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

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Hits 1 to 20 of 59

_id a38c
authors Emdanat, S., Vakalo, E.G. and Birmingham, W.
year 1999
title Solving Form-Making Problems Using Shape Algebras and Constraint Satisfaction
doi https://doi.org/10.52842/conf.ecaade.1999.620
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 620-625
summary Shape grammars are well known approaches in design space exploration. This paper reviews the current work on shape grammars in design and suggests that considerable gains can be attained by integrating parametric shape grammar based design approaches with distributed constraint-based problem solving. Parametric grammars are represent design topologies while distributed constrain satisfaction can be used to maintain consistency and produce the space of feasible design solutions. Designers' decision making can be coordinated such that constraints cannot be violated and designs that exhibit the highest utility (value) are selected.
keywords Shape Grammar, Shape Algebra, Constraint Satisfaction
series eCAADe
email
last changed 2022/06/07 07:55

_id 9aaf
authors Burrow, Andrew and Woodbury, Robert
year 1999
title Pi-Resolution in Design Space Exploration
source Proceedings of the Eighth International Conference on Computer Aided Architectural Design Futures [ISBN 0-7923-8536-5] Atlanta, 7-8 June 1999, pp. 291-308
summary In studying the phenomenon of design we use models to envision mechanisms by which computers might support design. In one such model we understand design as guided movement through a space of possibilities. Design space explorers embody this model as mixed-initiative environments in which designers engage in exploration via human computer interaction. Constraint resolution provides a formal framework for interaction in design space explorers. Rather than directly providing solutions to design problems, constraint resolution provides a mechanism for organizing construction. Therefore, we are less interested in the set of solutions to a constraint problem than the process by which intermediate steps are generated. Pi-resolution is one such mechanism applicable to design space explorers. It describes the solution, by recursive enumeration, of feature structure type constraints. During pi-resolution, satisfiers are constructed by the application of type constraints drawn from an inheritance hierarchy. This constructive process provides a strong model for design space exploration. The constraint solver does not do the work of the designer, but rather design efforts are situated in, and organized by, constraint resolution. Therefore, the efficiency of the recursive enumeration in finding solutions is not an issue, since non-determinism in the search is resolved by the human user as design space exploration.
keywords Design Space Explorers, Typed Feature Structures, Functional Decomposition, Mixed Initiative
series CAAD Futures
email
last changed 2006/11/07 07:22

_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 41d4
authors Medjdoub, Benachir
year 1999
title Interactive 2D Constraint-Based Geometric Construction System
source Proceedings of the Eighth International Conference on Computer Aided Architectural Design Futures [ISBN 0-7923-8536-5] Atlanta, 7-8 June 1999, pp. 197-212
summary This paper presents a 2D Constraint-Based Geometric Construction System where positioning and manipulating geometry is very precise. An unusually simple interface makes this system particularly interactive and easy to use. In our approach, the geometry types supported are: points, lines, circles, ellipses, circular arcs and b-spline curves. All the fundamental topologic constraints, i.e. tangent, parallel, perpendicular, coincident and concentric, are provided. Metric constraints, i.e. dividing the shapes into equal parts or fixing the geometric parameters, are also provided. These constraints are automatically applied by the application in response to the implied intentions of the end- user. Dynamic modifications of partially dimensioned models are supported, whereby the design is modified while enforcing the constraints. A graph-constructive approach is used to solve the model. As we are dealing with partial modifications, this resolution technique is quite sufficient, and makes our system stable and flexible. Our approach focuses highly on interactivity. Positioning a shape constrained to another is made directly through the graphic interface. Constraint relaxation is also done by direct manipulations. Modifications are made by dragging the geometry, or by typing into a numerical panel displaying the free shape parameters. Again, existing constraints are maintained as those numbers are applied. Well -constrained and under-constrained problems are discussed. This approach was developed in Java, JDK 3.0.1 of SGI's Java software.
keywords Sketching, Geometric Constraints, Interactivity, Geometric construction, Dynamic Modifications
series CAAD Futures
email
last changed 2006/11/07 07:22

_id a25e
authors Loy, Hollis A.
year 1999
title Foundation for a Thorough CAAD Education
doi https://doi.org/10.52842/conf.ecaade.1999.301
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 301-308
summary The birth and development of computing is considered by most as one of the greatest technological achievements of the twentieth century. Since the integration of computers in the built environment, over two decades ago, computing methods developed into efficient designing and calculating tools. In contrast, accelerating advancements in computing technology have created generation gaps amongst architects. There are inexperienced, novice, intermediate and advanced computer-capable architects. If each group was asked to define CAAD, some would still describe it as a computer program for technical draughting. Others may define CAAD (Computer Aided Architectural Design) as a vast array of digital media in CAD, multimedia and DTP, assisting architects in compiling visual presentations. Currently, most architectural schools are capable of instructing most, if not all, facets of CAAD (2D & 3D CAD, model rendering, photo montage, brochure layouts, etc.). However, this knowledge is accumulated at random throughout the course of study. "Computer Graphics for Architects" is the latest educational development in Europe bridging generation gaps with senior architects and serving as an introductory CAAD seminar to beginning architecture students. This book and lecture presents a gallery of recent architectural CAD, multimedia, and DTP presentations practiced in Europe´s second largest architectural firm. The terminology is user-friendly and its content concentrates on responding to the most often posed questions by CAAD beginners relating to: (1) Terminology (2) Appearance (3) Time Consumption (4) Cost Techniques introduced are independent of any platform. The goal is to summarize quickly and effectively the countless possibilities of presentations applicable in architecture practice. "Computer Graphics for Architects" provides a direction for future presentations and motivates students to excel in CAAD.
series eCAADe
email
last changed 2022/06/07 07:59

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

_id 5377
authors Frazer, J.H., Tang, M.X. and Jian, S.
year 1999
title Towards a Generative System for Intelligent Design Support
doi https://doi.org/10.52842/conf.caadria.1999.285
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. 285-294
summary In the development of intelligent computer aided design systems, three important issues need to considered. These issues are: how to support the generation of product concepts using evolutionary computation techniques; how to use intelligent databases and constraint management systems for detailed exploration of product embodiment; and how to integrate rapid prototyping facilities for product evaluation. In this paper, we present a brief review of knowledge based design and evolutionary design and discuss ways of integrating both in the development of a generative design system. Based on this review, we present the model and its applications of a generative design system utilizing a number of AI and evolutionary computation techniques. This generative design model is intended to provide a generic computational framework for the development of intelligent design support systems.
series CAADRIA
email
last changed 2022/06/07 07:50

_id ga9917
id ga9917
authors Maia Jr., A., Valle, R. do, Manzolli, J. and Pereira, L.N.S.
year 1999
title Generative Polymodal Music Process
source International Conference on Generative Art
summary We present underlying ideas used to develop an Algorithmic Composition software named KYKLOS. It was designed to generate music based on generalised musical scales and modes. It is an interactive sonic device to be applied in composition as well in performance. The sonic output of the whole process can be described as generalised polymodal music since “synthetic scales” are generated by the algorithm. This environment can be used in a Computer Assisted Composition manner in order to generate MIDI files. On the other hand, it can equally be used as a performance environment in which a dynamic change of parameters enables a real time control of the sonic process. Recently, we advocated that several mathematical applications in Computer Music can be understood as Sound Functors [1]. In extension, we describe here a sound functor used to model scales and modes. As can be verified, part of early investigations on mathematical structures in music studied musical scales and modes using Combinatorics, Fibonacci Series and Golden Mean in order to understand compositional processes which use modal concepts. Using the Functor definition it is possible to enumerate n-scales as a sequence of integers. Each value in that sequence gives the distance (in half tones) between two consecutive tones. For example, the sequence 3:2:2:3 is interpreted as a pentatonic scale C-Eb-F-G-Bb, and as defined above it is a C mode. So, if we apply cyclical permutations, (n-1)-sequences of numbers should be interpreted as n-modes of tones. Our algorithmic implementation is described briefly. A n-mode is defined as an array with n-1 integers [a1, a2, ...an-1]. Each array generated at k-th step can be read as a number a1a2a3 ....an-1 in decimal representation, where ai is a integer between 1 and 9. We denote the number obtained at k-th step as (a1a2a3 ...an-1)(k) . The rules to implement the algorithm are the following:1) V0 = (1, 1, 1, 1 ......,1) (initial n-mode)2) ? ai ? 11 with i= 1, 2...n-1 (octave range constraint)3) Vk = (a1a2a3 ...an-1)(k) < (b1b2b3 ...bn-1)(k+1) = Vk+1 where aj ?bj , 1? j ? n-1.4) Vmax = (13 – n, 1, 1, ...,1)In this paper we start with a theoretical view and an introduction on the algorithmic mechanism used. Further, we present a concept of man ? machine interaction used to create the composition environment. We also describe the compositional graphic interface developed and general functions of the system. Finally there is a set of music examples generated by KYKLOS as MIDI files.
series other
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id 3283
authors Suter,G., Mahdavi, A. and Kirshnamurti, R.
year 1999
title A Performance-inspired Building Representation for Computational Design
source Proceedings of the Eighth International Conference on Computer Aided Architectural Design Futures [ISBN 0-7923-8536-5] Atlanta, 7-8 June 1999, pp. 117-132
summary A building representation for integrated building performance simulation is described, which addresses several important issues. First, it captures informational requirements for detailed performance analysis and maintains geometric integrity. Second, it provides computational support for efficient spatial queries and convenient building model manipulation. Representational elements include partitioning and refinement rules, containment hierarchies and dimension constraints. These features provide for ease of manipulation, geometric variety and spatial queries and are illustrated with examples. The paper concludes with a discussion of the limitations of the representation.
keywords Performance Simulation, Constraint-based Design, Geometric Modeling
series CAAD Futures
email
last changed 2006/11/07 07:22

_id 2da9
authors Becker, R.
year 1999
title Introduction
source Automation in Construction 8 (4) (1999) pp. 375-376
summary The Performance Concept provides a philosophical framework for building design and construction, that is flexible and technically non-prescriptive, but altogether ensures building quality and satisfaction of user demands and expectations.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:22

_id 9088
authors Hartkopf, V. and Loftness, V.
year 1999
title Global relevance of total building performance
source Automation in Construction 8 (4) (1999) pp. 377-393
summary Global population and environmental trends demand a radical departure from current building and developmental processes. Applying total building performance thinking can reduce energy consumption, pollution and waste in existing and new construction by a factor of 4 and simultaneously can improve quality of life within buildings––measured through occupant satisfaction, health and productivity. The further development of advanced energy and water systems, and the application of appropriate technology and systems integration concepts will help to enable the elimination of `waste-streams', avoiding obsolescence, as well as managing industrial and agricultural nutrient streams. Instead of treating buildings and their contents as `pre-garbage', worse `pre toxic-waste', all material flows can be considered within life cycles for `cradle to cradle' use. These concepts can make major contributions towards the creation of more sustainable lifestyles with even greater quality in the industrialized countries and the development and implementation of sustainable urban and building infrastructures in rapidly emerging economies. Rather than the continued export of non-sustainable building solutions, this paper argues for the development and demonstration of such practices in the industrialized countries that would create a progressive 'pull' to enable the appropriate implementation of new practices.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:22

_id ee8e
authors Kalay, Y.E.
year 1999
title Performance-based design
source Automation in Construction 8 (4) (1999) pp. 395-409
summary Even before Louis Sullivan coined the phrase `Form Follows Function,' architectural researchers have sought, to no avail, a causal relationship between these two primary constituents of the building enterprise. This paper attempts to explain why this quest has been futile, and proposes a performance-based design paradigm, instead of the prevailing process-based paradigms. It suggests that the driving force behind any design activity is the desire to achieve a qualitative solution for a particular combination of form and function in a specific context. Furthermore, it suggests that quality can only be determined by a multi-criteria, multi-disciplinary performance evaluation, which comprises a weighted sum of several satisfaction/behavior functions. The paper develops a performance-based design methodology and demonstrates its application in an experimental, knowledge-based CAD system.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:22

_id ef83
authors Liu, A.M.M.
year 1999
title Residential satisfaction in housing estates: a Hong Kong perspective
source Automation in Construction 8 (4) (1999) pp. 511-524
summary Post-occupancy evaluation (POE) has been developed to address the problem of acquiring feedback from the occupants who are, arguably, in the best position to provide information for a future design database. This paper presents a study of the factors (on both physical and social levels), which influence residential satisfaction of a sample of occupants in a chosen residential area in Hong Kong; factor analysis and multiple regression were carried out on the data. A comparison is also made of the perceived factors of dissatisfaction amongst the public and private housing occupants. It is suggested that a wider systematic coverage of the subject through investigative and diagnostic POE should be carried out in Hong Kong.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:22

_id 36d3
authors Af Klercker, Jonas
year 1999
title A CAVE-Interface in CAAD-Education?
doi https://doi.org/10.52842/conf.caadria.1999.313
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. 313-323
summary The so called "CAVE-interface" is a very interesting and thrilling development for architects! It supports a better illusion of space by exposing almost a 270° view of a computer model than the 60° which can be viewed on an ordinary computer screen. At the Lund University we have got the possibility to experiment with a CAVE-installation, using it in research and the education of CAAD. The technique and three experiments are discribed. The possibilities are discussed and some problems and questions are put forward.
series CAADRIA
email
last changed 2022/06/07 07:54

_id f317
authors Arvin, Scott A. and House, Donald H.
year 1999
title Modeling Architectural Design Objectives in Physically Based Space Planning
doi https://doi.org/10.52842/conf.acadia.1999.212
source Media and Design Process [ACADIA ‘99 / ISBN 1-880250-08-X] Salt Lake City 29-31 October 1999, pp. 212-225
summary Physically based space planning is a means for automating the conceptual design process by applying the physics of motion to space plan elements. This methodology provides for a responsive design process, which allows a designer to easily make decisions whose consequences immediately propagate throughout the design. It combines the speed of automated design methods with the flexibility of manual design methods, while adding a highly interactive quality and a sense of collaboration with the design itself. In our approach, the designer creates a space plan by specifying and modifying graphic design objectives rather than by directly manipulating primitive geometry. The plan adapts to the changing state of objectives by applying the physics of motion to its elements. For design objectives to have an effect on a physically based space plan, they need to be able to apply appropriate forces to space plan elements. Space planning can be separated into two problems, determining topological properties and determining geometric properties. Design objectives can then be categorized as topological or geometric objectives. Topological objectives influence the location of individual spaces, affecting how one space relates to another. Geometric objectives influence the size and shape of space boundaries, affecting the dimensions of individual walls. This paper focuses on how to model a variety of design objectives for use in a physically based space planning system. We describe how topological objectives, such as adjacency and orientation, can be modeled to apply forces to space locations, and how geometric objectives, such as area, proportion, and alignment, can be modeled to apply forces to boundary edges.
series ACADIA
email
last changed 2022/06/07 07:54

_id 0f1e
authors Barrionuevo, Luis F.
year 1999
title Posicionamiento de Volúmenes Arquitectónicos Mediante Algoritmos Evolucionistas (Positioning of Architectural Volumes by Means of Evolutionist Algorithms)
source III Congreso Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings] Montevideo (Uruguay) September 29th - October 1st 1999, pp. 176-181
summary Configurational studies involve the groups of elements fulfilling restrictions defined by the designer in Architectural design. According to its necessities and intentions, the planner distributes the components of the group in a certain tridimensional way, establishing a composition. This operative procedure implies a classification system according to typologies that respond to a bigger system, and this in turn to another, until the whole is obtained. From the beginning the pattern should satisfy form restrictions, as well as dimensional and positional restrictions for each part that conforms the whole. Functional requirements are attended for each object satisfying relationships of connectivity and adjacency among them. In this work the parts are restricted by their relative position to a central element. Evolutionary Algorithms (EA) are used to solve this type of problem. Using evolutionary metaphors they originate concepts such as "genes", "chromosomes", "mutation", "crosses” and " population " (among other), which come closer to one of the solutions looked for by the designer, under combinatory stochastic methods. The most appropriate use of EA corresponds to problems of complexity NP-completeness (for example, problems of generation of cases of composition), allowing an efficient although not exhaustive analysis. Applying this technique to the generation of architectural volumes, some obtained results are exemplified.
series SIGRADI
email
last changed 2016/03/10 09:47

_id 6ae4
authors Borde, A., Miyamoto, J., Barki, J., and Conde, M.
year 1999
title New Trends In Graphic Representation
source III Congreso Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings] Montevideo (Uruguay) September 29th - October 1st 1999, pp. 501-506
summary In terms of graphic representation, architectural & urban study drawings present some fuzziness related to the multiplicity of scales, to the representation of the urban dynamic and to the means of communicating the contents of these studies for different publics, clearly divided among lay and specialists. Since the 16th century there have been certain stimulating propositions to this theme that have had an enormous, often unacknowleged, impact on the perception and construction of the built environment. Recent experiences in Rio, due to the series of urban projects that are being accomplished, is showing that some architecture offices are adopting new graphic trends in drawings conceived for preliminary studies, diagnoses and inventories. Due to the new possibilities offered by graphic computing they are developing, with diferent softwares, a sort of "patchwork” or "collage” and "sampling” technique for morphological analysis and representantion of places and buildings. This use of graphic computing, as an alternative to the usual realistic depictions that attempts to deal with prosaic simulations of an everyday experience, results in a different type of graphic expression that transcend literalism and appealls to the imagination of the general viewer. It is important to highlight that the analysis of these graphic solutions that attempts to turn visible design problems, could result in the development of new graphic tools that will help the creative design process.
keywords Graphic Representation, Architecture, Urbanism
series SIGRADI
email
last changed 2016/03/10 09:47

_id 48a7
authors Brooks
year 1999
title What's Real About Virtual Reality
source IEEE Computer Graphics and Applications, Vol. 19, no. 6, Nov/Dec, 27
summary As is usual with infant technologies, the realization of the early dreams for VR and harnessing it to real work has taken longer than the wild hype predicted, but it is now happening. I assess the current state of the art, addressing the perennial questions of technology and applications. By 1994, one could honestly say that VR "almost works." Many workers at many centers could doe quite exciting demos. Nevertheless, the enabling technologies had limitations that seriously impeded building VR systems for any real work except entertainment and vehicle simulators. Some of the worst problems were end-to-end system latencies, low-resolution head-mounted displays, limited tracker range and accuracy, and costs. The technologies have made great strides. Today one can get satisfying VR experiences with commercial off-the-shelf equipment. Moreover, technical advances have been accompanied by dropping costs, so it is both technically and economically feasible to do significant application. VR really works. That is not to say that all the technological problems and limitations have been solved. VR technology today "barely works." Nevertheless, coming over the mountain pass from "almost works" to "barely works" is a major transition for the discipline. I have sought out applications that are now in daily productive use, in order to find out exactly what is real. Separating these from prototype systems and feasibility demos is not always easy. People doing daily production applications have been forthcoming about lessons learned and surprises encountered. As one would expect, the initial production applications are those offering high value over alternate approaches. These applications fall into a few classes. I estimate that there are about a hundred installations in daily productive use worldwide.
series journal paper
email
last changed 2003/04/23 15:14

_id b4d2
authors Caldas, Luisa G. and Norford, Leslie K.
year 1999
title A Genetic Algorithm Tool for Design Optimization
doi https://doi.org/10.52842/conf.acadia.1999.260
source Media and Design Process [ACADIA ‘99 / ISBN 1-880250-08-X] Salt Lake City 29-31 October 1999, pp. 260-271
summary Much interest has been recently devoted to generative processes in design. Advances in computational tools for design applications, coupled with techniques from the field of artificial intelligence, have lead to new possibilities in the way computers can inform and actively interact with the design process. In this paper we use the concepts of generative and goal-oriented design to propose a computer tool that can help the designer to generate and evaluate certain aspects of a solution towards an optimized behavior of the final configuration. This work focuses mostly on those aspects related to the environmental performance of the building. Genetic Algorithms are applied as a generative and search procedure to look for optimized design solutions in terms of thermal and lighting performance in a building. The Genetic Algorithm (GA) is first used to generate possible design solutions, which are then evaluated in terms of lighting and thermal behavior using a detailed thermal analysis program (DOE2.1E). The results from the simulations are subsequently used to further guide the GA search towards finding low-energy solutions to the problem under study. Solutions can be visualized using an AutoLisp routine. The specific problem addressed in this study is the placing and sizing of windows in an office building. The same method is applicable to a wide range of design problems like the choice of construction materials, design of shading elements, or sizing of lighting and mechanical systems for buildings.
series ACADIA
email
last changed 2022/06/07 07:54

_id d15b
authors Carrara, G., Fioravanti, A., Novembri, G., Brusasco, P.L., Caneparo, L. and Zorgno, A.M.
year 1999
title Computer Supported Design Studio
doi https://doi.org/10.52842/conf.acadia.1999.082
source Media and Design Process [ACADIA ‘99 / ISBN 1-880250-08-X] Salt Lake City 29-31 October 1999, pp. 82-95
summary The paper presents the ongoing experimentation of a Computer Supported Design Studio (CSDS). CSDS is part of our continuing effort to integrate computer systems in the design studio. We recognize three corner stones to CSDS: memory, process and collaboration. They offer a framework for the interpretation of the pedagogical aspects of the teaching of architectural design in relation to the innovations produced by information technologies. The theme of the ongoing CSDS is a railway station in Turin, Italy, to be incorporated in a reorganized rail transport system. The choice of this theme emphasizes the realistic simulation aspects of the studio, where technical problems at the intersection of multiple disciplines need to be interpreted from an architectural point of view.
series ACADIA
email
last changed 2022/06/07 07:55

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