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 avocaad_2001_22
id avocaad_2001_22
authors Jos van Leeuwen, Joran Jessurun
year 2001
title XML for Flexibility an Extensibility of Design Information Models
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 The VR-DIS research programme aims at the development of a Virtual Reality – Design Information System. This is a design and decision support system for collaborative design that provides a VR interface for the interaction with both the geometric representation of a design and the non-geometric information concerning the design throughout the design process. The major part of the research programme focuses on early stages of design. The programme is carried out by a large number of researchers from a variety of disciplines in the domain of construction and architecture, including architectural design, building physics, structural design, construction management, etc.Management of design information is at the core of this design and decision support system. Much effort in the development of the system has been and still is dedicated to the underlying theory for information management and its implementation in an Application Programming Interface (API) that the various modules of the system use. The theory is based on a so-called Feature-based modelling approach and is described in the PhD thesis by [first author, 1999] and in [first author et al., 2000a]. This information modelling approach provides three major capabilities: (1) it allows for extensibility of conceptual schemas, which is used to enable a designer to define new typologies to model with; (2) it supports sharing of conceptual schemas, called type-libraries; and (3) it provides a high level of flexibility that offers the designer the opportunity to easily reuse design information and to model information constructs that are not foreseen in any existing typologies. The latter aspect involves the capability to expand information entities in a model with relationships and properties that are not typologically defined but applicable to a particular design situation only; this helps the designer to represent the actual design concepts more accurately.The functional design of the information modelling system is based on a three-layered framework. In the bottom layer, the actual design data is stored in so-called Feature Instances. The middle layer defines the typologies of these instances in so-called Feature Types. The top layer is called the meta-layer because it provides the class definitions for both the Types layer and the Instances layer; both Feature Types and Feature Instances are objects of the classes defined in the top layer. This top layer ensures that types can be defined on the fly and that instances can be created from these types, as well as expanded with non-typological properties and relationships while still conforming to the information structures laid out in the meta-layer.The VR-DIS system consists of a growing number of modules for different kinds of functionality in relation with the design task. These modules access the design information through the API that implements the meta-layer of the framework. This API has previously been implemented using an Object-Oriented Database (OODB), but this implementation had a number of disadvantages. The dependency of the OODB, a commercial software library, was considered the most problematic. Not only are licenses of the OODB library rather expensive, also the fact that this library is not common technology that can easily be shared among a wide range of applications, including existing applications, reduces its suitability for a system with the aforementioned specifications. In addition, the OODB approach required a relatively large effort to implement the desired functionality. It lacked adequate support to generate unique identifications for worldwide information sources that were understandable for human interpretation. This strongly limited the capabilities of the system to share conceptual schemas.The approach that is currently being implemented for the core of the VR-DIS system is based on eXtensible Markup Language (XML). Rather than implementing the meta-layer of the framework into classes of Feature Types and Feature Instances, this level of meta-definitions is provided in a document type definition (DTD). The DTD is complemented with a set of rules that are implemented into a parser API, based on the Document Object Model (DOM). The advantages of the XML approach for the modelling framework are immediate. Type-libraries distributed through Internet are now supported through the mechanisms of namespaces and XLink. The implementation of the API is no longer dependent of a particular database system. This provides much more flexibility in the implementation of the various modules of the VR-DIS system. Being based on the (supposed to become) standard of XML the implementation is much more versatile in its future usage, specifically in a distributed, Internet-based environment.These immediate advantages of the XML approach opened the door to a wide range of applications that are and will be developed on top of the VR-DIS core. Examples of these are the VR-based 3D sketching module [VR-DIS ref., 2000]; the VR-based information-modelling tool that allows the management and manipulation of information models for design in a VR environment [VR-DIS ref., 2000]; and a design-knowledge capturing module that is now under development [first author et al., 2000a and 2000b]. The latter module aims to assist the designer in the recognition and utilisation of existing and new typologies in a design situation. The replacement of the OODB implementation of the API by the XML implementation enables these modules to use distributed Feature databases through Internet, without many changes to their own code, and without the loss of the flexibility and extensibility of conceptual schemas that are implemented as part of the API. Research in the near future will result in Internet-based applications that support designers in the utilisation of distributed libraries of product-information, design-knowledge, case-bases, etc.The paper roughly follows the outline of the abstract, starting with an introduction to the VR-DIS project, its objectives, and the developed theory of the Feature-modelling framework that forms the core of it. It briefly discusses the necessity of schema evolution, flexibility and extensibility of conceptual schemas, and how these capabilities have been addressed in the framework. The major part of the paper describes how the previously mentioned aspects of the framework are implemented in the XML-based approach, providing details on the so-called meta-layer, its definition in the DTD, and the parser rules that complement it. The impact of the XML approach on the functionality of the VR-DIS modules and the system as a whole is demonstrated by a discussion of these modules and scenarios of their usage for design tasks. The paper is concluded with an overview of future work on the sharing of Internet-based design information and design knowledge.
series AVOCAAD
email
last changed 2005/09/09 10:48

_id 7ccd
authors Augenbroe, Godfried and Eastman, Chuck
year 1999
title Computers in Building: Proceedings of the CAADfutures '99 Conference
source Proceedings of the Eighth International Conference on Computer Aided Architectural Design Futures [ISBN 0-7923-8536-5] Atlanta, 7-8 June 1999, 398 p.
summary This is the eight CAADfutures Conference. Each of these bi-annual conferences identifies the state of the art in computer application in architecture. Together, the series provides a good record of the evolving state of research in this area over the last fourteen years. Early conferences, for example, addressed project work, either for real construction or done in academic studios, that approached the teaching or use of CAD tools in innovative ways. By the early 1990s, such project-based examples of CAD use disappeared from the conferences, as this area was no longer considered a research contribution. Computer-based design has become a basic way of doing business. This conference is marked by a similar evolutionary change. More papers were submitted about Web- based applications than about any other area. Rather than having multiple sessions on Web-based applications and communications, we instead came to the conclusion that the Web now is an integral part of digital computing, as are CAD applications. Using the conference as a sample, Web-based projects have been integrated into most research areas. This does not mean that the application of the Web is not a research area, but rather that the Web itself is an integral tool in almost all areas of CAAD research.
series CAAD Futures
email
last changed 2006/11/07 07:22

_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 2c1d
authors Castañé, D., Tessier, C., Álvarez, J. and Deho, C.
year 1999
title Patterns for Volumetric Recognition - Guidelines for the Creation of 3D-Models
source III Congreso Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings] Montevideo (Uruguay) September 29th - October 1st 1999, pp. 171-175
summary This piece proposes new strategies and pedagogic methodologies applied to the recognition and study of the subjacent measurements of the architectural projects to be created. This proposal is the product of pedagogic experience, which stems from this instructional team of the department of tri-dimensional models of electronic models. This program constitutes an elective track for the architectural major at the college of architecture, design, and urbanism of the University of Buenos Aires and housed at the CAO center. One of the requirements that the students must complete, after doing research and analytical experimentation through the knowledge that they acquired through this course, is to practice the attained skills through exercises proposed by the department in this case, the student would be required to virtually rebuild a paradigmatic architectonic piece of several sample architects. Usually at this point, students experience some difficulties when they analyze the existing documents on the plants, views, picture, details, texts, etc., That they have obtained from magazines, books, and other sources. Afterwards, when they digitally begin to generate basic measurements of the architectural work to be modeled, they realize that there are great limitations in the comprehension of the tri-dimensional understanding of the work. This issue has brought us to investigate and develop proposals of volumetric understanding of patterns through examples of work already analyzed and digitalized tri-dimensionally in the department. Through a careful study of the existent documentation for that particular work, it is evaluated which would be the paths and basis to adopt through utilizing alternative technologies to arrive at a clear reconstruction of the projected architectural work, the study gets completed by implementing the proposal at the internet site http://www.datarq.fadu.uba.ar/catedra/dorcas
series SIGRADI
email
last changed 2016/03/10 09:48

_id avocaad_2001_02
id avocaad_2001_02
authors Cheng-Yuan Lin, Yu-Tung Liu
year 2001
title A digital Procedure of Building Construction: A practical project
source AVOCAAD - ADDED VALUE OF COMPUTER AIDED ARCHITECTURAL DESIGN, Nys Koenraad, Provoost Tom, Verbeke Johan, Verleye Johan (Eds.), (2001) Hogeschool voor Wetenschap en Kunst - Departement Architectuur Sint-Lucas, Campus Brussel, ISBN 80-76101-05-1
summary In earlier times in which computers have not yet been developed well, there has been some researches regarding representation using conventional media (Gombrich, 1960; Arnheim, 1970). For ancient architects, the design process was described abstractly by text (Hewitt, 1985; Cable, 1983); the process evolved from unselfconscious to conscious ways (Alexander, 1964). Till the appearance of 2D drawings, these drawings could only express abstract visual thinking and visually conceptualized vocabulary (Goldschmidt, 1999). Then with the massive use of physical models in the Renaissance, the form and space of architecture was given better precision (Millon, 1994). Researches continued their attempts to identify the nature of different design tools (Eastman and Fereshe, 1994). Simon (1981) figured out that human increasingly relies on other specialists, computational agents, and materials referred to augment their cognitive abilities. This discourse was verified by recent research on conception of design and the expression using digital technologies (McCullough, 1996; Perez-Gomez and Pelletier, 1997). While other design tools did not change as much as representation (Panofsky, 1991; Koch, 1997), the involvement of computers in conventional architecture design arouses a new design thinking of digital architecture (Liu, 1996; Krawczyk, 1997; Murray, 1997; Wertheim, 1999). The notion of the link between ideas and media is emphasized throughout various fields, such as architectural education (Radford, 2000), Internet, and restoration of historical architecture (Potier et al., 2000). Information technology is also an important tool for civil engineering projects (Choi and Ibbs, 1989). Compared with conventional design media, computers avoid some errors in the process (Zaera, 1997). However, most of the application of computers to construction is restricted to simulations in building process (Halpin, 1990). It is worth studying how to employ computer technology meaningfully to bring significant changes to concept stage during the process of building construction (Madazo, 2000; Dave, 2000) and communication (Haymaker, 2000).In architectural design, concept design was achieved through drawings and models (Mitchell, 1997), while the working drawings and even shop drawings were brewed and communicated through drawings only. However, the most effective method of shaping building elements is to build models by computer (Madrazo, 1999). With the trend of 3D visualization (Johnson and Clayton, 1998) and the difference of designing between the physical environment and virtual environment (Maher et al. 2000), we intend to study the possibilities of using digital models, in addition to drawings, as a critical media in the conceptual stage of building construction process in the near future (just as the critical role that physical models played in early design process in the Renaissance). This research is combined with two practical building projects, following the progress of construction by using digital models and animations to simulate the structural layouts of the projects. We also tried to solve the complicated and even conflicting problems in the detail and piping design process through an easily accessible and precise interface. An attempt was made to delineate the hierarchy of the elements in a single structural and constructional system, and the corresponding relations among the systems. Since building construction is often complicated and even conflicting, precision needed to complete the projects can not be based merely on 2D drawings with some imagination. The purpose of this paper is to describe all the related elements according to precision and correctness, to discuss every possibility of different thinking in design of electric-mechanical engineering, to receive feedback from the construction projects in the real world, and to compare the digital models with conventional drawings.Through the application of this research, the subtle relations between the conventional drawings and digital models can be used in the area of building construction. Moreover, a theoretical model and standard process is proposed by using conventional drawings, digital models and physical buildings. By introducing the intervention of digital media in design process of working drawings and shop drawings, there is an opportune chance to use the digital media as a prominent design tool. This study extends the use of digital model and animation from design process to construction process. However, the entire construction process involves various details and exceptions, which are not discussed in this paper. These limitations should be explored in future studies.
series AVOCAAD
email
last changed 2005/09/09 10:48

_id 1f90
authors Garcia, Renato
year 1999
title PUSH: Generating Structural Form with Haptic Feedback
doi https://doi.org/10.52842/conf.acadia.1999.252
source Media and Design Process [ACADIA ‘99 / ISBN 1-880250-08-X] Salt Lake City 29-31 October 1999, pp. 252-259
summary This paper looks into the use of haptic feedback (also known as force feedback) in helping generate and evolve structural forms, a process that is important to students of architecture and engineering. Force feedback provides these students with opportunities to “feel and manipulate” virtual 3D structures in a very natural and intuitive way. It also makes it possible to have real time holistic evaluation of structures in a qualitative rather than quantitative manner, something of particular importance to introductory-level students. Furthermore, the incorporation of force feedback into a highly interactive multimodal structural behavior application furnishes students not only with a means to observe virtual structures but also a tool to help generate and develop efficient, innovative and alternative ones. This also is of vital importance to students of architecture as they are often challenged to explore non-conventional forms.

Implementing force feedback systems for these purposes need not necessarily require sophisticated and expensive VR hardware. This paper describes a structural behavior application called PUSH which utilizes a simple force feedback joystick connected a reasonably fast desktop computer.

series ACADIA
email
last changed 2022/06/07 07:50

_id 39cb
authors Kelleners, Richard H.M.C.
year 1999
title Constraints in object-oriented graphics
source Eindhoven University of Technology
summary In the area of interactive computer graphics, two important approaches to deal with the complexity of designing and implementing graphics systems are object-oriented programming and constraint-based programming. From literature, it appears that combination of these two has clear advantages but has also proven to be difficult. One of the main problems is that constraint programming infringes the information hiding principle of object-oriented programming. The goal of the research project is to combine these two approaches to benefit from the strengths of both. Two research groups at the Eindhoven University of Technology investigate the use of constraints on graphics objects. At the Architecture department, constraints are applied in a virtual reality design environment. At the Computer Science department, constraints aid in modeling 3D animations. For these two groups, a constraint system for 3D graphical objects was developed. A conceptual model, called CODE (Constraints on Objects via Data flows and Events), is presented that enables integration of constraints and objects by separating the object world from the constraint world. In the design of this model, the main aspect being considered is that the information hiding principle among objects may not be violated. Constraint solvers, however, should have direct access to an object’s internal data structure. Communication between the two worlds is done via a protocol orthogonal to the message passing mechanism of objects, namely, via events and data flows. This protocol ensures that the information hiding principle at the object-oriented programming level is not violated while constraints can directly access “hidden” data. Furthermore, CODE is built up of distinct elements, or entity types, like constraint, solver, event, data flow. This structure enables that several special purpose constraint solvers can be defined and made to cooperate to solve complex constraint problems. A prototype implementation was built to study the feasibility of CODE. Therefore, the implementation should correspond directly to the conceptual model. To this end, every entity (object, constraint, solver) of the conceptual model is represented by a separate process in the language MANIFOLD. The (concurrent) processes communicate by events and data flows. The implementation serves to validate the conceptual model and to demonstrate that it is a viable way of combining constraints and objects. After the feasibility study, the prototype was discarded. The gained experience was used to build an implementation of the conceptual model for the two research groups. This implementation encompassed a constraint system with multiple solvers and constraint types. The constraint system was built as an object-oriented library that can be linked to the applications in the respective research groups. Special constructs were designed to ensure information hiding among application objects while constraints and solvers have direct access to the object data. CODE manages the complexity of object-oriented constraint solving by defining a communication protocol to allow the two paradigms to cooperate. The prototype implementation demonstrates that CODE can be implemented into a working system. Finally, the implementation of an actual application shows that the model is suitable for the development of object-oriented software.
keywords Computer Graphics; Object Oriented Programming; Constraint Programming
series thesis:PhD
last changed 2003/02/12 22:37

_id 24f0
authors Kram, Reed and Maeda, John
year 1999
title Transducer: 3D Audio-Visual Form-Making as Performance
source AVOCAAD Second International Conference [AVOCAAD Conference Proceedings / ISBN 90-76101-02-07] Brussels (Belgium) 8-10 April 1999, pp. 285-291
summary This paper describes Transducer, a prototype digital system for live, audio-visual performance. Currently the process of editing sounds or crafting three-dimensional structures on a computer remains a frustratingly rigid process. Current tools for real-time audio or visual construction using computers involve obtuse controls, either heavily GUI'ed or overstylized. Transducer asks one to envision a space where the process of editing and creating on a computer becomes a dynamic performance. The content of this performance may be sufficiently complex to elicit multiple interpretations, but Transducer enforces the notion that the process of creation should itself be a fluid and transparent expression. The system allows a performer to build constructions of sampled audio and computational three-dimensional form simultaneously. Each sound clip is visualized as a "playable" cylinder of sound that can be manipulated both visually and aurally in real-time. The transducer system demonstrates a creative space with equal design detailing at both the construction and performance phase.
series AVOCAAD
email
last changed 2005/09/09 10:48

_id 221d
authors Lee, Sanghyun
year 1999
title Internet-based collaborative design evaluation : an architect's perspective
source Harvard University
summary This research aims at developing a design evaluation system that employs a Product Model as the logical basis for integrating building design and construction processes. The system is implemented with Java language, which allows the system to work over the Internet. Accordingly, the system helps architects to collaborate with remote participants. Thus, this design evaluation system is a building performance evaluator like DOE-2, RADIANCE, HVAC, and the Automated Building Code Checker. This research, however, is mainly concerned with an architect's view during the schematic design and design development stage, while the existing design evaluation systems cover other special consultants' views such as those of HVAC designers, structural engineers, and contractors. From an architect's view, this evaluation system checks the compliance of design objects represented by means of physical objects such as walls and windows and conceptual objects such as rooms as well, to the design criteria focused on accommodating human behavior, rather than other building performances such as sustaining building structures and maintaining indoor livability. As such, the system helps designers analyze and evaluate design solutions according to their original intent. The innovative points of this research lie in the following: (1) Unlike other inquiries, it addresses a systematic evaluation of building design from an architect's view focusing on the experiential quality of the built environment. This research demonstrates that such an evaluation becomes available by introducing human activity-based evaluation. (2) It can take a multi-agenda for several groups of different interests by providing an Aspect Model based on human activity-centered systematic translation of their design considerations and 3D model-based graphical representations into system readable ones. (3) As a result, it addresses the possibility of expanding the capability of the design evaluator from a mere code checker to a general design evaluator while simultaneously, enhancing the availability from stand alone to Internet based networking.
keywords Architectural Rendering; Data Processing; Evaluation; Buildings; Performance; World Wide Web; Internet
series thesis:PhD
last changed 2003/02/12 22:37

_id e61d
authors Morozumi, M., Shimokawa, Y. and Homma, R.
year 1999
title Schematic design system for flexible and multi-aspect design thinking
doi https://doi.org/10.52842/conf.acadia.1999.238
source Media and Design Process [ACADIA ‘99 / ISBN 1-880250-08-X] Salt Lake City 29-31 October 1999, pp. 238-251
summary A designer friendly CAD for a schematic design is one of the important topics of CAD studies. There were attractive preceding studies aiming to develop a CAD that intended to enable designers to have flexible design thinking and interactively manipulate representation models. This paper has the same goals of study, but focuses on the needs to support flexible and multi-aspect design thinking. Though designers normally hope to elaborate on their ideas using separate sets of representation models suitable for respective studies, a present CAD that is designed to build a single set 3D model, has limited its ability as a tool for a schematic design. Assuming this as the base concept, authors have studied to develop a prototype of a schematic design system, customizing AutoCAD R14J: Schematic Design System 98 (SDS98). It has convenient utilities both for building separate sets of representation models and for integrating and reconciling those models to build a single consolidate model. This paper discusses, the common procedures of schematic design studies, necessary functional features for SDS, a case study of the system use, and finally, the advantages and the disadvantages of the proposed system.
series ACADIA
email
last changed 2022/06/07 07:59

_id 5799
authors Richens, P. and Trinder, M.
year 1999
title Design Participation through the Internet: A Case Study
source Architectural Research Quarterly Vol 3 No 4. CUP, Cambridge
summary Cambridge University and Microsoft are planning a shared computer research and teaching laboratory on a green-field site to the west of the city. The clients wished to use internet based communication between themselves and their architects, including email, a web site and virtual reality. We explain how this is to be achieved, and describe experiences during the first half of a two-year project. Particularly successful has been the use of games software (QuakeII) for 3D presentation of the emerging building design.
series journal
email
more http://www.arct.cam.ac.uk/research/pubs/
last changed 2003/05/15 10:29

_id d155
authors Richens, Paul and Trinder, Michael
year 1999
title Design participation through the Internet: a case study
source arq . vol3 . no 4 . 1999
summary Cambridge University and Microsoft are planning a shared computer research and teaching laboratory on a green-field site to the west of the city. The clients wished to use internet based communication between themselves and their architects, including email, a web site and virtual reality. We explain how this is to be achieved, and describe experiences during the first half of a two-year project. Particularly successful has been the use of games software (QuakeII) for 3D presentation of the emerging building design.
series journal paper
email
last changed 2003/03/05 13:21

_id 53f0
authors Richens, Paul and Trinder, Michael
year 1999
title Exploiting the Internet to Improve Collaboration between Users and Design Team: The Case of the New Computer Laboratory at the University of Cambridge
source Proceedings of the Eighth International Conference on Computer Aided Architectural Design Futures [ISBN 0-7923-8536-5] Atlanta, 7-8 June 1999, pp. 31-47
summary Cambridge University and Microsoft are building a shared computer research and teaching laboratory on a green-field site to the west of the city. The clients wished to use internet based communication between themselves and their architects, including email, a web site and virtual reality. We explain how this is to be achieved, and describe experiences during the first six months of a two year project. Particularly successful has been the use of games software (Quake 11) for 3d presentation of the emerging building design.
keywords Collaborative Design, Internet, Virtual Reality
series CAAD Futures
email
more http://www.arct.cam.ac.uk/research/pubs/
last changed 2006/11/07 07:22

_id 36ad
authors Serrentino, Roberto Hugo and Borsetti, Ricardo Enrique
year 1999
title Las Teselas de Penrose como generadoras de Agrupamientos de Formas Arquitectónicas Regulares (The "Teselas de Penrose" as Generators of Groups of Regular Architectural Forms)
source III Congreso Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings] Montevideo (Uruguay) September 29th - October 1st 1999, pp. 161-164
summary Considering plane tessellation as a creative trigger that contributes to modular form design, a procedure to group 2D shapes and architectural 3D forms is developed. The particular case studied in this article is about Penrose tilings, which tessellate no-periodically, admitting a covering of the plane without using a constant distance repetition pattern. Procedures and rules for geometric generation and fractalization are analyzed. A technique to generate aperiodic tilings is proposed, so they will be used as a geometric precise support for the insertion of architectural objects that follow predetermined dimensional patterns, looking for constructive standardization without restricting diversity of cases. Using digital techniques, linear and central structures of groupings are analyzed. Both typologies are exemplified in various abstraction levels.
series SIGRADI
email
last changed 2016/03/10 10:00

_id 1570
authors Sowizral, H.A. and Deering, M.F.
year 1999
title The Java 3D API and Virtual Reality
source IEEE Computer Graphics and Applications, May/June
summary Java 3D proves a natural choice for any Java programmer wanting to write an interactive 3D graphics program. A programmer constructs a scene graph containing graphic objects, lights, sounds, environmental effects objects, and behavior objects that handle interactions or modify other objects in the scene graph. The programmer then hands that scene graph to Java 3D for execution. Java 3D starts rendering objects and executing behaviors in the scene graph. Virtual reality applications go through an identical writing process. However, before a user can use such an application, Java 3D must additionally know about the user's physical characteristics (height, eye separation, and so forth) and physical environment (number of displays, their location, trackers, and so on). Not surprisingly, such information varies from installation to installation and from user to user. So Java 3D lets application developers separate their application's operation from the vagaries of the user's final display environment. The Java 3D application programmer's interface (API) provides a very flexible platform for building a broad range of graphics applications. Developers have already used Java 3D to build applications in a variety of domains including mechanical CAD, molecular visualization, scientific visualization, animation previews, geographic information systems, business graphics, 3D logos, and educational offerings. Virtual reality applications have included immersive workbench applications, headtracked shutter-glass-based desktop applications, and portals (a cave-like room with multiple back-projected walls).
series journal paper
last changed 2003/04/23 15:50

_id 3389
authors Van Wijk, J. and De Vries, B.
year 1999
title Towards an Understanding 3D VR Architectural Design System
source Nijholt, A. and Donk, O. and Dijk, B. van eds., 1999, Interactions in Virtual Worlds: Proceedings Twente Workshop on Language Technology 15, p. 219-224
summary Current systems for Computer Aided Architectural Design are of limited use for the early phase of a design. We give a speci cation of a new sys- tem, in which we strive for a more natural and intuitive interaction. A key element is geometric analysis. From the input of the user, implicit geo- metric and structural relations are derived, which are used during subsequent interaction.
series other
email
last changed 2003/04/23 15:50

_id 88d0
authors Wijk, J.J. van and Vries, B. de and Overveld, C. van
year 1999
title Towards an understanding 3D VR architectural design system
source A. Nijholt and O. Donk and B. van Dijk (eds), Interactions in Virtual Worlds, pp. 219-224
summary Current systems for Computer Aided Architectural Design are of limited use for the early phase of a design. We give a speci cation of a new sys- tem, in which we strive for a more natural and intuitive interaction. A key element is geometric analysis. From the input of the user, implicit geo- metric and structural relations are derived, which are used during subsequent interaction.
series other
email
last changed 2003/04/23 15:50

_id cf2011_p109
id cf2011_p109
authors Abdelmohsen, Sherif; Lee Jinkook, Eastman Chuck
year 2011
title Automated Cost Analysis of Concept Design BIM Models
source Computer Aided Architectural Design Futures 2011 [Proceedings of the 14th International Conference on Computer Aided Architectural Design Futures / ISBN 9782874561429] Liege (Belgium) 4-8 July 2011, pp. 403-418.
summary AUTOMATED COST ANALYSIS OF CONCEPT DESIGN BIM MODELS Interoperability: BIM models and cost models This paper introduces the automated cost analysis developed for the General Services Administration (GSA) and the analysis results of a case study involving a concept design courthouse BIM model. The purpose of this study is to investigate interoperability issues related to integrating design and analysis tools; specifically BIM models and cost models. Previous efforts to generate cost estimates from BIM models have focused on developing two necessary but disjoint processes: 1) extracting accurate quantity take off data from BIM models, and 2) manipulating cost analysis results to provide informative feedback. Some recent efforts involve developing detailed definitions, enhanced IFC-based formats and in-house standards for assemblies that encompass building models (e.g. US Corps of Engineers). Some commercial applications enhance the level of detail associated to BIM objects with assembly descriptions to produce lightweight BIM models that can be used by different applications for various purposes (e.g. Autodesk for design review, Navisworks for scheduling, Innovaya for visual estimating, etc.). This study suggests the integration of design and analysis tools by means of managing all building data in one shared repository accessible to multiple domains in the AEC industry (Eastman, 1999; Eastman et al., 2008; authors, 2010). Our approach aims at providing an integrated platform that incorporates a quantity take off extraction method from IFC models, a cost analysis model, and a comprehensive cost reporting scheme, using the Solibri Model Checker (SMC) development environment. Approach As part of the effort to improve the performance of federal buildings, GSA evaluates concept design alternatives based on their compliance with specific requirements, including cost analysis. Two basic challenges emerge in the process of automating cost analysis for BIM models: 1) At this early concept design stage, only minimal information is available to produce a reliable analysis, such as space names and areas, and building gross area, 2) design alternatives share a lot of programmatic requirements such as location, functional spaces and other data. It is thus crucial to integrate other factors that contribute to substantial cost differences such as perimeter, and exterior wall and roof areas. These are extracted from BIM models using IFC data and input through XML into the Parametric Cost Engineering System (PACES, 2010) software to generate cost analysis reports. PACES uses this limited dataset at a conceptual stage and RSMeans (2010) data to infer cost assemblies at different levels of detail. Functionalities Cost model import module The cost model import module has three main functionalities: generating the input dataset necessary for the cost model, performing a semantic mapping between building type specific names and name aggregation structures in PACES known as functional space areas (FSAs), and managing cost data external to the BIM model, such as location and construction duration. The module computes building data such as footprint, gross area, perimeter, external wall and roof area and building space areas. This data is generated through SMC in the form of an XML file and imported into PACES. Reporting module The reporting module uses the cost report generated by PACES to develop a comprehensive report in the form of an excel spreadsheet. This report consists of a systems-elemental estimate that shows the main systems of the building in terms of UniFormat categories, escalation, markups, overhead and conditions, a UniFormat Level III report, and a cost breakdown that provides a summary of material, equipment, labor and total costs. Building parameters are integrated in the report to provide insight on the variations among design alternatives.
keywords building information modeling, interoperability, cost analysis, IFC
series CAAD Futures
email
last changed 2012/02/11 19:21

_id 4805
authors Bentley, P.
year 1999
title Evolutionary Design by Computers Morgan Kaufmann
source San Francisco, CA
summary Computers can only do what we tell them to do. They are our blind, unconscious digital slaves, bound to us by the unbreakable chains of our programs. These programs instruct computers what to do, when to do it, and how it should be done. But what happens when we loosen these chains? What happens when we tell a computer to use a process that we do not fully understand, in order to achieve something we do not fully understand? What happens when we tell a computer to evolve designs? As this book will show, what happens is that the computer gains almost human-like qualities of autonomy, innovative flair, and even creativity. These 'skills'which evolution so mysteriously endows upon our computers open up a whole new way of using computers in design. Today our former 'glorified typewriters' or 'overcomplicated drawing boards' can do everything from generating new ideas and concepts in design, to improving the performance of designs well beyond the abilities of even the most skilled human designer. Evolving designs on computers now enables us to employ computers in every stage of the design process. This is no longer computer aided design - this is becoming computer design. The pages of this book testify to the ability of today's evolutionary computer techniques in design. Flick through them and you will see designs of satellite booms, load cells, flywheels, computer networks, artistic images, sculptures, virtual creatures, house and hospital architectural plans, bridges, cranes, analogue circuits and even coffee tables. Out of all of the designs in the world, the collection you see in this book have a unique history: they were all evolved by computer, not designed by humans.
series other
last changed 2003/04/23 15:14

_id ga9907
id ga9907
authors Ciao, Quinsan
year 1999
title Breeds of Artificial Design: Design Thinking in Computing Creation
source International Conference on Generative Art
summary There are many different paradigms or breeds of artificial design schemes. They each address artificial design from a different perspective. For instance, design by optimization emphasizes the iterative "trial-and-error" process of alternating generation and evaluation. Design by argumentation addresses the need of objectifying and communicating design thinking. Design by rues attempts to summary design knowledge into recipes. Design by simulation and electronic media offers a forum for design trial evaluation. Case-based design emphasizes experience-based design thinking. Fuzzy reasoning system provides a computing media to model and execute design reasoning. Although different, all of these paradigms are related and complement each other. Unification or collaboration of these different paradigms may lie ahead of future research and practice of artificial design.
series other
more http://www.generativeart.com/
last changed 2003/08/07 17:25

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