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 615

_id be33
authors Gero, John S.
year 1999
title Constructive Memory in Design Thinking
source Architectural Science Review 42: 3-5
summary This paper introduces the concept of constructive memory as a framework for the modeling of design thinking. It describes some recent results from empirical studies of designing to show a gap exists between our models of designing and these results. The paper presents constructive memory and its associated concept of situatedness as potential foundations for increasing our understanding of design thinking.
keywords Constructive Memory; Emergence; Situatedness; Models of Designing; Design Theory
series journal paper
email
last changed 2003/03/31 08:34

_id avocaad_2001_09
id avocaad_2001_09
authors Yu-Tung Liu, Yung-Ching Yeh, Sheng-Cheng Shih
year 2001
title Digital Architecture in CAD studio and Internet-based competition
source AVOCAAD - ADDED VALUE OF COMPUTER AIDED ARCHITECTURAL DESIGN, Nys Koenraad, Provoost Tom, Verbeke Johan, Verleye Johan (Eds.), (2001) Hogeschool voor Wetenschap en Kunst - Departement Architectuur Sint-Lucas, Campus Brussel, ISBN 80-76101-05-1
summary Architectural design has been changing because of the vast and creative use of computer in different ways. From the viewpoint of designing itself, computer has been used as drawing tools in the latter phase of design (Mitchell 1977; Coyne et al. 1990), presentation and simulation tools in the middle phase (Liu and Bai 2000), and even critical media which triggers creative thinking in the very early phase (Maher et al. 2000; Liu 1999; Won 1999). All the various roles that computer can play have been adopted in a number of professional design corporations and so-called computer-aided design (CAD) studio in schools worldwide (Kvan 1997, 2000; Cheng 1998). The processes and outcomes of design have been continuously developing to capture the movement of the computer age. However, from the viewpoint of social-cultural theories of architecture, the evolvement of design cannot be achieved solely by designers or design processes. Any new idea of design can be accepted socially, culturally and historically only under one condition: The design outcomes could be reviewed and appreciated by critics in the field at the time of its production (Csikszentmihalyi 1986, 1988; Schon and Wiggins 1992; Liu 2000). In other words, aspects of design production (by designers in different design processes) are as critical as those of design appreciation (by critics in different review processes) in the observation of the future trends of architecture.Nevertheless, in the field of architectural design with computer and Internet, that is, so-called computer-aided design computer-mediated design, or internet-based design, most existing studies pay more attentions to producing design in design processes as mentioned above. Relatively few studies focus on how critics act and how they interact with designers in the review processes. Therefore, this study intends to investigate some evolving phenomena of the interaction between design production and appreciation in the environment of computer and Internet.This paper takes a CAD studio and an Internet-based competition as examples. The CAD studio includes 7 master's students and 2 critics, all from the same countries. The Internet-based competition, held in year 2000, includes 206 designers from 43 counties and 26 critics from 11 countries. 3 students and the 2 critics in the CAD studio are the competition participating designers and critics respectively. The methodological steps are as follows: 1. A qualitative analysis: observation and interview of the 3 participants and 2 reviewers who join both the CAD studio and the competition. The 4 analytical criteria are the kinds of presenting media, the kinds of supportive media (such as verbal and gesture/facial data), stages of the review processes, and interaction between the designer and critics. The behavioral data are acquired by recording the design presentation and dialogue within 3 months. 2. A quantitative analysis: statistical analysis of the detailed reviewing data in the CAD studio and the competition. The four 4 analytical factors are the reviewing time, the number of reviewing of the same project, the comparison between different projects, and grades/comments. 3. Both the qualitative and quantitative data are cross analyzed and discussed, based on the theories of design thinking, design production/appreciation, and the appreciative system (Goodman 1978, 1984).The result of this study indicates that the interaction between design production and appreciation during the review processes could differ significantly. The review processes could be either linear or cyclic due to the influences from the kinds of media, the environmental discrepancies between studio and Internet, as well as cognitive thinking/memory capacity. The design production and appreciation seem to be more linear in CAD studio whereas more cyclic in the Internet environment. This distinction coincides with the complementary observations of designing as a linear process (Jones 1970; Simon 1981) or a cyclic movement (Schon and Wiggins 1992). Some phenomena during the two processes are also illustrated in detail in this paper.This study is merely a starting point of the research in design production and appreciation in the computer and network age. The future direction of investigation is to establish a theoretical model for the interaction between design production and appreciation based on current findings. The model is expected to conduct using revised protocol analysis and interviews. The other future research is to explore how design computing creativity emerge from the process of producing and appreciating.
series AVOCAAD
email
last changed 2005/09/09 10:48

_id 2570
authors Barrón, Alicia and Chiarelli, Julia
year 1999
title Problemática de las Modelizaciones (The Issue of Modeling)
source III Congreso Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings] Montevideo (Uruguay) September 29th - October 1st 1999, pp. 182-185
summary The modelization of an architectural fact, generated through a CAD program, doesn't have only the purpose of generating a virtual electronic, but a constructive scale model of geometric nature. It also implies, a conceptualization level and a posture in front of the pattern that makes thinking in other fields besides the formally constructive, such as: the descriptive and geometric patterns, the communicational and the symbolic pattern. We should understand the way the constructive thought is done the message of the model, either for the relationship with the environment and with the human scale, depends not only upon the author, but his elections will be intrinsically related with his cultural baggage, besides its geometric, graphical and technicians data. These databases condition the result of the model, for this reason we analyzed these relationships looking for a good handling of the cultural codes, to achieve a complete communication of the model. In these moments of the "global village", we should consider this problematic as a visceral topic of the architectural representation, to achieve an effective communication, among different cultures, of the models represented.
series SIGRADI
email
last changed 2016/03/10 09:47

_id c3c6
authors Bonetti, Máximo
year 1999
title Inventario Digital del Patrimonio Arquitectónico y Urbano Marplatense (Digital Inventory of the Architectural and Urban Patrimony of Mar del Plata)
source III Congreso Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings] Montevideo (Uruguay) September 29th - October 1st 1999, pp. 458-461
summary Assisting to the urgent necessity of documenting buildings, urban and rural spaces of our district and keeping in mind that, this patrimonial values represent a considerable proportion of the creative and constructive effort of the pioneers of this region and of our memory and identity, you urgent restitution the report of the examples that are still conserved. As well as the reconstruction, in the cases that it was necessary, of the missing patrimony that still stays in the collective memory. The construction of the digital inventory outlines, in a principle; to divide to the city in sectors of different urban-architectural importance the hills of. Santa Cecilia Stala Maris and Divino Rostro, those that still conserve numerous examples of architecture of the past, are an example of it. This documentation is carried out from the entity of culture of the municipality of the district of general Pueyrredón, in function of the activity developed in the area of patrimonial preservation. In what concerns to this work, previous antecedents don't exist in our means, being this the first time that is intruded in the land of the digital graph applied to the investigation and historical documentation.
series SIGRADI
email
last changed 2016/03/10 09:47

_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 b9d3
authors Galán, B., Argumedo, C. and Paganini, A.
year 1999
title Possibilities of the Computer for the Simulation of the Designer's Constructive Strategies
source III Congreso Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings] Montevideo (Uruguay) September 29th - October 1st 1999, pp. 74-78
summary The dynamic analysis (prospective), of products and systems, it is a methodological resource of the design that allows synthetically, and with great economy of investigation resources and time, to put in evidence the tendencies in the evolution of the object. Finally, the design strategies are defined as postures in front of these tendencies of evolution of the significant variables in the cycle of the product. Having as theoretical context the theory of systems,we explored the dynamic analysis of products and systems, taking their evolution along a temporary series that embraces a complete cycle, from the birth of the object until their maturation in the period of saturation of the market. Starting from the analysis of the evolution of the diverse subsystems, and the conflicts among the world of the necessities, (as pressure exercised from the context), and the technical agreement, it shows the evolutionary dynamics,the underlying conflicts to the logic of the system for each product. They are revealed to the design like a cultural operation that should keep in mind the processes of transformation of the mental representations of the object whose evolution should respect certain rules for its as, clearly such as the well-known maya threshold, (most advanced, yet accepted).
series SIGRADI
email
last changed 2016/03/10 09:52

_id 5689
authors Garcia Alvarado, Rodrigo, Hempel Holzapfel, Ricardo and Parra, Juan Carlos
year 1999
title Virtual Design for Innovative Timber Structures
source AVOCAAD Second International Conference [AVOCAAD Conference Proceedings / ISBN 90-76101-02-07] Brussels (Belgium) 8-10 April 1999, pp. 319-326
summary The major timber structures have great efficiency and beauty, but not many use in buildings due difficulties to represent and resolve theirs geometrical complexity, regulated by several constructive rules. The spatial richness and attractive of these structures can be a contribution in architecture, and encourage the use of wood. For aid the design and impels innovative solutions we are developing a computer system to program the geometrical regulations and allow a tridimensional visualization of different models with virtual-reality devices. First we are studing the architectural morphology and design process of structures more typically used; beams, trusses, frames and arcs. Establishing theirs proportions, distribution, shapes alternatives and the computational algorithm. In other hand we are evaluating the 3D-visualization in the innovation of designs. Some students of architecture developed in a virtual- system small projects based on other projects designed with traditional media. The models were compare by a panel of professors, considering overall quality and creativity. The results of that experience shows advantages in geometrical innovation, specially in organic shapes user-centered instead of orthogonal compositions. But also some constructive fails, which is necessary to support with related procedures.
series AVOCAAD
last changed 2005/09/09 10:48

_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 170f
authors Mora Padrón, Víctor Manuel
year 1999
title Integration and Application of Technologies CAD in a Regional Reality - Methodological and Formative Experience in Industrial Design and Products Development
source III Congreso Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings] Montevideo (Uruguay) September 29th - October 1st 1999, pp. 295-297
summary The experience to present is begun and developed during the academic year 1998, together to the course of IV pupils level of the Industrial Design career in the Universidad del Bío-Bío, labor that I have continued assuming during the present year, with a new youths generation. We have accomplished our academic work taking as original of study and base, the industrial and economic situation of the VIII Region, context in the one which we outline and we commit our needs formative as well as methodological to the teaching of the discipline of the Industrial Design. Consequently, we have defined a high-priority factor among pupils and teachers to reach the objectives and activities program of the course, the one which envisages first of all a commitment of attitude and integrative reflection among our academic activity and the territorial human context in the one which we inhabit. In Chile the activity of the industrial designer, his knowledge and by so much his capacity of producing innovation, it has been something practically unknown in the industrial productive area. However, the current national development challenges and the search by widening our markets, they have created and established a conscience of the fact that the Chilean industrial product must have a modern and effective competitiveness if wants be made participates in segments of the international marketing. It is in this new vision where the design provides in decisive form to consider and add a commercial and cultural value in our products. To the university corresponds the role of transmitting the knowledge generated in his classrooms toward the society, for thus to promote a development in the widest sense of the word. Under this prism the small and median regional industry in their various areas, have not integrated in the national arrangement in what concerns to the design and development of new and integral products. The design and the innovation as motor concept for a competitiveness and permanency in new markets, it has not entered yet in the entrepreneurial culture. If we want to save this situation, it is necessary that the regional entrepreneur knows the importance of the Design with new models development and examples of application, through concrete cases and with demands, that serve of base to demonstrate that the alliance among Designer and Industry, opens new perspectives of growth upon offering innovation and value added factors as new competitiveness tools. Today the communication and the managing of the information is a strategic weapon, to the moment of making changes in a social dynamics, so much at local level as global. It is with this look that our efforts and objective are centered in forming to our pupils with an integration speech and direct application toward the industrial community of our region, using the communication and the technological information as a tool validates and effective to solve the receipt in the visualization of our projects, designs and solutions of products. As complement to the development of the proposed topic will be exhibited a series of projects accomplished by the pupils for some regional industries, in which the three dimensional modeling and the use of programs vectoriales demonstrate the efficiency of communication and comprehension of the proposals, its complexity and constructive possibilities.
series SIGRADI
email
last changed 2016/03/10 09:55

_id eb7a
authors Porada, Mikhael
year 1999
title Virtual Analogy and Architecture
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 69-73
doi https://doi.org/10.52842/conf.ecaade.1999.069
summary Our fashion of thought is dialogic in its way to use simultaneously logic- mathematics and analogical approaches (Morin, 1986). The analogy works as well at the level of the unconscious by the construction of an analogon that permits us to recognise a face between thousand of others, despite changes intervened in time; as consciously where by an effort of constructive analogy, we establish bridges between different events or domains giving to the design a new lighting that puts it on the way to a solution. For this reason visual approach acquires a great importance in the establishment of similitude in conception. Many testimonies of scientists, philosophers, artists confirm this observation about their creative work, while underlining the danger of no founded analogies. In current life, analogy brings a support of likeness to the daily conversations, and the possibility to advance in the dialogue by a chaining of analogies having for objective to strengthen the speech.
series eCAADe
email
last changed 2022/06/07 08:00

_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 0b90
authors Serrentino, Roberto
year 1999
title Modular Architectural Groupings from Escher Periodic Tessellations
source AVOCAAD Second International Conference [AVOCAAD Conference Proceedings / ISBN 90-76101-02-07] Brussels (Belgium) 8-10 April 1999, pp. 205-219
summary One of the more interesting design techniques developed by Dutch graphic artist M.C. Escher consists in covering the plane with tiles containing patterns that repeats periodically. Modularity within shape grouping is extensively used, expressed by natural figures from the living world, and also from worlds of fantasy. This paper attempts to use Eschers's ideas as a source of inspiration to obtain modular shapes to conform groups with architectural issues. The task is to satisfy design requirements and to get repeatable unitary shapes, whose geometric description is modularly manipulated within area as well as perimeter. This should be done by two procedures: 1. from the components to the whole (from the tiles to the tiling): once the designer has defined a modular constructive unit (solving a particular situation), it is possible to repeat the unit to generate modular groups, knowing that they will fit perfectly among them, without gaps nor overlaps. 2. from the whole to the components (from the tiling to the tiles): defining a tessellation with the particular rules that drives close to the architectural solution, and getting the necessary units from the tiling. There are multiple architectural themes on which this should be performed. School class-rooms, habitation buildings, shopping center sites, hotel rooms, are examples of this statement. Analyzing procedures followed by the artist, particularly those using figures that tessellate the plane periodically, we'll be able to generate tiles with architectural shape by the same way, applying different symmetry rules. Once the rules to generate shapes of tiles are known, we work within area and perimeter to satisfy modularity requirements and to convert the tiling as a geometric precise support for the insertion of architectural objects that follow predetermined dimensional patterns. In order to illustrate these ideas an example of grouping repeatable habitation units is presented.
series AVOCAAD
email
last changed 2005/09/09 10:48

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

_id d15b
authors Carrara, G., Fioravanti, A., Novembri, G., Brusasco, P.L., Caneparo, L. and Zorgno, A.M.
year 1999
title Computer Supported Design Studio
source Media and Design Process [ACADIA ‘99 / ISBN 1-880250-08-X] Salt Lake City 29-31 October 1999, pp. 82-95
doi https://doi.org/10.52842/conf.acadia.1999.082
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

_id acac
authors Chan, Chiu-Shui, and Browning, Todd R.
year 1999
title Design Simulation
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. 243-252
doi https://doi.org/10.52842/conf.caadria.1999.243
summary This paper intends to explore methods of constructing a design simulator. Two methodologies, approached differently, imitate the human design processes. The first component is an algorithmic method which has a cognitive model embedded. This cognitive model hypothesizes that human design has certain design logic applied. The design rationales are based on knowledge stored in a designer_ memory. Each time a similar design task is encountered, the same design procedures will be repeated for completion. What makes the results different are the design information used and sequences of processing it. A kitchen design using procedural algorithms is developed to simulate this design aspect. The second component simulates an intuitive design approach. Intuition is defined as design by rules of thumb, or heuristic design. This study investigated how to simulate an intuitive design process. The method involves building up a set of inductive rules symbolizing cultural aspects that need to be addressed in a design. A residential foyer design is the simulation task. The driving force is the heuristics. Results in this study have shown that there are many variables to include but impossible to capture and simulate any of the design processes, which are the reasons why studies in this area are difficult.
series CAADRIA
email
more http://www.public.iastate.edu/~cschan
last changed 2022/06/07 07:56

_id 6126
authors De Grassi, M., Giretti A. and Pinese, P.
year 1999
title Knowledge Structures of Episodic Memory in Architectural Design: An Example of Protocol Analysis
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 576-583
doi https://doi.org/10.52842/conf.ecaade.1999.576
summary The Protocol Analysis of the design process is a very recent and very promising research field. It is believed that good application-oriented developments are possible mainly in the tutorial field (ITS). The research conducted up to now has primarily dealt with the study of the design process. On the contrary, we propose an investigation experiment on the knowledge structures relative to the use of the episodic memory in the architectural design. The proposed experiment concerns the monitoring of the cognitive processes utilised by tutors and students in a brief, but yet complete design session. The results have lead to a synthetic model (computational model) of the adopted knowledge structures, and to a complete index system oriented and organised according to semantic fields. The application of the synthetic model to the design process analysis of students and tutors enabled the definition of the different utilisation strategies of episodic memory to be defined. The results obtained will make up the structure of a tutorial program for the architectural design.
keywords Intelligent Tutoring Systems (ITSs), Architectural Design Education, Case Based Reasoning, Protocol Analisys, Design Cognition
series eCAADe
email
last changed 2022/06/07 07:55

_id 0b84
authors De Silva Garza, Andrés Gómez and Maher, Mary Lou
year 1999
title Evolving Design Layout Cases to Satisfy Feng Shui Constraints
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. 115-124
doi https://doi.org/10.52842/conf.caadria.1999.115
summary We present a computational process model for design that combines the functionalities of case-based reasoning (CBR) and genetic algorithms (GAÌs). CBR provides a precedent-based framework in which prior design cases are retrieved and adapted in order to meet the requirements of a new design problem. GAÌs provide a general-purpose mechanism for randomly combining and modifying potential solutions to a new problem repeatedly until an adequate solution is found. In our model we use a GA to perform the case-adaptation subtask of CBR. In this manner, a gradual improvement in the overall quality of the proposed designs is obtained as more and more adaptations of the design cases originally retrieved from memory are evolved. We describe how these ideas can be used to perform layout design of residences such that the final designs satisfy the requirements imposed by feng shui, the Chinese art of placement.
series CAADRIA
email
last changed 2022/06/07 07:55

_id 411c
authors Ataman, Osman and Bermúdez (Ed.)
year 1999
title Media and Design Process [Conference Proceedings]
source ACADIA ‘99 Proceedings / ISBN 1-880250-08-X / Salt Lake City 29-31 October 1999, 353 p.
doi https://doi.org/10.52842/conf.acadia.1999
summary Throughout known architectural history, representation, media and design have been recognized to have a close relationship. This relationship is inseparable; representation being a means for engaging in design thinking and making and this activity requiring media. Interpretations as to what exactly this relationship is or means have been subject to debate, disagreement and change along the ages. Whereas much has been said about the interactions between representation and design, little has been elaborated on the relationship between media and design. Perhaps, it is not until now, surrounded by all kinds of media at the turn of the millennium, as Johnson argues (1997), that we have enough context to be able to see and address the relationship between media and human activities with some degree of perspective.
series ACADIA
email
more http://www.acadia.org
last changed 2022/06/07 07:49

_id bfc2
authors Bessone, Miriam and Mantovani, Graciela
year 1999
title Integración del Medio Digital a la Enseñanza del Diseño Arquitectónico. Huellas de un Taller Experimental (Integration of Digital Media in the Teaching of Architectural Design. Tracks of an Experimental Studio)
source III Congreso Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings] Montevideo (Uruguay) September 29th - October 1st 1999, pp. 289-294
summary This paper presents the searching of new building modes for the knowledge of design in curriculum workshops at Facultad de Arquitectura, Diseno y Urbanismo of the Universidad Nacional del Litoral the proposed “research action” program articulates longitudinally in the three cycles of the career, understanding architecture as metaknowledge within a new paradigm of subjectivity, complexity and multidimensionality. In other words, it is recognized a new scenery tending to modify didactic relations. This experimental field looks for conscientious equilibrium between “written culture/audiovisual culture”, and “analog instruments/digital media”. We focus our interest on the “machine interacting with and for men”, looking for harmonious synthesis through a new way of thinking, to allow “real progress”. For turning this idea into action, we organized an alternative and plural team-work in architecture. We called it “experimental workshop”. In this first level the students worked. On a preliminary plan of a “kindergarden”. They developed a divergent process through the 3D simulations (using the software 3DS MAX v2), scale models and sensible sketches. For conclusions, the paper addresses the characteristics of the pedagogic model used and the results achieved.
series SIGRADI
email
last changed 2016/03/10 09:47

_id 9cf4
authors Chan, C., Hill, L. and Cruz-Neira, C.
year 1999
title Is it Possible to Design in Full Scale? A CAD Tool in a Synthetic Environment
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. 43-52
doi https://doi.org/10.52842/conf.caadria.1999.043
summary This project developed a Virtual Architectural Design Tool (VADeT) executed in the C2 Virtual Reality (VR) space. C2 is a synthetic CAVE environment providing a full-scale setting for image projection and perception. Applying this tool for design offers four advantages over other CAD systems. First, it enables navigation performing in full scale to create the sense of immersion and reflection of the seeing-as. Second, it allows the creation, modification, and editing of three-dimensional objects in a virtual space. Third, designs can be modified and viewed simultaneously inside or outside of the generated model to obtain the best design products. Fourth, the entire design process can be recorded and played back. Collectively, this tool serves the purposes of: (1) a three-dimensional sketching tool for manipulating 3-D objects, (2) a design study tool for transparently displaying the design processes, and (3) a design teaching tool to demonstrate the processes by which designers do design. Thus, design in a full-scale representation not only is possible but also is a new and unconventional mode that will heavily influence design thinking.
series CAADRIA
last changed 2022/06/07 07:56

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