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 628

_id ascaad2007_025
id ascaad2007_025
authors Speed, C.
year 2007
title A Social Dimension to Digital Architectural Practice
source Em‘body’ing Virtual Architecture: The Third International Conference of the Arab Society for Computer Aided Architectural Design (ASCAAD 2007), 28-30 November 2007, Alexandria, Egypt, pp. 291-304
summary In 1995 the first in a series of three books were published by Academy Editions, that have since become a vivid handbook that documents how designers responded to the development of architectural drawing applications and the growth of the internet, to establish a form of digital architecture. Offering dramatic images and emotive texts, many of the architects and designers featured in these books deeply affected the perception of digital architecture’s mission by students and elements of the design community. Concentrating upon how to resolve the view that time and space are separate dimensions, and the immersive and dematerial potentials of cyberspace, the developments of this ‘cyberromanticism’ (Coyne 1999) ultimately were not used to sustain digital architectural activity. This paper uses the Academy Editions series to understand how such a vivid aspect of digital architecture failed to fulfil its aspirations. The paper begins by establishing the premise for digital architecture through a link with mainstream architectures interest in the concept of shelter. Through a summary of the practical and theoretical methods outlined by the early designers within the series of publications, the paper demonstrates the critical potential of the field. However a summary of how the proliferation of early imagery fuelled a visual mannerism traces how the third Architects in Cyberspace publication represented a crisis in both identity and practice. The paper then identifies an opportunity for recovering the theoretical imperatives within digital architecture by reflecting upon the emergence of ‘interactive architectures’ use of a ‘social’ dimension that was previously hindered by the use of computer applications in early digital architecture. The paper closes with a reference to two of the authors practical projects that use social data to inform the generation of digital architecture.
series ASCAAD
email
last changed 2008/01/21 22:00

_id ga0015
id ga0015
authors Daru, R., Vreedenburgh, E. and Scha, R.
year 2000
title Architectural Innovation as an evolutionary process
source International Conference on Generative Art
summary Traditionally in art and architectural history, innovation is treated as a history of ideas of individuals (pioneers), movements and schools. The monograph is in that context one of the most used forms of scientific exercise. History of architecture is then mostly seen as a succession of dominant architectural paradigms imposed by great architectural creators fighting at the beginning against mainstream establishment until they themselves come to be recognised. However, there have been attempts to place architectural innovation and creativity in an evolutionary perspective. Charles Jencks for example, has described the evolution of architectural and art movements according to a diagram inspired by ecological models. Philip Steadman, in his book "The Evolution of Designs. Biological analogy in architecture and the applied arts" (1979), sketches the history of various biological analogies and their impact on architectural theory: the organic, classificatory, anatomical, ecological and Darwinian or evolutionary analogies. This last analogy "explains the design of useful objects and buildings, particularly in primitive society and in the craft tradition, in terms of a sequence of repeated copyings (corresponding to inheritance), with small changes made at each stage ('variations'), which are then subjected to a testing process when the object is put into use ('selection')." However, Steadman has confined his study to a literature survey as the basis of a history of ideas. Since this pioneering work, new developments like Dawkins' concept of memes allow further steps in the field of cultural evolution of architectural innovation. The application of the concept of memes to architectural design has been put forward in a preceding "Generative Art" conference (Daru, 1999), showing its application in a pilot study on the analysis of projects of and by architectural students. This first empirical study is now followed by a study of 'real life' architectural practice. The case taken has a double implication for the evolutionary analogy. It takes a specific architectural innovative concept as a 'meme' and develops the analysis of the trajectory of this meme in the individual context of the designer and at large. At the same time, the architect involved (Eric Vreedenburgh, Archipel Ontwerpers) is knowledgeable about the theory of memetic evolution and is applying a computer tool (called 'Artificial') together with Remko Scha, the authoring computer scientist of the program who collaborates frequently with artists and architects. This case study (the penthouse in Dutch town planning and the application of 'Artificial') shall be discussed in the paper as presented. The theoretical and methodological problems of various models of diffusion of memes shall be discussed and a preliminary model shall be presented as a framework to account for not only Darwinian but also Lamarckian processes, and for individual as well as collective transmission, consumption and creative transformation of memes.
keywords evolutionary design, architectural innovation, memetic diffusion, CAAD, penthouses, Dutch design, creativity, Darwinian and Lamarckian processes
series other
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_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 ga9927
id ga9927
authors Neagu, Mariana
year 1999
title On Linguistic Aspects from a Cross-cultural Perspective
source International Conference on Generative Art
summary The goal of this paper is to discuss the issue of culture and its relationship to language and cognition by dealing with a number of lexical concepts, grammatical concepts and cultural scripts. Taking a moderate view, I reconcile universalism and ethnocentrism and argue that the study of culture-specific aspects of language has both a theoretical and practical importance. The role of universal semantic primes is obvious in culture-specific words such as the Japanese amae (a peculiarly Japanese emotion) which, though unique and untranslatable, can be accurately and intelligibly defined in terms of semantic primes (Wierzbicka, 1996). The view that meanings cannot be fully transferred from one language to another is supported by the difference in meaning manifested in the different range of use of the word happy (a common, everyday word in modern English) and joyful (a more literally and stylistically marked term.). A cross-linguistic analysis of the concept ‘happy’in English, Romanian, German, French, Italian, points to the so-called ‘traditional Anglo-Saxon distate for extreme emotions’. As far as aspects of grammar connected with culture are concerned, I compare expressive grammatical devices like intensifiers in English, Romanian and Italian. The question the paper addresses is whether constructions like syntactic reduplication(e.g. bella bella) and the absolute superlative (e.g. bellissimo) are indeed linked with what has been called ‘the theatrical quality’ of Italian life (Barzini, 1964) or not. Relative to Romanian, I assume that the idea of intensity of a state or action is conveyed, in certain registers, by terms and expressions pertaining to basic element source domains such as fire (e.g. frumoasa foc ‘fire-beautiful’) and earth (e.g. frumusetea pamantului ‘beauty of the earth’) and also by syntactic reduplication (e.g. frumoasa-frumoaselor ’beauty of the beauties’). Finally, I approach aspects of pragmatics which are culturally determined in the sense that they express cultural norms, values, ideals, attitudes. For instance, preferences are expressed directly in English while in Japanese this manner is contrary to the ideal of enryo ’restraint, reserve’.
series other
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id cd6c
authors Rodríguez Barros, Diana
year 1999
title Digital Simulation and Inferential Systems
source III Congreso Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings] Montevideo (Uruguay) September 29th - October 1st 1999, pp. 87-92
summary From the perspective of logic and epistemological formalizations, the processes for data elaboration relate reasoning schemes to inferential operations which enable the building, understanding and setting of criteria for knowledge validation in a complex sequence. Cognitive operations do not belong exclusively to the field of discourse thinking,' they also apply to the field of perception. Specially in the area of images, there exist inferences which are expressed and operated through other media. A particular aspect is the one of digital simulation and the links established with inferential systems. Although they are not the same thing, since simulation is a cognitive methodology, both are based on similar logic principles. It is obviously necessary to build budget or referential frameworks to support practices deriving from the graphic/digital culture. Thus, they could act as judgement instruments in order to analyze and recognize changes in project, space, morphological and expressive paradigms, and to overcome the instrumental and reductionist bias usually found in the development of these practices. The present work is oriented in this direction, studying relations established among digital simulation, inferential systems, cognitive elaboration and scientific knowledge validation. We aim at exploring and researching into the affinity, links and differences between simulation and analogic-abductive inferential systems so as to characterize: 1.) The concept of digital simulation, not only due to its strong reproductive power but to its inherent referential, cognitive and poetic functions. 2.) The nature of replacing actions projected by simulation with respect to reality in order to produce a representative act the innovative and creative power of simulation, directed both to the past and the future. 3.) The dimensions of prevision and interpretation where simulation develops its theoretical and empirical attitudes and the idea that simulation derives from the combination of hypothesis and experimentation.
keywords Digital Simulation, Projection, Analogi-digital
series SIGRADI
email
last changed 2016/03/10 09:59

_id 19a8
authors Schultz, Volkher
year 1999
title A DIDACTIC CONCEPT FOR TRAINING ARCHITECTS AND INTERIOR DECORATORS
source Full-scale Modeling and the Simulation of Light [Proceedings of the 7th European Full-scale Modeling Association Conference / ISBN 3-85437-167-5] Florence (Italy) 18-20 February 1999, pp. 29-39
summary The 20th year anniversary of the Lichtlabor is used as an opportunity to look back. Two decades in a period of rapid technological development is a long time, during which furnishings pass or fail their trial period. The organizational structure of the Lichtlabor which includes lay-out and appliances has continually expanded since 1977 although the theoretical approach has not changed. Even the ideational structure of the Lichtlabor, without which an organizational structure would be worthless, has proved to be workable and effective as a didactic concept. This concept is based on the interdisciplinary midpoint between a technically (basic) understanding of light – a combination of abstract knowledge and experience gained – and its design-related application.
keywords Lighting Laboratory, Interior Design, Didactic Concept, Visual Comfort, Architectural Space, Model Simulation, Real Environments
series other
type normal paper
more http://info.tuwien.ac.at/efa
last changed 2004/05/04 11:28

_id d54b
authors Thomas, N.J.T.
year 1999
title Are theories of imagery theories of imagination? An active perception approach to conscious mental content
source Cognitive Science 23(2): 207-245
summary Can theories of mental imagery, conscious mental contents, developed within cognitive science throw light on the obscure (but culturally very significant) concept of imagination? Three extant views of mental imagery are considered: quasi-pictorial, description, and perceptual activity theories. The first two face serious theoretical and empirical difficulties. The third is (for historically contingent reasons) little known, theoretically underdeveloped, and empirically untried, but has real explanatory potential. It rejects the "traditional" symbolic computational view of mental contents, but is compatible with recent and approaches in robotics. This theory is developed and elucidated. Three related key aspects of imagination (non-discursiveness, creativity, and ) raise difficulties for the other theories. Perceptual activity theory presents imagery as non-discursive and relates it closely to . It is thus well placed to be the basis for a general theory of imagination and its role in creative thought.
series journal paper
last changed 2003/04/23 15:50

_id 9a1e
authors Clayton, Mark J. and Vasquez de Velasco, Guillermo
year 1999
title Stumbling, Backtracking, and Leapfrogging: Two Decades of Introductory Architectural Computing
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 151-158
doi https://doi.org/10.52842/conf.ecaade.1999.151
summary Our collective concept of computing and its relevance to architecture has undergone dramatic shifts in emphasis. A review of popular texts from the past reveals the biases and emphases that were current. In the seventies, architectural computing was generally seen as an elective for data processing specialists. In the early eighties, personal computers and commercial CAD systems were widely adopted. Architectural computing diverged from the "batch" world into the "interactive" world. As personal computing matured, introductory architectural computing courses turned away from a foundation in programming toward instruction in CAD software. By the late eighties, Graphic User Interfaces and windowing operating systems had appeared, leading to a profusion of architecturally relevant applications that needed to be addressed in introductory computing. The introduction of desktop 3D modeling in the early nineties led to increased emphasis upon rendering and animation. The past few years have added new emphases, particularly in the area of network communications, the World Wide Web and Virtual Design Studios. On the horizon are topics of electronic commerce and knowledge markets. This paper reviews these past and current trends and presents an outline for an introductory computing course that is relevant to the year 2000.
keywords Computer-Aided Architectural Design, Computer-Aided Design, Computing Education, Introductory Courses
series eCAADe
email
last changed 2022/06/07 07:56

_id ga9916
id ga9916
authors Elzenga, R. Neal and Pontecorvo, Michael S.
year 1999
title Arties: Meta-Design as Evolving Colonies of Artistic Agents
source International Conference on Generative Art
summary Meta-design, the act of designing a system or species of design instead of a design instance, is an important concept in modern design practice and in the generative design paradigm. For meta-design to be a useful tool, the designer must have more formal support for both design species definition/expression and the abstract attributes which the designer is attempting to embody within a design. Arties is an exploration of one possible avenue for supporting meta-design. Arties is an artistic system emphasizing the co-evolution of colonies of Artificial Life design or artistic agents (called arties) and the environment they inhabit. Generative design systems have concentrated on biological genetics metaphors where a population of design instances are evolved directly from a set of ‘parent’ designs in a succession of generations. In Arties, the a-life agent which is evolved, produces the design instance as a byproduct of interacting with its environment. Arties utilize an attraction potential curve as their primary dynamic. They sense the relative attraction of entities in their environment, using multiple sensory channels. Arties then associate an attractiveness score to each entity. This attractiveness score is combined with a 'taste' function built into the artie that is sensitized to that observation channel, entity, and distance by a transfer function. Arties use this attraction to guide decisions and behaviors. A community of arties, with independent evolving attraction criteria can pass collective judgement on each point in an art space. As the Artie moves within this space it modifies the environment in reaction to what it senses. Arties support for Meta-design is in (A) the process of evolving arties, breeding their attraction potential curve parameters using a genetic algorithm and (B) their use of sensory channels to support abstract attributes geometries. Adjustment of these parameters tunes the attraction of the artie along various sensing channels. The multi-agent co-evolution of Arties is one approach to creating a system for supporting meta-design. Arties is part of an on-going exploration of how to support meta-design in computer augmented design systems. Our future work with Arties-like systems will be concerned with applications in areas such as modeling adaptive directives in Architecture, Object Structure Design, spatio-temporal behaviors design (for games and simulations), virtual ambient spaces, and representation and computation of abstract design attributes.
series other
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id 2fd9
authors Siniacoff, Martha
year 1999
title The Cadastral Information System and its Objectives
source III Congreso Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings] Montevideo (Uruguay) September 29th - October 1st 1999, pp. 213-218
summary The solutions that allow us to attend the potential exigencies planned for a territorial administration, oblige us to establish an informatizated step, performed with a group of logical tools, supported in the corresponding data bases. This means to establish an Information System who integrates basic data to activities and own resources, being a fundamental aspect of these Systems their capacity to synthetisize the dinamic of phenomena that reflect and several parameters that are the base to analyse this. Urban and Rural real estates (cadastral register) are elementary territorial unities whose integration, complemented with structural elements of a localization area, constitute the continuous of spatial information with the most degree of resolution. Trying as "variables” all physical, economical and juridical circunstances, this continuous of information in transformed in an extraordinary and interesting product, which can be potentiate if we include the Geographic Information System (GIS) concept, resulting of adding digital cartographic data bases to attributes and literal characteristics of elements stored in alphanumeric ones. The reason of this article is to divulge the Territorial Information System set up in the Cadastral Office of the City Hall of Montevideo, based on GIS technology, emphatizying the utility it produces in so large applications as: to investigate land occupation and property distribution, to planify and optimize resources and services, to act as a fundamental support to elaborate thematic cartographies, to serve as a detailed and precise support for urbanism, service flows and territorial ordenation and all other products issued for the own implantation philosofy, constituted with an open structure where the mentioned Office isn’t the only user.
series SIGRADI
email
last changed 2016/03/10 10:00

_id 8171
authors Ataman, Osman
year 1999
title Facilitating Conceptual Change: Computers, Cognitive Processes and Architecture
source III Congreso Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings] Montevideo (Uruguay) September 29th - October 1st 1999, pp. 275-279
summary Computers have gained universal acceptance as tools that designers use. However, computers are often not used to advance the design process but just to make drawings. Many architectural schools still focus on a production orientation which puts the highest value on information management, precise representations and drafting enhancements. Mostly, computer education is limited with button pushing and training manuals. It is the contention of the author that students in Design Studio courses can benefit greatly from computer based educational pedagogy designed to provide them with experiences they currently do not possess. In particular, little time in the computer courses (outside lectures) is spent applying concepts and features of digital tools in design studio environment. In architecture, computers cannot be simply defined as a presentation and production tools. As a cognitive tool, computers provide designers with intelligible and effective representational tools of thought and communication, changes the syntactic structure of design. Consequently, the conceptual structure of computers impacts the conceptual structure of the design project, fosters the analytical processes and facilitates conceptual changes. This paper describes the use of computers in a first year architectural design studio. It attempts to address the importance of developing a design process that is redefined by the use of computing, integrating concept and perception. Furthermore, it describes the theoretical foundations and the underlying cognitive processes that contribute designers' conceptual development.
series SIGRADI
email
last changed 2016/03/10 09:47

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

_id 9cab
authors Coomans, M.K.D.
year 1999
title A Virtual Reality User Interface for a Design Information System, CCAI: the Journal for the Integrated Study of Artificial Intelligence
source Cognitive Science and Applied Epistemology, Rijks Universiteit Gent
summary The computer is a tool, a complex artefact that is used to extend our reach. A computer system can provide several kinds of services, but against these services stands a supplementary task that the user must deal with: the communication with the computer system. We argued that Virtual Reality (VR) can fundamentally improve the user interface by rendering on the common experiential skills of all users. We present the theoretical basis for this, referring to Donald Norman's theory. We show that VR provides at least theoretically, the means to take a big step in the direction of an ideal user interface. As an example of a innovative application of VR in user interface design, we presented the VR-DIS system; an interdisciplinary design system for the building and construction industry. We discuss the issues underlying the design of its VR interface.
series other
last changed 2003/04/23 15:50

_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 8313
authors Harrop, Patrick H.
year 1999
title Amor Infiniti/Horror Vacuii: Resolving Architecture Beyond the Planck Length ()
source III Congreso Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings] Montevideo (Uruguay) September 29th - October 1st 1999, pp. 19-24
summary If one were to presume that every major shift in the perception and representational modes of architecture has its mirror in what is made, then we should be able to divine and critique the implications of making architecture through information technologies. We are only now beginning to enter speculations of what can possibly be made as a direct result of these systems. Already, the representation of digital space is undergoing a fundamental transition: From the highly precise facsimile of traditional Euclidean geometry, that we currently use in most CAD and modelling software to the visual interpretation of dense data arrays, as is emerging in GIS (Global Information Systems). This shift from a Vectorial world to a bitmap world is perhaps the most challenging to our historical and perhaps necessary assumption that Euclidean geometry , such as proportion and projection, is at the heart of making architecture. Does this shift imply an ultimately fatal divorce from the Vitruvian tradition of architecture through geometry or is it re-directing the interaction between computers and architecture into perhaps a more appropriate and creative realm of opportunity? This paper hopes to address these questions in the forum of a theoretical and historical discussion focused on the representation of architecture and making. Some current experimental digital work by the author will accompany this presentation and paper.
series SIGRADI
type normal paper
email
last changed 2016/03/10 09:53

_id ba93
authors Hendricx, Ann and Neuckermans, Herman
year 1999
title About Objects and Approaches - A Conceptual View on Building Models
source Proceedings of the Eighth International Conference on Computer Aided Architectural Design Futures [ISBN 0-7923-8536-5] Atlanta, 7-8 June 1999, pp. 133-148
summary Considering integrated CAAD environments for architectural design, a number of different approaches are possible. This paper presents the policy of the CADLAB at the KU Leuven University, where design support right from the first design phases is a basic consideration. After a short introduction on the theoretical framework and additional design tests, we will discuss the core object model that forms the cornerstone for the contemplated design environment. This object model describes all possible data, concepts and operations connected with the architectural design process. For its development, we used the object-oriented analysis method MERODE. The starting-points and main aspects of the model will be discussed, illustrated with examples of implemented prototypes. The architect's point of view and the specific nature of the architectural design process were always kept in mind, thus leading to a model that hopes to make a valuable contribution to the research area of integrated design environments.
keywords CAAD, Integrated Design Environment, Building Models, Conceptual Modelling, MERODE
series CAAD Futures
email
last changed 2006/11/07 07:22

_id 70e3
authors Kim, Yong-Seong
year 1999
title Knowledge-Aided Design System for Intelligent Building Design
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. 305-312
doi https://doi.org/10.52842/conf.caadria.1999.305
summary In the age of information technology, architectural design problems become increasingly complex, the finding of optimal solutions has become more difficult and obscure. Computer-aided design techniques have been applied to solve these ill-structured design problems; however, most of these applications have been used for graphical automation. Design improvement in quality has not been achieved using traditional computer programs. To handle the critical design decision problems, design systems need to be structured based on theoretical problem solving models. This would enable the design system to handle the problem solving design knowledge as well as the various technological aspects and geometrical representations. A theoretical model, knowledge-aided design, is proposed. Knowledge-aided design is a conceptual and theoretical model based on fundamental principles of design. It provides a problem-solving environment and a procedure for knowledge-based computer-aided architectural design based on cognitive science and artificial intelligence techniques. As a partial implementation of the theoretical model, the development of knowledge-aided design system for intelligent building design is described.
series CAADRIA
last changed 2022/06/07 07:52

_id e2ea
authors Lee, Hwa-Ryong
year 1999
title The Changing Face of Architectural Computing Research
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 11-17
doi https://doi.org/10.52842/conf.ecaade.1999.011
summary This paper examines the existing commercial and on-going research computer applications for architectural design. It investigates their uses, predictions and limitations; and reviews the teleology, technologies and theories exploited for computerising design. Finally, I will discuss two trends in the developments of CAAD, and present the new directions in CAAD research. This study will be based on understanding the computer's roles in designing, and further on establishing a new theoretical paradigm for mediating a computer system.
keywords Historical Context, Theoretical Paradigms
series eCAADe
email
last changed 2022/06/07 07:51

_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 fed9
authors Mitchell, W.J.
year 1999
title Replacing place
source Peter Lunfeld (ed.), The Digital Dialexc: New Essays on New Media, 112-128
summary The Digital Dialectic is an interdisciplinary jam session about our visual and intellectual cultures as the computer recodes technologies, media, and art forms. Unlike purely academic texts on new media, the book includes contributions by scholars, artists, and entrepreneurs, who combine theoretical investigations with hands-on analysis of the possibilities (and limitations) of new technology. The key concept is the digital dialectic: a method to ground the insights of theory in the constraints of practice. The essays move beyond journalistic reportage and hype into serious but accessible discussion of new technologies, new media, and new cultural forms.
series other
last changed 2003/04/23 15:14

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