and interpreters. In this way Gliftic becomes a "platform" for the development of dynamic graphics styles by the artist. The advantage of not having to deal with the complexities of Windows programming could attract the more adventurous artists and designers. The choice of programming language of course needs to take into account the fact that the "programmer" is probably not be an expert computer scientist. I have seen how LISP (an not exactly easy artificial intelligence language) has become very popular among non programming users of AutoCAD. If, to complete a job which you do manually and repeatedly, you can write a LISP macro of only 5 lines, then you may be tempted to learn enough LISP to write those 5 lines. Imagine also the ability to publish (and/or sell) "style generators". An artist could develop a particular interpretation function, it creates images of a given character which others find appealing. The interpretation (which runs inside Gliftic as a routine) could be offered to interior designers (for example) to unify carpets, wallpaper, furniture coverings for single projects. As Adrian Ward [3] says on his WEB site: "Programming is no less an artform than painting is a technical process." Learning a computer language to create a single image is overkill and impractical. Learning a computer language to create your own artistic style which generates an infinite series of images in that style may well be attractive. 2.3 Add an artificial conciousness to Gliftic This is a wild science fiction idea which comes into my head regularly. Gliftic manages to surprise the users with the images it makes, but, currently, is limited by what gets programmed into it or by pure chance. How about adding a real artifical conciousness to the program? Creating an intelligent artificial designer? According to Igor Aleksander [1] conciousness is required for programs (computers) to really become usefully intelligent. Aleksander thinks that "the line has been drawn under the philosophical discussion of conciousness, and the way is open to sound scientific investigation". Without going into the details, and with great over-simplification, there are roughly two sorts of artificial intelligence: 1) Programmed intelligence, where, to all intents and purposes, the programmer is the "intelligence". The program may perform well (but often, in practice, doesn't) and any learning which is done is simply statistical and pre-programmed. There is no way that this type of program could become concious. 2) Neural network intelligence, where the programs are based roughly on a simple model of the brain, and the network learns how to do specific tasks. It is this sort of program which, according to Aleksander, could, in the future, become concious, and thus usefully intelligent. What could the advantages of an artificial artist be? 1) There would be no need for programming. Presumbably the human artist would dialog with the artificial artist, directing its development. 2) The artificial artist could be used as an apprentice, doing the "drudge" work of art, which needs intelligence, but is, anyway, monotonous for the human artist. 3) The human artist imagines "concepts", the artificial artist makes them concrete. 4) An concious artificial artist may come up with ideas of its own. Is this science fiction? Arthur C. Clarke's 1st Law: "If a famous scientist says that something can be done, then he is in all probability correct. If a famous scientist says that something cannot be done, then he is in all probability wrong". Arthur C Clarke's 2nd Law: "Only by trying to go beyond the current limits can you find out what the real limits are." One of Bertrand Russell's 10 commandments: "Do not fear to be eccentric in opinion, for every opinion now accepted was once eccentric" 3. References 1. "From Ramon Llull to Image Idea Generation". Ransen, Owen. Proceedings of the 1998 Milan First International Conference on Generative Art. 2. "How To Build A Mind" Aleksander, Igor. Wiedenfeld and Nicolson, 1999 3. "How I Drew One of My Pictures: or, The Authorship of Generative Art" by Adrian Ward and Geof Cox. Proceedings of the 1999 Milan 2nd International Conference on Generative Art.
series other
email
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id 206caadria2004
id 206caadria2004
authors Ricardo Sosa and John S. Gero
year 2004
title Diffusion of Design Ideas: Gatekeeping Effects
doi https://doi.org/10.52842/conf.caadria.2004.287
source CAADRIA 2004 [Proceedings of the 9th International Conference on Computer Aided Architectural Design Research in Asia / ISBN 89-7141-648-3] Seoul Korea 28-30 April 2004, pp. 287-302
summary Designers and design managers are interested in gaining a deeper understanding of the complexities of creativity and innovation (Langdon and Rothwell 1985). These two phenomena can be seen as complementary dimensions of a differentiation cycle where design plays a key value-adding role that gradually reduces through commoditisation. However, there is a lack of relevant evidence to explain the link between creativity and innovation. Creativity is increasingly considered as occurring in the interaction between the individual generator of an idea and a group of evaluators (Sawyer et al 2003). However, most studies have regarded the generation of a solution -and not its social impact- as the outcome of the creative process (Runco and Pritzker 1999). Accordingly, computational modelling of creativity has been mainly conducted in a social void (Boden 1999).
series CAADRIA
email
last changed 2022/06/07 07:56

_id 7012
authors Sheng-Fen, Chien
year 2002
title Design Gaming, Designing Games - Learning Design through Game Playing and Game Making
doi https://doi.org/10.52842/conf.ecaade.2002.028
source Connecting the Real and the Virtual - design e-ducation [20th eCAADe Conference Proceedings / ISBN 0-9541183-0-8] Warsaw (Poland) 18-20 September 2002, pp. 28-33
summary This is an ongoing effort to make design learning fun and constructive. The process of designing, in many respects, is very similar to playing games: exploring possibilities under certain constraints. Since 1999, the “designing as game playing” concept has been used in architectural design studios and related courses in my institution. In the early years, preexisting games or games created by instructors were used. These games were played in a junior-year course that emphasized design decision-making and design collaborations. In recent two years, design game making has been used as a vehicle for senior-year student to strengthen their analytical skills. So far, students have developed games of Mario Botta, Le Corbusier (Villa Savoy), Aldolf Loos, Mies van der Rohe, and Richard Meier. Two more games are underdevelopment: the games of Isosaki and Tadao Ando. Some of these games have been used in freshman-year courses to introduce certain principles of form composition. Playing design games enables students to gain design knowledge as well as to be able to view design constraints constructively as special characteristics on the game board that may turn to their advantages rather than as useless stumbling blocks. Designing games requires students to analyze existing designs in great details as well as to be able to organize certain relationships of these details into operable rules that could produce new designs. The experience of teaching “games and design” to-date has been a very fruitful one. Future work will focus on design gaming for freshman students and game designing for senior students, as well as the interaction between the freshmen (game players) and the seniors (game designers).
series eCAADe
email
last changed 2022/06/07 07:56

_id ga9902
id ga9902
authors Soddu, Celestino
year 1999
title Recognizability of designer imprinting in Generative artwork
source International Conference on Generative Art
summary Design lives within two fundamental stages, the creative and the evolutionary. The first is that of producing the idea: this approach is built activating a logical jump between the existing and possible worlds that represent our wishes and thoughts. A design idea is the identification of a set of possibilities that goes beyond specific "solutions" but identifies the sense or the attainable quality. The field involved in this design stage is "how" the world may be transformed, not what the possible scenario may be. The second is the evolutionary stage, that of the development of the idea. This approach runs inside paths of refinement and increases in complexity of the projects. It involves the management of the project to reach the desired quality.Generative design is founded on the possibility to clearly separate the creative and the evolutionary stages of the idea. And the first is reserved for man (because creative processes, being activated from subjective interpretations and being abduptive paths and not deductive, inductive or analytical ones, can not be emulated by machines) and the second may be carried out using artificial devices able to emulate logical procedures. The emulation of evolutionary logics is useful for a very simple reason: for getting the best operative design control on complexity. Designers know very well that the quality of a project depends, very importantly, on the time spent designing. If the time is limited, the project can not evolve enough to attain the desired quality. If the available time is increased, the project acquires a higher quality due to the possibility of crossing various parallel evolutionary paths, to develop these and to verify their relative potential running through the cycle idea/evolution more times and in progress. (scheme1) This is not all. In a time-limited design activity, the architect is pressed into facing the formalization of performance requirements in terms of answering directly specific questions. He is pressed into analytically systematizing the requirements before him to quickly work on the evolution of the project. The design solution can be effective but absolutely not flexible. If the real need of the user is, even slightly, different to the hypothesized requirement, the quality of the project, as its ability to respond to needs, breaks down. Projects approached in this way, which we could call "analytical", are quickly obsolete, being tied up to the flow of fashion. A more "creative" approach, where we don't try to accelerate (therby simplifying) the design development path "deducting" from the requirements the formalization choices but we develop our idea using the requirements and the constraints as opportunities of increasing the complexity of the idea, enriching the design development path to reach a higher quality, needs, without doubt, more time. As well as being, of course, a creative and non-analytical approach. This design approach, which is "the" design path, is a voyage of discovery that is comparable to that of scientific research. The fundamental structure is the idea as a "not deducted" hypothesis concerning a quality and recognizability of attainable artwork, according to the architect's "subjective" point of view. The needs and the constraints, identified as fields of possible development of the project, are opportunities for the idea to develop and acquire a specific identity and complexity. Once possible scenarios of a project are formed, the same requirements and constraints will take part, as "verification of congruity", of the increase in quality. Then the cycle, once more, will be run again to reach more satisfactory results. It is, without doubt, an approach that requires time.
series other
email
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id ascaad2007_025
id ascaad2007_025
authors Speed, C.
year 2007
title A Social Dimension to Digital Architectural Practice
source Em‘body’ing Virtual Architecture: The Third International Conference of the Arab Society for Computer Aided Architectural Design (ASCAAD 2007), 28-30 November 2007, Alexandria, Egypt, pp. 291-304
summary In 1995 the first in a series of three books were published by Academy Editions, that have since become a vivid handbook that documents how designers responded to the development of architectural drawing applications and the growth of the internet, to establish a form of digital architecture. Offering dramatic images and emotive texts, many of the architects and designers featured in these books deeply affected the perception of digital architecture’s mission by students and elements of the design community. Concentrating upon how to resolve the view that time and space are separate dimensions, and the immersive and dematerial potentials of cyberspace, the developments of this ‘cyberromanticism’ (Coyne 1999) ultimately were not used to sustain digital architectural activity. This paper uses the Academy Editions series to understand how such a vivid aspect of digital architecture failed to fulfil its aspirations. The paper begins by establishing the premise for digital architecture through a link with mainstream architectures interest in the concept of shelter. Through a summary of the practical and theoretical methods outlined by the early designers within the series of publications, the paper demonstrates the critical potential of the field. However a summary of how the proliferation of early imagery fuelled a visual mannerism traces how the third Architects in Cyberspace publication represented a crisis in both identity and practice. The paper then identifies an opportunity for recovering the theoretical imperatives within digital architecture by reflecting upon the emergence of ‘interactive architectures’ use of a ‘social’ dimension that was previously hindered by the use of computer applications in early digital architecture. The paper closes with a reference to two of the authors practical projects that use social data to inform the generation of digital architecture.
series ASCAAD
email
last changed 2008/01/21 22:00

_id 44c0
authors Van Leeuwen, Jos P.
year 1999
title Modelling architectural design information by features : an approach to dynamic product modelling for application in architectural design
source Eindhoven University of Technology
summary Architectural design, like many other human activities, benefits more and more from the ongoing development of information and communication technologies. The traditional paper documents for the representation and communication of design are now replaced by digital media. CAD systems have replaced the drawing board and knowledge systems are used to integrate expert knowledge in the design process. Product modelling is one of the most promising approaches in the developments of the last two decades, aiming in the architectural context at the representation and communication of the information related to a building in all its aspects and during its complete life-cycle. However, after studying both the characteristics of the product modelling approach and the characteristics of architectural design, it is concluded in this research project that product modelling does not suffice for support of architectural design. Architectural design is characterised mainly as a problem solving process, involving illdefined problems that require a very dynamic way of dealing with information that concerns both the problem and emerging solutions. Furthermore, architectural design is in many ways an evolutionary process. In short term this is because of the incremental approach to problem solving in design projects; and in long term because of the stylistic development of designers and the continuous developments in the building and construction industry in general. The requirements that are posed by architectural design are concentrated in the keywords extensibility and flexibility of the design informationmodels. Extensibility means that designers can extend conceptual models with definitions that best suit the design concepts they wish to utilise. Flexibility means that information in design models can be structured in a way that accurately represents the design rationale. This includes the modelling of incidental characteristics and relationships of the entities in the model that are not necessarily predefined in a conceptual model. In general, product modelling does not adequately support this dynamic nature of design. Therefore, this research project has studied the concepts developed in the technology of Feature-based modelling, which originates from the area of mechanical engineering. These concepts include the usage of Features as the primitives for defining and reasoning about a product. Features have an autonomous function in the information model, which, as a result, constitutes a flexible network of relationships between Features that are established during the design process. The definition of Features can be specified by designers to formalise new design concepts. This allows the design tools to be adapted to the specific needs of the individual designer, enlarging the library of available resources for design. In addition to these key-concepts in Feature-based modelling as it is developed in the mechanical engineering context, the project has determined the following principles for a Feature-based approach in the architectural context. Features in mechanical engineering are used mainly to describe the lowest level of detail in a product's design, namely the characteristics of its parts. In architecture the design process does not normally follow a strictly hierarchical approach and therefore requires that the building be modelled as a whole. This implies that multiple levels of abstraction are modelled and that Features are used to describe information at the various abstraction levels. Furthermore, architectural design involves concepts that are non-physical as well as physical; Features are to be used for modelling both kinds. The term Feature is defined in this research project to reflect the above key-concepts for this modelling approach. A Feature is an autonomous, coherent collection of information, with semantic meaning to a designer and possibly emerging during design, that is defined to formalise a design concept at any level of abstraction, either physical or non-physical, as part of a building model. Feature models are built up entirely of Features and are structured in the form of a directed graph. The nodes in the graph are the Features, whereas the arcs are the relationships between the Features. Features can be of user-defined types and incidental relationships can be added that are not defined at the typological level. An inventory in this project of what kind of information is involved in the practice of modelling architectural design is based on the analysis of a selection of sources of architectural design information. This inventory is deepened by a case study and results in the proposition of a categorisation of architectural Feature types.
keywords Automated Management Information Systems; Computer Aided Architectural Design; Information Systems; Modelling
series thesis:PhD
email
more http://www.ds.arch.tue.nl/jos/thesis/
last changed 2003/02/12 22:37

_id add2
authors Won, Peng-Whai
year 1999
title The Comparison between Visual Thinking Using Computer and Conventional Media in the Concept Generation Stages of Design
doi https://doi.org/10.52842/conf.caadria.1999.363
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. 363-372
summary Computer, this new kind of media, has influenced the behavior of design to some degree. Among these years, many researches have appeared for the development of computer-aided design. In recent years, such kind of computer-aided studies about the forepart of design, that is the stage of concept generation, have also started to generate. But most of these researches belonged to the kind of applied studies with the test of computer systems. On the other hand, there were many researches about the visual thinking and cognitive behavior of designers while sketching or drawing in the stage of concept generation. From the synthesis of the fore two disciplines, we can find that there existing a point of deficiency, that is the cognitive research about designers using computers as the sketching media is absent. And that is what I want to study and discuss in this research. The fundamental analytic data of this research is the visual process chronicled form the sketching of subjects, and the assistant analytic data is the verbal data from the questions that the subjects are asked after his/her sketching. These data is analyzed by three coding schema. The cognitive appearance while designers generating concepts with computers or conventional media are propounded and discussed in this research.
series CAADRIA
last changed 2022/06/07 07:57

_id avocaad_2001_17
id avocaad_2001_17
authors Ying-Hsiu Huang, Yu-Tung Liu, Cheng-Yuan Lin, Yi-Ting Cheng, Yu-Chen Chiu
year 2001
title The comparison of animation, virtual reality, and scenario scripting in design process
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 Design media is a fundamental tool, which can incubate concrete ideas from ambiguous concepts. Evolved from freehand sketches, physical models to computerized drafting, modeling (Dave, 2000), animations (Woo, et al., 1999), and virtual reality (Chiu, 1999; Klercker, 1999; Emdanat, 1999), different media are used to communicate to designers or users with different conceptual levels¡@during the design process. Extensively employed in design process, physical models help designers in managing forms and spaces more precisely and more freely (Millon, 1994; Liu, 1996).Computerized drafting, models, animations, and VR have gradually replaced conventional media, freehand sketches and physical models. Diversely used in the design process, computerized media allow designers to handle more divergent levels of space than conventional media do. The rapid emergence of computers in design process has ushered in efforts to the visual impact of this media, particularly (Rahman, 1992). He also emphasized the use of computerized media: modeling and animations. Moreover, based on Rahman's study, Bai and Liu (1998) applied a new design media¡Xvirtual reality, to the design process. In doing so, they proposed an evaluation process to examine the visual impact of this new media in the design process. That same investigation pointed towards the facilitative role of the computerized media in enhancing topical comprehension, concept realization, and development of ideas.Computer technology fosters the growth of emerging media. A new computerized media, scenario scripting (Sasada, 2000; Jozen, 2000), markedly enhances computer animations and, in doing so, positively impacts design processes. For the three latest media, i.e., computerized animation, virtual reality, and scenario scripting, the following question arises: What role does visual impact play in different design phases of these media. Moreover, what is the origin of such an impact? Furthermore, what are the similarities and variances of computing techniques, principles of interaction, and practical applications among these computerized media?This study investigates the similarities and variances among computing techniques, interacting principles, and their applications in the above three media. Different computerized media in the design process are also adopted to explore related phenomenon by using these three media in two projects. First, a renewal planning project of the old district of Hsinchu City is inspected, in which animations and scenario scripting are used. Second, the renewal project is compared with a progressive design project for the Hsinchu Digital Museum, as designed by Peter Eisenman. Finally, similarity and variance among these computerized media are discussed.This study also examines the visual impact of these three computerized media in the design process. In computerized animation, although other designers can realize the spatial concept in design, users cannot fully comprehend the concept. On the other hand, other media such as virtual reality and scenario scripting enable users to more directly comprehend what the designer's presentation.Future studies should more closely examine how these three media impact the design process. This study not only provides further insight into the fundamental characteristics of the three computerized media discussed herein, but also enables designers to adopt different media in the design stages. Both designers and users can more fully understand design-related concepts.
series AVOCAAD
email
last changed 2005/09/09 10:48

_id avocaad_2001_09
id avocaad_2001_09
authors Yu-Tung Liu, Yung-Ching Yeh, Sheng-Cheng Shih
year 2001
title Digital Architecture in CAD studio and Internet-based competition
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 Architectural design has been changing because of the vast and creative use of computer in different ways. From the viewpoint of designing itself, computer has been used as drawing tools in the latter phase of design (Mitchell 1977; Coyne et al. 1990), presentation and simulation tools in the middle phase (Liu and Bai 2000), and even critical media which triggers creative thinking in the very early phase (Maher et al. 2000; Liu 1999; Won 1999). All the various roles that computer can play have been adopted in a number of professional design corporations and so-called computer-aided design (CAD) studio in schools worldwide (Kvan 1997, 2000; Cheng 1998). The processes and outcomes of design have been continuously developing to capture the movement of the computer age. However, from the viewpoint of social-cultural theories of architecture, the evolvement of design cannot be achieved solely by designers or design processes. Any new idea of design can be accepted socially, culturally and historically only under one condition: The design outcomes could be reviewed and appreciated by critics in the field at the time of its production (Csikszentmihalyi 1986, 1988; Schon and Wiggins 1992; Liu 2000). In other words, aspects of design production (by designers in different design processes) are as critical as those of design appreciation (by critics in different review processes) in the observation of the future trends of architecture.Nevertheless, in the field of architectural design with computer and Internet, that is, so-called computer-aided design computer-mediated design, or internet-based design, most existing studies pay more attentions to producing design in design processes as mentioned above. Relatively few studies focus on how critics act and how they interact with designers in the review processes. Therefore, this study intends to investigate some evolving phenomena of the interaction between design production and appreciation in the environment of computer and Internet.This paper takes a CAD studio and an Internet-based competition as examples. The CAD studio includes 7 master's students and 2 critics, all from the same countries. The Internet-based competition, held in year 2000, includes 206 designers from 43 counties and 26 critics from 11 countries. 3 students and the 2 critics in the CAD studio are the competition participating designers and critics respectively. The methodological steps are as follows: 1. A qualitative analysis: observation and interview of the 3 participants and 2 reviewers who join both the CAD studio and the competition. The 4 analytical criteria are the kinds of presenting media, the kinds of supportive media (such as verbal and gesture/facial data), stages of the review processes, and interaction between the designer and critics. The behavioral data are acquired by recording the design presentation and dialogue within 3 months. 2. A quantitative analysis: statistical analysis of the detailed reviewing data in the CAD studio and the competition. The four 4 analytical factors are the reviewing time, the number of reviewing of the same project, the comparison between different projects, and grades/comments. 3. Both the qualitative and quantitative data are cross analyzed and discussed, based on the theories of design thinking, design production/appreciation, and the appreciative system (Goodman 1978, 1984).The result of this study indicates that the interaction between design production and appreciation during the review processes could differ significantly. The review processes could be either linear or cyclic due to the influences from the kinds of media, the environmental discrepancies between studio and Internet, as well as cognitive thinking/memory capacity. The design production and appreciation seem to be more linear in CAD studio whereas more cyclic in the Internet environment. This distinction coincides with the complementary observations of designing as a linear process (Jones 1970; Simon 1981) or a cyclic movement (Schon and Wiggins 1992). Some phenomena during the two processes are also illustrated in detail in this paper.This study is merely a starting point of the research in design production and appreciation in the computer and network age. The future direction of investigation is to establish a theoretical model for the interaction between design production and appreciation based on current findings. The model is expected to conduct using revised protocol analysis and interviews. The other future research is to explore how design computing creativity emerge from the process of producing and appreciating.
series AVOCAAD
email
last changed 2005/09/09 10:48

_id avocaad_2001_16
id avocaad_2001_16
authors Yu-Ying Chang, Yu-Tung Liu, Chien-Hui Wong
year 2001
title Some Phenomena of Spatial Characteristics of Cyberspace
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 "Space," which has long been an important concept in architecture (Bloomer & Moore, 1977; Mitchell, 1995, 1999), has attracted interest of researchers from various academic disciplines in recent years (Agnew, 1993; Benko & Strohmayer, 1996; Chang, 1999; Foucault, 1982; Gould, 1998). Researchers from disciplines such as anthropology, geography, sociology, philosophy, and linguistics regard it as the basis of the discussion of various theories in social sciences and humanities (Chen, 1999). On the other hand, since the invention of Internet, Internet users have been experiencing a new and magic "world." According to the definitions in traditional architecture theories, "space" is generated whenever people define a finite void by some physical elements (Zevi, 1985). However, although Internet is a virtual, immense, invisible and intangible world, navigating in it, we can still sense the very presence of ourselves and others in a wonderland. This sense could be testified by our naming of Internet as Cyberspace -- an exotic kind of space. Therefore, as people nowadays rely more and more on the Internet in their daily life, and as more and more architectural scholars and designers begin to invest their efforts in the design of virtual places online (e.g., Maher, 1999; Li & Maher, 2000), we cannot help but ask whether there are indeed sensible spaces in Internet. And if yes, these spaces exist in terms of what forms and created by what ways?To join the current interdisciplinary discussion on the issue of space, and to obtain new definition as well as insightful understanding of "space", this study explores the spatial phenomena in Internet. We hope that our findings would ultimately be also useful for contemporary architectural designers and scholars in their designs in the real world.As a preliminary exploration, the main objective of this study is to discover the elements involved in the creation/construction of Internet spaces and to examine the relationship between human participants and Internet spaces. In addition, this study also attempts to investigate whether participants from different academic disciplines define or experience Internet spaces in different ways, and to find what spatial elements of Internet they emphasize the most.In order to achieve a more comprehensive understanding of the spatial phenomena in Internet and to overcome the subjectivity of the members of the research team, the research design of this study was divided into two stages. At the first stage, we conducted literature review to study existing theories of space (which are based on observations and investigations of the physical world). At the second stage of this study, we recruited 8 Internet regular users to approach this topic from different point of views, and to see whether people with different academic training would define and experience Internet spaces differently.The results of this study reveal that the relationship between human participants and Internet spaces is different from that between human participants and physical spaces. In the physical world, physical elements of space must be established first; it then begins to be regarded as a place after interaction between/among human participants or interaction between human participants and the physical environment. In contrast, in Internet, a sense of place is first created through human interactions (or activities), Internet participants then begin to sense the existence of a space. Therefore, it seems that, among the many spatial elements of Internet we found, "interaction/reciprocity" Ñ either between/among human participants or between human participants and the computer interface Ð seems to be the most crucial element.In addition, another interesting result of this study is that verbal (linguistic) elements could provoke a sense of space in a degree higher than 2D visual representation and no less than 3D visual simulations. Nevertheless, verbal and 3D visual elements seem to work in different ways in terms of cognitive behaviors: Verbal elements provoke visual imagery and other sensory perceptions by "imagining" and then excite personal experiences of space; visual elements, on the other hand, provoke and excite visual experiences of space directly by "mapping".Finally, it was found that participants with different academic training did experience and define space differently. For example, when experiencing and analyzing Internet spaces, architecture designers, the creators of the physical world, emphasize the design of circulation and orientation, while participants with linguistics training focus more on subtle language usage. Visual designers tend to analyze the graphical elements of virtual spaces based on traditional painting theories; industrial designers, on the other hand, tend to treat these spaces as industrial products, emphasizing concept of user-center and the control of the computer interface.The findings of this study seem to add new information to our understanding of virtual space. It would be interesting for future studies to investigate how this information influences architectural designers in their real-world practices in this digital age. In addition, to obtain a fuller picture of Internet space, further research is needed to study the same issue by examining more Internet participants who have no formal linguistics and graphical training.
series AVOCAAD
email
last changed 2005/09/09 10:48

_id 89bb
authors Ataman, Osman and Richey, Thomas
year 1999
title ArchiDATA: A Hypermedia Tool for Architecture
source III Congreso Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings] Montevideo (Uruguay) September 29th - October 1st 1999, pp. 496-500
summary Design is a cooperative activity at several levels. At one level, clients, architects, financiers, and construction engineers and contractors, all play important roles in creating the design for the building. At another level, the design team may contain architects, interior and landscape designers, lighting experts, heating, ventilation, and air-conditioning experts, etc. At a third level, individual architects cooperate with computer-based design tools in creating portions of a complex design. This paper describes an ongoing project called ArchiDATA, in which we are developing a computational Case-Based Design Aid (CBDA) for architectural design. This project, which is collaboration between cognitive scientists and architectural researchers, builds on an artificial intelligence paradigm called case-based reasoning and work in post-occupancy evaluation and other case study research in architecture.
series SIGRADI
email
last changed 2016/03/10 09:47

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