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

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_id 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

_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 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 6930
authors Cattoni, Edson Luis and Santiago, Alina Goncalves
year 1999
title Lagoa da Conceicao - Florianópolis - Ilha de Santa Catarina: Uma Paisagem em Transformacao II (Conceicao Lagoon - Florianópolis - Ilha of Santa Catarina Island: A Landscape in Transformation II)
source III Congreso Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings] Montevideo (Uruguay) September 29th - October 1st 1999, pp. 157-160
summary This work presents the study and applied assays (or simulation tests) about the ordination of urban space in the region of Lagoa da Conceição. In the region pressures placed by the growth of urban area and urban network system are in contact conflict with a fragile ecosystem, and with a sustainable development based on tourism. Analysis procedures exploited different forms of Space Syntax trying to examine effects of spatial structure in relation to movement patterns of pedestrians and vehicles. This methodology allowed the comprehension of relation between spatial configuration, transport and soil use, and reveled the interdependence and performance of built space within the restrict regional scale (Lagoa da Conceição) and the total urban structure of the island. This understanding is not limited to the present. Is also includes the study of historic urban evolution, and simulation of existing projects for the future, being an important tool to support project decision process. Consequently, the obtained results bring a new approach for the problem, which makes possible the synthesis of design proposals verifying its implications and consequences.
series SIGRADI
email
last changed 2016/03/10 09:48

_id b78f
authors Clayton, M.J., Warden, Robert B., Parker, Th.W.
year 1999
title Virtual Construction of Architecture Using 3D CAD and Simulation
doi https://doi.org/10.52842/conf.acadia.1999.316
source Media and Design Process [ACADIA ‘99 / ISBN 1-880250-08-X] Salt Lake City 29-31 October 1999, pp. 316-324
summary 3D modeling and computer simulations provide new ways for architecture students to study the relationship between the design and construction of buildings. Digital media help to integrate and expand the content of courses in drafting, construction and design. This paper describes computer-based exercises that intensify the students’ experience of construction in several courses from sophomore to senior level. The courses integrate content from drafting and design communication, construction, CAD, and design. Several techniques are used to strengthen students’ awareness and ability in construction. These include: · Virtual design - build projects in which students construct 3D CAD models that include all elements that are used in construction. · Virtual office in which several students must collaborate under the supervision of a student acting as project architect to create a 3D CAD model and design development documents. · Virtual sub-contracting in which each student builds a trade specific 3D CAD model of a building and all of the trade specific models must be combined into a single model. · Construction simulations (4D CAD) in which students build 3D CAD models showing all components and then animate them to illustrate the assembly process. · Cost estimating using spreadsheets. These techniques are applied and reapplied at several points in the curriculum in both technical laboratory courses and design studios. This paper compares virtual construction methods to physical design – build projects and provides our pedagogical arguments for the use of digital media for understanding construction.
series ACADIA
email
last changed 2022/06/07 07:56

_id 5fee
authors Corso Pereira, Gilberto
year 1999
title Visualizacao de Informacoes Urbanas atraves de Multimidia (Visualization of Urban Information by Means of Multimedia)
source III Congreso Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings] Montevideo (Uruguay) September 29th - October 1st 1999, pp. 239-243
summary Visualization is a tool that can aid understanding of phenomenon, process and spatial structures. Another important function is communication, in urban applications case, between planners, technicians, administrators, researchers and citizens. Recent technological development applied to visualization area increments analyze and interpretation capacity. The word visualization used here, is related with the use of computation for data exploration in a visual form, helping comprehension. It is a process of transformation of raw data in images, in information and visual communication. GIS and cartography precede computers. In it development GIS benefited from information technologies development and in this process emphasis goes from treatment of great amount of data to analyze of that data. Computer graphics make possible process and present visually great volume of data, thing that was not possible by conventional methods. Digital data are the key for the plain utilization of potential already available with geoprocessing technologies. Information that interest urban planners came from several sources and information technologies beside integration and manipulation permit visual analyze of spatial data in diverse aspects, from witch the most evident but not less effective a map, tool that let us correlate a great variety of qualitative and quantitative data, for organization, interpretation, presentation and communication. In digital cartographic basic elements of cartographic science were preserved, but through new products, each one execute one of the roles that traditional map plays in different ways. Database replace paper map as way of geographical information storage and cartographic visualization replaces a second role - understanding and explanation - that was satisfied by printed maps. Salvador is one of the most important brazilians metropolis. The project that we discuss have as targets construction of salvador database to permit understanding of urban space through use of thematic cartography. Several steps of project include data acquisition, database formation using data conversion and results visualization through interactive, hypermedia and thematic cartography.
series SIGRADI
email
last changed 2016/03/10 09:49

_id 0b84
authors De Silva Garza, Andrés Gómez and Maher, Mary Lou
year 1999
title Evolving Design Layout Cases to Satisfy Feng Shui Constraints
doi https://doi.org/10.52842/conf.caadria.1999.115
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
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 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 b42b
authors Martinez, B.S., Fasce, A., Merlos, N. and Ortega, F.G.
year 1999
title Objeto, función y funcionamiento de la herramienta informática en las practicas proyectuales de los alumnos, aplicada a la generación de Diseño Textil. (Object, Function and Operation of Computer Tools in the practice of Design by students, applied to the generation of Textile Design)
source III Congreso Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings] Montevideo (Uruguay) September 29th - October 1st 1999, pp. 430-433
summary Continuing with our investigation of application of the computer tool in the generation of Textile Design is that we center this work on the query about which, because and like they are carried out you practice them of representation using systems CAD in the generation of Textile Design, on the part of the students and the meaning that these they attribute to the use of this digital tool. The investigation of happiness is practiced it centers this way from its linking with these as alternative of pedagogic intervention, framed in the implementation particularities of you practice them proyects in the shop of Textile Design, with the objective of Knowing and Tipificar the different representation alternatives for the carried out students. The elected methodology for the present investigation is the qualitative logic, inside an interpretation focus, to describe and to interpret the meanings that the students grant to the use of the computer tool in their exercises proyects. For the process of obtaining of data, was carried out a flowing and open work, of interviews and permanent selection where you drain the sample according to the saturation approaches that settled down during the course of the same one, the analysis type it allowed us the conceptual comparisons, associated to strategies, by means of which we obtained the excellent information that finally will be processed and restored to the group for, if it considers it to him pertinent, become use material in the future.
series SIGRADI
email
last changed 2016/03/10 09:55

_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 2092
authors Voigt, Andreas and Linzer, Helena
year 1999
title The Digital City
source III Congreso Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings] Montevideo (Uruguay) September 29th - October 1st 1999, pp. 438-442
summary Information-transfer and -management, quality of planning, efficiency in decision-finding and public relations make for the continuous challenges in space-related planning. The integration of the "computer" - an essential tool of modern times - throughout the process of urban and regional planning, particularly regarding city development is a present-day challenge. A "Computer Aided City Development" calls for modular structuring taking the specialized requirements of a up-to-date city development into account as well as integrating suited simulation techniques and media effectively in the planning process in line with the respective state of the art. The present research project was aimed at structuring modular fields of application for "Computer Aided City Development" on the basis of the general framework conditions of regional and urban planning and city development. Paying regard to the "ecological-dynamical" city development the pilot project "The Digital City" puts planning modules of "Computer Aided City Development" to use in a selected transection of the urban area of Vienna (area around UNO-City, Wagramer Straße). By means of a digital, three-dimensional work-as-executed model the urban-spatial development possibilities in variants can be subjected to a spatial discussion throughout workshops making interactive use of a high-speed graphic computer. Furthemore, this pilot project was also dedicated to trying new forms of cooperation between science and administration
keywords Computer Graphics in Design and Planning, Urban Design, Urban Planning
series SIGRADI
email
last changed 2016/03/10 10:02

_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 e719
authors Achten, Henri and Turksma, Arthur
year 1999
title Virtual Reality in Early Design: the Design Studio Experiences
source AVOCAAD Second International Conference [AVOCAAD Conference Proceedings / ISBN 90-76101-02-07] Brussels (Belgium) 8-10 April 1999, pp. 327-335
summary The Design Systems group of the Eindhoven University of Technology started a new kind of design studio teaching. With the use of high-end equipment, students use Virtual Reality from the very start of the design process. Virtual Reality technology up to now was primarily used for giving presentations. We use the same technology in the design process itself by means of reducing the time span in which one gets results in Virtual Reality. The method is based on a very brief cycle of modelling in AutoCAD, assigning materials in 3DStudio Viz, and then making a walkthrough in Virtual Reality in a standard landscape. Due to this cycle, which takes about 15 seconds, the student gets immediate feedback on design decisions which facilitates evaluation of the design in three dimensions much faster than usual. Usually the learning curve of this kind of software is quite steep, but with the use of templates the number of required steps to achieve results is reduced significantly. In this way, the potential of Virtual Reality is not only explored in research projects, but also in education. This paper discusses the general set-up of the design studio and shows how, via short workshops, students acquire knowledge of the cycle in a short time. The paper focuses on the added value of using Virtual Reality technology in this manner: improved spatial reasoning, translation from two-dimensional to three-dimensional representations, and VR feedback on design decisions. It discusses the needs for new design representations in this design environment, and shows how fast feedback in Virtual Reality can improve the spatial design at an early stage of the design process.
series AVOCAAD
email
last changed 2005/09/09 10:48

_id acadia21_530
id acadia21_530
authors Adel, Arash; Augustynowicz, Edyta; Wehrle, Thomas
year 2021
title Robotic Timber Construction
doi https://doi.org/10.52842/conf.acadia.2021.530
source ACADIA 2021: Realignments: Toward Critical Computation [Proceedings of the 41st Annual Conference of the Association of Computer Aided Design in Architecture (ACADIA) ISBN 979-8-986-08056-7]. Online and Global. 3-6 November 2021. edited by S. Parascho, J. Scott, and K. Dörfler. 530-537.
summary Several research projects (Gramazio et al. 2014; Willmann et al. 2015; Helm et al. 2017; Adel et al. 2018; Adel Ahmadian 2020) have investigated the use of automated assembly technologies (e.g., industrial robotic arms) for the fabrication of nonstandard timber structures. Building on these projects, we present a novel and transferable process for the robotic fabrication of bespoke timber subassemblies made of off-the-shelf standard timber elements. A nonstandard timber structure (Figure 2), consisting of four bespoke subassemblies: three vertical supports and a Zollinger (Allen 1999) roof structure, acts as the case study for the research and validates the feasibility of the proposed process.
series ACADIA
type project
email
last changed 2023/10/22 12:06

_id e78e
authors Anders, Peter
year 1999
title Anthropic Cyberspace: Defining Eletronic Space from First Principles
source III Congreso Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings] Montevideo (Uruguay) September 29th - October 1st 1999, pp. 56-62
summary This paper proposes principles for the design of human-centered, anthropic cyberspaces. Starting with a brief examination of our cognitive use of space, it suggests that we address cyberspace as an extension of our mental space. The paper procedes with twelve concepts based on scientific and cultural observations with respect to individual cognition and social interaction. These concepts are general - not specific to any culture or technology in the accompanying arguments the author expands on these concepts illustrating them with examples taken from conventional and electronic media, space and cyberspace the author hopes with these conjectures to begin a discussion on the anthropology of space and its emulation.
keywords Cognition, Cyberspace, Design, Internet, Simulation, Space
series SIGRADI
email
last changed 2016/03/10 09:47

_id 2fe1
authors Arroyo, Julio and Chiarella, Mauro
year 1999
title Infographic: Its Incorporation and Relativity in Architectural Design Process
source III Congreso Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings] Montevideo (Uruguay) September 29th - October 1st 1999, pp. 313-318
summary This paper is about an architectural design workshop regularly held at a public university in Santa Fe, Argentina. The class is about 150 students large, with different informatic capabilities and hardware facilities. The design problem of the workshop, which is one year long, is the relationship between architectural project and the construction of the urbanity. This implies both a physical intervention and a cultural expression. Pedagogy seeks students to overcome individualism, characteristic that is hardly induced by PCs, making a socialized design experience. A complementary and simultaneous use of graphic and infographic data is one of the main criteria of the workshop. The idea is to look for students to reach a wide vision by means of the use of different representation systems and means of information. Digital graphic is introduced early in the design process as an electronic model of urban context. It is considered as a one among many other graphic resources and is used together with ordinary models, geometric drawings, aerial and regular photography and hand made sketches. This paper relates the results that have been obtained when students were asked to make an analytic and sensitive approach to the relationship site - urban situation. This relationship has a great importance for the workshop since its goal is to make students to understand the the value of designing in and for the city.
series SIGRADI
email
last changed 2016/03/10 09:47

_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 6480
authors Asanowicz, Aleksander
year 1999
title Computer in Creation of Architectural Form
source AVOCAAD Second International Conference [AVOCAAD Conference Proceedings / ISBN 90-76101-02-07] Brussels (Belgium) 8-10 April 1999,pp. 131-142
summary This paper considers graphic methods of presentation of ideas 'in the creation of architectural forms' and evolution of these methods, determined by the implementations of information technology. Drawings have been the main medium of expression since Leonardo da Vinci to the present-day. Graphic communication has always been treated as a main design tool, both - at the ending stage of design and at the early design stage. Implementation of computers in design doe not change this situation. The entire design process proceeds in a traditional way. While searching for the idea we use hand sketches and, after this, technical drawings are draught on a plotter, which replaces a drawing pen. Using computers at the early design stages encounters serious difficulties. The main thesis of this paper is that hardware and software inadequacy is not the problem, the problem is in the inadequacy of the design methods. This problem is to be reconceived as what a person can do with a program, rather than what is the capacity of a program. Contemporary computer techniques allow us to put an equation mark between the searching for idea, visualisation and its realisation in virtual space. This paper presents Sketching by scanning - an experimental method of using computer hardware and software for stimulating of searching of architectural's form.
series AVOCAAD
email
last changed 2005/09/09 10:48

_id bd21
authors Barría Chateau, H., García Alvarado, R., Lagos Vergara, R. and Parra Márquez, J.C.
year 1999
title Evaluation of Spatial Perception in Virtual Environments
source III Congreso Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings] Montevideo (Uruguay) September 29th - October 1st 1999, pp. 145-148
summary The 3D environments created by computers can be used as a powerful simulation tool for architecture, especially with inmersive devices, but it is necessary to know properly their spatial characteristics to use it effectively. It is also important to consider their possibilities in communication networks and their implications in contemporary architecture. For this reason, the goal of this research is to evaluate the perception of virtual architectonic spaces in relation to the perception of real architectonic spaces. This research is based on the comparison of experiences of university students in a real space (Entrance Hall of Faculty of Economy) and in the same space modeled by a computer. The evaluation considers tests with stereoscopic helmets and interactive navigation, making questionnaires to characterize the sensation of dimensions, relationships and time for an specific activity. The measuring of real and virtual spaces are made through references (furniture, textures, etc.) or by proportional relations between height, width and depth, in different patterns. The experience also reveals mental schemes to perceive the dimension of architectonic space and the orientation in a real and virtual environment. Besides, the research allows to relate the different levels of complexity and information with the understanding of real architectonic space and modeled space.
series SIGRADI
email
last changed 2016/03/10 09:47

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