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

PDF papers
References

Hits 1 to 20 of 628

_id c36d
authors Mahdavi, A.
year 1999
title A comprehensive computational environment for performance based reasoning in building design and evaluation
source Automation in Construction 8 (4) (1999) pp. 427-435
summary This paper introduces a comprehensive computational implementation effort toward the incorporation of simulation-based performance evaluation in building design. Specifically, the computational design support system `SEMPER' will be described. SEMPER's main objectives are: (i) a methodologically consistent (first-principles-based) and flexible performance modeling approach through the entire building design and engineering process; (ii) provision of comprehensive, i.e., multi-domain building performance evaluation support; (iii) seamless and dynamic communication between the simulation model and the general building representation in an object-oriented space-based design environment; and (iv) active convergence support via a bi-directional inference mechanism that provides not only the conventional design-to-performance mapping option but also a `preference-based' performance-to-design mapping technology.
series journal paper
email
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:22

_id c1b6
authors Ries, R.
year 1999
title Computational Analysis of the Environmental Impact of Building Designs
source Carnegie Mellon University, Pittsburgh
summary Concem for the environmental implications of human activities is becoming increasingly important to society. The concept of current development that does not compromise future generations! abilities to meet their needs is a goal for many communities and individuals (WCED 1987). These concerns require the evaluation and assessment of the potential environmental impact of human activities so that informed choices can be made. Building construction and operation activities are of significant importance in view of a) national and intemational economies, 6) resource consumption, c) human occupancy, and d) environmental impact. For example, in the United States the built environment represents an extensive investment, both as an annual expenditure and as an aggregate investment. In the mid-l980’s, up to 30% of new and remodeled buildings had indoor air quality related complaints. Buildings also consume approximately 35% of the primary energy in the U.S. every year, resulting in the release of 482 million metric tons of carbon in 1993. I Methods developed to assess the environmental impact of buildings and development patterns can and have taken multiple strategies. The most straightforward and simple methods use single factors, such as energy use or the mass of pollutant emissions as indicators of environmental performance. Other methods use categorization and weighting strategies. These gauge the effects of the emissions typically based on research studies and use a weighting or effect formulation to normalize, compare, and group emissions so that a scalar value can be assigned to a single or a set of emissions. These methods do not consider the characteristics of the context where the emissions occur.
series thesis:MSc
email
last changed 2003/02/12 22:37

_id 5f23
authors Vineeta, Pal
year 1999
title Integrated Computational Analysis of the Visual Environment in Buildings
source Carnegie Mellon University, Pittsburgh
summary Despite significant advances in the area of computational support for lighting design, lighting simulation tools have not been sufficiently integrated into the lighting design process. There is a significant body of designers who rely solely on their individual experience and do not use predictive simulation tools. Even when simulation tools are utilized, it is for design verification or presentation rather than for design support. A number of factors are thought to contribute to this lack of integration of simulation tools into the design process: a) Most existing tools rely on the problematic assumption implying the appropriateness of simplified models for the less complex early design and detailed simulation for the more complex later stages of design; b) They do not support an active exploration of design variables to satisfy desired performance criteria; c) They are not integrated with other building performance simulation models. This thesis addresses the above shortcomings by contributing to the field of visual analysis in the following areas, pertaining to the development of active, integrated design and performance simulation environments: - Implementation of a consistent and coherent, physically-based modeling approach, combining radiosity and ray-tracing methods for the simulation of light propagation. - Provision of design support both in terms of evaluation support for interpreting large amounts of computed data with diverse performance indices, and in terms of active design support to explore the relationships between the design variables and performance indices. - Integration of the lighting simulation module within a larger software environment (SEMPER) for the prediction and evaluation of multiple performance indicators (for energy, light, acoustics, etc.) in buildings.
series thesis:PhD
last changed 2003/02/12 22:37

_id ga9926
id ga9926
authors Antonini, Riccardo
year 1999
title Let's Improvise Together
source International Conference on Generative Art
summary The creators of ‘Let's-Improvise-Together’ adhere to the idea that while there is a multitude of online games now available in cyberspace, it appears that relatively few are focused on providing a positive, friendly and productive experience for the user. Producing this kind of experience is one the goals of our Amusement Project.To this end, the creation of ‘Let's Improvise Together’ has been guided by dedication to the importance of three themes:* the importance of cooperation,* the importance of creativity, and* the importance of emotion.Description of the GameThe avatar arrives in a certain area where there are many sound-blocks/objects. Or he may add sound "property" to existing ones. He can add new objects at will. Each object may represents a different sound, they do not have to though. The avatar walks around and chooses which objects he likes. Makes copies of these and add sounds or change the sounds on existing ones, then with all of the sound-blocks combined make his personalized "instrument". Now any player can make sounds on the instrument by approaching or bumping into a sound-block. The way that the avatar makes sounds on the instrument can vary. At the end of the improvising session, the ‘composition’ will be saved on the instrument site, along with the personalized instrument. In this way, each user of the Amusement Center will leave behind him a unique instrumental creation, that others who visit the Center later will be able to play on and listen to. The fully creative experience of making a new instrument can be obtained connecting to Active Worlds world ‘Amuse’ and ‘Amuse2’.Animated colorful sounding objects can be assembled by the user in the Virtual Environment as a sort of sounding instrument. We refrain here deliberately from using the word musical instrument, because the level of control we have on the sound in terms of rythm and melody, among other parameters, is very limited. It resembles instead, very closely, to the primitive instruments used by humans in some civilizations or to the experience made by children making sound out of ordinary objects. The dimension of cooperation is of paramount importance in the process of building and using the virtual sounding instrument. The instrument can be built on ones own effort but preferably by a team of cooperating users. The cooperation has as an important corolary: the sharing of the experience. The shared experience finds its permanence in the collective memory of the sounding instruments built. The sounding instrument can be seen also as a virtual sculpture, indeed this sculpture is a multimedial one. The objects have properties that ranges from video animation to sound to virtual physical properties like solidity. The role of the user representation in the Virtual World, called avatar, is important because it conveys, among other things, the user’s emotions. It is worth pointing out that the Avatar has no emotions on its own but it simply expresses the emotions of the user behind it. In a way it could be considered a sort of actor performing the script that the user gives it in real-time while playing.The other important element of the integration is related to the memory of the experience left by the user into the Virtual World. The new layout is explored and experienced. The layout is a permanent editable memory. The generative aspects of Let's improvise together are the following.The multi-media virtual sculpture left behind any participating avatar is not the creation of a single author/artist. The outcome of the sinergic interaction of various authors is not deterministic, nor predictable. The authors can indeed use generative algorythm in order to create the texture to be used on the objects. Usually, in our experience, the visitors of the Amuse worlds use shareware programs in order to generate their texture. In most cases the shareware programs are simple fractals generators. In principle, it is possible to generate also the shape of the object in a generative way. Taking into account the usual audience of our world, we expected visitors to use very simple algorythm that could generate shapes as .rwx files. Indeed, noone has attempted to do so insofar. As far as the music is concerned, the availability of shareware programs that allow simple generation of sounds sequences has made possible, for some users, to generate sounds sequences to be put in our world. In conclusion, the Let's improvise section of the Amuse worlds could be open for experimentation on generative art as a very simple entry point platform. We will be very happy to help anybody that for educational purposes would try to use our platform in order to create and exhibit generative forms of art.
series other
email
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id 750e
authors Ferziger, Joel H. and Peric, Milovan
year 1999
title Computational Methods for Fluid Dynamics
source Berlin, Germany: Springer-Verlag
summary The book offers an overview of the techniques used to solve problems in fluid mechanics on computers and describes in detail those most often used in practice. Included are advanced techniques in computational fluid dynamics, like direct and large-eddy simulation of turbulence, multigrid methods, parallel computing, moving grids, structured, block-structured and unstructured boundary-fitted grids, free surface flows. The book shows common roots and basic principles for many apparently different methods. The book also contains a great deal of practical advice for code developers and users, it is designed to be equally useful to beginners and experts. All computer codes can be accessed from the publisher's server ftp.springer.de on the internet. This second edition is updated throughout and new material has been added, especially on turbulent flows.
series other
last changed 2003/04/23 15:14

_id 11f2
authors Dalholm, E., Rydberg-Mitchell, B., Davies, R. and Warrén, P.
year 1999
title THE EXPERIENCE OF SPACE IN FULL-SCALE MODELS AND VIRTUAL REALITY
source Full-scale Modeling and the Simulation of Light [Proceedings of the 7th European Full-scale Modeling Association Conference / ISBN 3-85437-167-5] Florence (Italy) 18-20 February 1999, pp. 67-74
summary Do we experience the size and character of virtual spaces in the same way as real spaces? What impact has the meaning of a space, i.e. furniture and other clues to the use of a space, on our experience of it? This paper describes an experiment where the participants could navigate through a room, first on desktop-VR, then in full-scale VR (in a CAVE) and finally in a full-scale model. In a first phase the room was empty and only defined through walls, windows and doors. Later on furniture was added as well as colors and textures. The experiment was a pilot study and threw light on some questions which we intend to develop in further investigations. It showed that the participants used building components like doors and windows and furniture in the presentation on desktop VR for their estimation of the size of the room. In the CAVE and in the full-scale model the participants' bodies were the measure for their estimations. The experiment also hinted at that color and texture had an impact on the experience of size.
keywords VR, CAVE, Full-scale Modeling, Design Tool, 3D-Modeling, Participatory Design, Model Simulation, Real Environments
series other
type normal paper
email
more http://info.tuwien.ac.at/efa
last changed 2004/05/04 11:27

_id de8c
authors Martens, Bob
year 1999
title MAKING LIGHT TANGIBLE: SIMULATION OF LIGHT DESIGN WITHIN ARCHITECTURAL EDUCATION
source Full-scale Modeling and the Simulation of Light [Proceedings of the 7th European Full-scale Modeling Association Conference / ISBN 3-85437-167-5] Florence (Italy) 18-20 February 1999, pp. 1-6
summary In times where computer-assisted representations dominate the “market” of visual simulation, the major strongholds of simulation in true size in conveying (artificial) light configurations have been observed. Though light cannot be “touched” due to its material absence the human eye reacts extremely sensitively to differing constellations. In matters of seconds differences are perceived and classified. Opening up a rift between the various simulation techniques, however, would not prove wise. The normal procedure still consists of trial positioning of lighting objects on site (i.e.: 1:1 simulation at building site). Regarding the effort this causes attempts as to gaining similar results by means of (partial) computer representations are worth considering. The degree of abstraction, however, might be too significant to make for conclusive decisions. In other words: Can the gap between imagination and translation thereof into reality be bridged? This contribution deals with the experimental implementation of artificial light in the full-scale lab and its possibilities regarding the 1:1 simulation at the Vienna University of Technology, with special attention to the didactic aspects related thereto.
keywords Lighting Design, Full-scale Modeling, Architectural Education, Simulation Dome, Visual Simulation, Model Simulation, Real Environments
series other
type normal paper
email
last changed 2004/05/04 11:28

_id d8df
authors Naticchia, Berardo
year 1999
title Physical Knowledge in Patterns: Bayesian Network Models for Preliminary Design
doi https://doi.org/10.52842/conf.ecaade.1999.611
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 611-619
summary Computer applications in design have pursued two main development directions: analytical modelling and information technology. The former line has produced a large number of tools for reality simulation (i.e. finite element models), the latter is producing an equally large amount of advances in conceptual design support (i.e. artificial intelligence tools). Nevertheless we can trace rare interactions between computation models related to those different approaches. This lack of integration is the main reason of the difficulty of CAAD application to the preliminary stage of design, where logical and quantitative reasoning are closely related in a process that we often call 'qualitative evaluation'. This paper briefly surveys the current development of qualitative physical models applied in design and propose a general approach for modelling physical behaviour by means of Bayesian network we are employing to develop a tutoring and coaching system for natural ventilation preliminary design of halls, called VENTPad. This tool explores the possibility of modelling the causal mechanism that operate in real systems in order to allow a number of integrated logical and quantitative inference about the fluid-dynamic behaviour of an hall. This application could be an interesting connection tool between logical and analytical procedures in preliminary design aiding, able to help students or unskilled architects, both to guide them through the analysis process of numerical data (i.e. obtained with sophisticate Computational Fluid Dynamics software) or experimental data (i.e. obtained with laboratory test models) and to suggest improvements to the design.
keywords Qualitative Physical Modelling, Preliminary Design, Bayesian Networks
series eCAADe
email
last changed 2022/06/07 07:59

_id 2690
authors Chiu, Mao-Lin
year 1999
title Design Navigation and Construction Simulation by Virtual Reality
doi https://doi.org/10.52842/conf.caadria.1999.031
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. 31-41
summary This paper depicts the approach of constructing a virtual reality environment for simulating architectural design and construction operations. The virtual environment is established to demonstrate the spatial performance of design and constructability of construction operations. Particularly, the functions such as navigation of construction sites, simulation of construction operations, and evaluation of construction details will be critical to construction operations. The system shell is implemented by JAVA on the web and integrated with VRML for supporting the above functions. The study focuses on the needs for the system integration and interface design. Four modes of human computer interfaces are proposed, including the user, agent, monitor, and immersion modes. Finally, this paper provides demonstration of construction simulation in an office building project to highlight the above discussion. The operations of crane towers and curtain wall installation are also studied in the construction process. In conclusion, this paper demonstrates the potential uses and limitation of virtual reality in simulation of the built environment.
series CAADRIA
email
last changed 2022/06/07 07:56

_id 3ddc
authors Dijkstra, Jan and Timmermans, Harry
year 1999
title Towards a Multi-Agent Model for Visualizing Simulated User Behavior to Support the Assessment of Design Performance
doi https://doi.org/10.52842/conf.acadia.1999.226
source Media and Design Process [ACADIA ‘99 / ISBN 1-880250-08-X] Salt Lake City 29-31 October 1999, pp. 226-237
summary We introduce the outline of a multi-agent model that can be used for visualizing simulated user behavior to support the assessment of design performance. We will consider various performance indicators of building environments, which are related to user reaction to design decisions. This system may serve as a media tool in the design process for a better understanding of what the design will look like, especially for those cases where design or planning decisions will affect the behavior of individuals. The system is based on cellular automata and multi-agent simulation technology. The system simulates how agents move around in a particular 3D (or 2D) environment, in which space is represented as a lattice of cells. Agents represent objects or people with their own behavior, moving over the network. Each agent will be located in a simulated space, based on the cellular automata grid. Each iteration of the simulation is based on a parallel update of the agents conforming local rules. Agents positioned within an environment will need sensors to perceive their local neighborhood and some means with which to affect the environment. In this way, autonomous individuals and the interaction between them can be simulated by the system. As a result, designers can use the system to assess the likely consequences of their design decisions on user behavior. We think that the system provides a potentially valuable tool to support design and decision-making processes, related to user behavior in architecture and urban planning.
series ACADIA
email
last changed 2022/06/07 07:55

_id 1b4d
authors Ding, Lan
year 1999
title An Evolutionary Model for Style Representation Emergence in Design
source University of Sydney, Key Centre of Design Computing and Cognition
summary This thesis is concerned with the development of an evolutionary process model for style representation emergence in design. It explores issues involved in the interpretation of style, the concept and process of style representation emergence, an evolutionary approach based on genetic engineering, and its computational implementation. Style is a complex phenomenon in design. Interpreting and formulating design style is a difficult task. This thesis proposes a language model which interprets style space utilising hierarchical levels that map onto syntax and semantics. The style space is then formulated using a genetic description. Current studies have discussed shape semantics emergence in design, but none has been proposed for the emergence of style representation. This thesis provides the concept of style representation emergence with the emphasis on the interpretative aspect of style as well as the emergence process. It explores the emergence process of style representation through an evolutionary approach. Simulation of biological evolution appears to be very useful for design problems. This thesis develops style representation emergence through evolutionary simulation based on genetic engineering. A hierarchical evolutionary process encompassing competition as well as discovery and an evolutionary combination is proposed and developed. A computational representation of style can then be derived by the computer system through the use of this evolutionary process. This model of style representation emergence is applied to traditional Chinese architecture. An evolutionary system is implemented and presented with some examples of traditional Chinese architectural facades. The results from the implementation of the system are analysed and the utility of this model is investigated. The implementation is developed in a Unix environment using the C language. The AutoCAD package is used for the graphic representation.

series thesis:PhD
email
last changed 2003/05/15 07:25

_id bsct_islami
id bsct_islami
authors Islami, Agron
year 2007
title A Systematic Approach to Thermal Adaptation of Detached Single Family Buildings in Kosovo
source Vienna University of Technology; Building Science & Technology
summary The research focuses on thermal behaviour of non-insulated single detached family units in the region of Kosovo. The region has experienced a massive construction of illegal housing especially after the conflict of 1999. Such construction resulted in poor thermal behaviour of the houses due to the lack of insulation. The poor thermal behaviour resulted in degradation of thermal comfort for the inhabitants of the houses. This phenomenon occurs due to energy savings to heat the house or more accurately, a specific part of the house. The simulation is based on parametric studies in an hourly basis to compute the thermal behavior of three specific houses. The first simulation is performed on a non-insulated house whereas the other simulations are performed with improved thermal insulation in order to understand the importance of a thermal envelope and its impact in this type of houses. The generated results emphasize the energy savings if thermal envelope is improved in existing houses. Simulation program “TAS” was used to extract figures and numbers related to the cases.The research aims to inform the local population on possibilities for increasing the thermal performances of their houses by improvement of the thermal envelope. It raises the quality of living in their dwellings as well as the quality of the environment, subject to a considerable degradation caused by pollution, generated by the outworn power thermal power plants in Kosovo.
keywords Building performance, Non-insulated house, Thermal comfort, Heating, Parametric calculations
series thesis:MSc
email
more http://cec.tuwien.ac.at
last changed 2007/07/16 17:51

_id 7c87
authors Mahdavi, A., Ilal, M.E. Mathew, O., Ries, R. and Suter, G.
year 1999
title Aspects of S2
source Proceedings of the Eighth International Conference on Computer Aided Architectural Design Futures [ISBN 0-7923-8536-5] Atlanta, 7-8 June 1999, pp. 185-196
summary We present in this paper the essential aspects of the S2 system. This is the internet realization of SEMPER, an active, multi-domain, space-based, object oriented design environment for integrated building performance modeling. The key features of the S2 environment are as follows: A user can access the system regardless of the computer hardware, operating system or the location on a network; geographically distributed users can asynchronously generate a building model through the user interface; this building model can then be simultaneously evaluated with multiple simulation applications running on remote simulation servers; persistent storage is provided for project data and evaluation results; designers using the system have access to multiple libraries that contain building information such as material data, construction types, schedules, and weather data.
keywords Building Performance Simulation, Distributed System, Internet
series CAAD Futures
email
last changed 2006/11/07 07:22

_id ga0010
id ga0010
authors Moroni, A., Zuben, F. Von and Manzolli, J.
year 2000
title ArTbitrariness in Music
source International Conference on Generative Art
summary Evolution is now considered not only powerful enough to bring about the biological entities as complex as humans and conciousness, but also useful in simulation to create algorithms and structures of higher levels of complexity than could easily be built by design. In the context of artistic domains, the process of human-machine interaction is analyzed as a good framework to explore creativity and to produce results that could not be obtained without this interaction. When evolutionary computation and other computational intelligence methodologies are involved, every attempt to improve aesthetic judgement we denote as ArTbitrariness, and is interpreted as an interactive iterative optimization process. ArTbitrariness is also suggested as an effective way to produce art through an efficient manipulation of information and a proper use of computational creativity to increase the complexity of the results without neglecting the aesthetic aspects [Moroni et al., 2000]. Our emphasis will be in an approach to interactive music composition. The problem of computer generation of musical material has received extensive attention and a subclass of the field of algorithmic composition includes those applications which use the computer as something in between an instrument, in which a user "plays" through the application's interface, and a compositional aid, which a user experiments with in order to generate stimulating and varying musical material. This approach was adopted in Vox Populi, a hybrid made up of an instrument and a compositional environment. Differently from other systems found in genetic algorithms or evolutionary computation, in which people have to listen to and judge the musical items, Vox Populi uses the computer and the mouse as real-time music controllers, acting as a new interactive computer-based musical instrument. The interface is designed to be flexible for the user to modify the music being generated. It explores evolutionary computation in the context of algorithmic composition and provides a graphical interface that allows to modify the tonal center and the voice range, changing the evolution of the music by using the mouse[Moroni et al., 1999]. A piece of music consists of several sets of musical material manipulated and exposed to the listener, for example pitches, harmonies, rhythms, timbres, etc. They are composed of a finite number of elements and basically, the aim of a composer is to organize those elements in an esthetic way. Modeling a piece as a dynamic system implies a view in which the composer draws trajectories or orbits using the elements of each set [Manzolli, 1991]. Nonlinear iterative mappings are associated with interface controls. In the next page two examples of nonlinear iterative mappings with their resulting musical pieces are shown.The mappings may give rise to attractors, defined as geometric figures that represent the set of stationary states of a non-linear dynamic system, or simply trajectories to which the system is attracted. The relevance of this approach goes beyond music applications per se. Computer music systems that are built on the basis of a solid theory can be coherently embedded into multimedia environments. The richness and specialty of the music domain are likely to initiate new thinking and ideas, which will have an impact on areas such as knowledge representation and planning, and on the design of visual formalisms and human-computer interfaces in general. Above and bellow, Vox Populi interface is depicted, showing two nonlinear iterative mappings with their resulting musical pieces. References [Manzolli, 1991] J. Manzolli. Harmonic Strange Attractors, CEM BULLETIN, Vol. 2, No. 2, 4 -- 7, 1991. [Moroni et al., 1999] Moroni, J. Manzolli, F. Von Zuben, R. Gudwin. Evolutionary Computation applied to Algorithmic Composition, Proceedings of CEC99 - IEEE International Conference on Evolutionary Computation, Washington D. C., p. 807 -- 811,1999. [Moroni et al., 2000] Moroni, A., Von Zuben, F. and Manzolli, J. ArTbitration, Las Vegas, USA: Proceedings of the 2000 Genetic and Evolutionary Computation Conference Workshop Program – GECCO, 143 -- 145, 2000.
series other
email
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id 02dc
authors Ng, E.N., Poh, L.K., Wei, W. and Nagakura, T.
year 1999
title Advanced Lighting Simulation in Architectural Design in the Tropics
doi https://doi.org/10.52842/conf.caadria.1999.429
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. 429-441
summary This paper outlines a two years research program that the team attempted to apply one of the most powerful computational lighting simulation software RADIANCE to assist in daylighting design of an actual building in the tropics. The validation studies, which were carried out in the Asian Civilisation Museum (ACM) in Singapore, show that Radiance can be used to predict the internal illuminance with a high degree of accuracy under overcast sky conditions without external obstruction. The experimental application of Radiance to daylighting investigation of the ACM further supports its capabilities as well as its accuracy. Using Radiance to study two daylighting control options (curtains and louvers), it can be found that louvers are more effective than curtains as daylighting control devices, and that the angle of the louvers has more effect than their reflectance on daylight penetration and distribution.
series CAADRIA
last changed 2022/06/07 07:58

_id ddss2004_d-49
id ddss2004_d-49
authors Polidori, M. and R. Krafta
year 2004
title Environment – Urban Interface within Urban Growth
source Van Leeuwen, J.P. and H.J.P. Timmermans (eds.) Developments in Design & Decision Support Systems in Architecture and Urban Planning, Eindhoven: Eindhoven University of Technology, ISBN 90-6814-155-4, p. 49-62
summary This work presents the synthesis of a model of urban growth dedicated to accomplish simulations of urban spatial dynamics, based on integrated urban and environmental factors and promoting simultaneity among external and internal growth. The city and surrounding environment are captured and modeled in computational ambient, by application of the centrality / potential model (Krafta, 1994 and 1999), with support of graph theory, cellular automata, GIS and geocomputation. The model assumes the city as a field of opportunities for obtaining income, mediated by the space, which is composed of urban and environmental attributes, that work as attractors or as resistances for the urban growth. The space configuration and the distribution of those attributes generate tensions that differentiate qualitatively and quantitatively the space, through the centrality measure (built with the support of graphs techniques), coming to provoke growth in places with larger potential of development (built with the help of techniques of CA – cellular automata). Growths above environmental thresholds are considered problems, generated and overcome in the same process of production of the urban space. Iterations of that process offer a dynamic behaviour to the model, allowing to observe the growth process along the time. The model presents several possibilities: a) urban - natural environment integration; b) internal and external growth integration; c) variety in the scale; d) GIS integration and geocomputation; e) user interface; f) calibration; g) theoretical possibilities; and h) practical possibilities.
keywords Environment, Urban Growth, Urban Morphology, Simulation
series DDSS
last changed 2004/07/03 22:13

_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 9dfa
authors Ries, R. and Mahdavi, A.
year 1999
title Environmental Life Cycle Assessment in an Integrated CAD Environment: The Ecologue Approach
source Proceedings of the Eighth International Conference on Computer Aided Architectural Design Futures [ISBN 0-7923-8536-5] Atlanta, 7-8 June 1999, pp. 351-363
summary Construction and operation of buildings is a major cause of resource depletion and environmental pollution. Computational performance evaluation tools could support the decision making process in environmentally responsive building design and play an important role in environmental impact assessment, especially when a life cycle assessment (LCA) approach is used. The building domain, however, presents notable challenges to the application of LCA methods. For comprehensive environmental impact analysis to be realized in a computational support tool for the building design domain, such tools must a) have an analysis method that considers the life cycle of building construction, operation, and decommissioning, b) have a representation that is able to accommodate the data and computability requirements of the analysis method and the analysis tool, and c) be seamlessly integrated within a multi-aspect design analysis environment that can provide data on environmentally relevant building operation criteria. This paper reviews the current state of assessment methods and computational support tools for LCA, and their application to building design. Then, the implementation of an application (ECOLOGUE) for comprehensive computational assessment of environmental impact indicators over the building life cycle is presented. The application is a component in a multi-aspect space-based CAD and evaluation environment (SEMPER). The paper describes the use and typical results of ECOLOGUE system via illustrative examples.
keywords Life Cycle Assessment, Integrated Computational Environmental Analysis
series CAAD Futures
email
last changed 2006/11/07 07:22

_id e199
authors Simondetti, Alvise
year 1999
title Remote Computer Generated Physical Prototyping Based Design
source AVOCAAD Second International Conference [AVOCAAD Conference Proceedings / ISBN 90-76101-02-07] Brussels (Belgium) 8-10 April 1999, pp. 229-236
summary This research explores some of the opportunities offered by the field of computer aided design. It differs from much of the research in the field in the sense that it extends beyond the boundaries of the computer screen by building and testing a computational and communication design environment made of computers, computer peripherals and digital communication devices. From our observation of the designer's interaction with the computer generated physical prototyping systems we were able to confirm the unique haptic feedback and understanding of complex three- dimensional geometry. We also found limitations of the environment in relation to evolutionary design. It was clear from those experiments with algorithmically generated design alternatives that potentially terrific opportunities lies in their combination with computer generated physical prototypes and manufacturing systems.
series AVOCAAD
last changed 2005/09/09 10:48

_id 6810
authors Makkonen, Petri
year 1999
title On multi body systems simulation in product design
source KTH Stockholm
summary The aim of this thesis is to provide a basis for efficient modelling and software use in simulation driven product development. The capabilities of modern commercial computer software for design are analysed experimentally and qualitatively. An integrated simulation model for design of mechanical systems, based on four different "simulation views" is proposed: An integrated CAE (Computer Aided Engineering) model using Solid Geometry (CAD), Finite Element Modelling (FEM), Multi Body Systems Modelling (MBS) and Dynamic System Simulation utilising Block System Modelling tools is presented. A theoretical design process model for simulation driven design based on the theory of product chromosome is introduced. This thesis comprises a summary and six papers. Paper A presents the general framework and a distributed model for simulation based on CAD, FEM, MBS and Block Systems modelling. Paper B outlines a framework to integrate all these models into MBS simulation for performance prediction and optimisation of mechanical systems, using a modular approach. This methodology has been applied to design of industrial robots of parallel robot type. During the development process, from concept design to detail design, models have been refined from kinematic to dynamic and to elastodynamic models, finally including joint backlash. A method for analysing the kinematic Jacobian by using MBS simulation is presented. Motor torque requirements are studied by varying major robot geometry parameters, in dimensionless form for generality. The robot TCP (Tool Center Point) path in time space, predicted from elastodynamic model simulations, has been transformed to the frequency space by Fourier analysis. By comparison of this result with linear (modal) eigen frequency analysis from the elastodynamic MBS model, internal model validation is obtained. Paper C presents a study of joint backlash. An impact model for joint clearance, utilised in paper B, has been developed and compared to a simplified spring-damper model. The impact model was found to predict contact loss over a wider range of rotational speed than the spring-damper model. Increased joint bearing stiffness was found to widen the speed region of chaotic behaviour, due to loss of contact, while increased damping will reduce the chaotic range. The impact model was found to have stable under- and overcritical speed ranges, around the loss of contact region. The undercritical limit depends on the gravitational load on the clearance joint. Papers D and E give examples of the distributed simulation model approach proposed in paper A. Paper D presents simulation and optimisation of linear servo drives for a 3-axis gantry robot, using block systems modelling. The specified kinematic behaviour is simulated with multi body modelling, while drive systems and control system are modelled using a block system model for each drive. The block system model has been used for optimisation of the transmission and motor selection. Paper E presents an approach for re-using CAD geometry for multi body modelling of a rock drilling rig boom. Paper F presents synthesis methods for mechanical systems. Joint and part number synthesis is performed using the Grübler and Euler equations. The synthesis is continued by applying the theory of generative grammar, from which the grammatical rules of planar mechanisms have been formulated. An example of topological synthesis of mechanisms utilising this grammar is presented. Finally, dimensional synthesis of the mechanism is carried out by utilising non-linear programming with addition of a penalty function to avoid singularities.
keywords Simulation; Optimisation; Control Systems; Computer Aided Engineering; Multi Body Systems; Finite Element Method; Backslash; Clearance; Industrial Robots; Parallel Robots
series thesis:PhD
last changed 2003/02/12 22:37

For more results click below:

this is page 0show page 1show page 2show page 3show page 4show page 5... show page 31HOMELOGIN (you are user _anon_616237 from group guest) CUMINCAD Papers Powered by SciX Open Publishing Services 1.002