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 721

_id 86dc
authors Aouad, G., and Price, A.D.F.
year 1993
title An integrated system to aid the planning of concrete structures: introducing the system
source The Int. Journal of Construction IT1(2), pp.1-14
summary This paper reports on the development at Loughborough University of a CAD-based integrated model to aid the planning of in-situ concrete structures. The system development started after a review of the planning models currently available and after a detailed questionnaire survey undertaken amongst the top UK and US contractors on the current status of planning techniques and information technology. The main aim of this system is to automate the planning process of in-situ concrete structures using data generated by CAD systems. So far, the integration of a CAD system (AutoCAD 10) and a computerized scheduling system (Artemis 2000) has been achieved on a typical IBM-PC. This enables the generation of network plans using AutoCAD which are then automatically transferred to the Artemis system for time and cost analyses.Traditionally, construction planners are faced with many conventional drawings and documents which are used to re-extract information relevant to their planning processes. Such an approach can be very inefficient as it involves data double-handling and is often error prone. In addition, current computerized construction planning applications are little more than the automation of manual formulations of plans. For example, data are fed into the planning system and computations are performed using either CPM (Critical Path Method) or PERT (Programme Evaluation and Review Technique). However, data relating to the planning process such as activity lists, resources requirements and durations are not automatically generated within the system. It would thus seem logical to devise a CAD-based integrated planning model which accepts data in its electronic format and involves some integration of the traditional planning approach. This paper introduces the proposed CAD-based integrated planning model and describes its different components. In addition, it discusses the system functional specifications and summarizes the main benefits and limitations of such a model.
series journal paper
last changed 2003/05/15 21:45

_id ddssar0029
id ddssar0029
authors Vries, B. de, Jessurun, J. and Engeli, M.
year 2000
title Development of an intuitive 3D sketching tool
source Timmermans, Harry (Ed.), Fifth Design and Decision Support Systems in Architecture and Urban Planning - Part one: Architecture Proceedings (Nijkerk, the Netherlands)
summary 3D sketching is a confusing description of an architectural design means. It is confusing, or even worse apparently wrong, because traditional sketching is inherently a two dimensional activity. Though the final stages of design are currently well support by CAD packages, almost every architect prefers paper and pencil for the early sketching phases. The challenge is to develop a (computer supported) design tool that is as direct and intuitive as paper and pencil. The computer enables us to directly map our spatial mental model into 3D rendered images. As such a new kind of design means is created which is best indicated as an intuitive 3D sketching tool. Within the VR-DIS research programme of the Design Systems group of the Eindhoven University of Technology a tool named DDDoolz has been developed as an experimental 3D sketching tool. This paper will report on the preliminary phase in which several input devices such as mouse, bird and voice were tested. For this purpose simple prototype applications were implemented. Building upon these experiences a functional brief was defined for the sketching tool. The system design will be elaborated in this paper using OO schema techniques. Because of its limited yet powerful functionality, a comprehensive system description can be presented. The application has been used in a first years CAD course. Students’ experiences will be discussed demonstrating the strengths and weaknesses of DDDoolz. In conclusion, a list of improvements will be presented and the future directions are indicated that will be followed in regard of the continuing research on design and decision support tools.
series DDSS
last changed 2003/08/07 16:36

_id 349e
authors Durmisevic, Sanja
year 2002
title Perception Aspects in Underground Spaces using Intelligent Knowledge Modeling
source Delft University of Technology
summary The intensification, combination and transformation are main strategies for future spatial development of the Netherlands, which are stated in the Fifth Bill regarding Spatial Planning. These strategies indicate that in the future, space should be utilized in a more compact and more efficient way requiring, at the same time, re-evaluation of the existing built environment and finding ways to improve it. In this context, the concept of multiple space usage is accentuated, which would focus on intensive 4-dimensional spatial exploration. The underground space is acknowledged as an important part of multiple space usage. In the document 'Spatial Exploration 2000', the underground space is recognized by policy makers as an important new 'frontier' that could provide significant contribution to future spatial requirements.In a relatively short period, the underground space became an important research area. Although among specialists there is appreciation of what underground space could provide for densely populated urban areas, there are still reserved feelings by the public, which mostly relate to the poor quality of these spaces. Many realized underground projects, namely subways, resulted in poor user satisfaction. Today, there is still a significant knowledge gap related to perception of underground space. There is also a lack of detailed documentation on actual applications of the theories, followed by research results and applied techniques. This is the case in different areas of architectural design, but for underground spaces perhaps most evident due to their infancv role in general architectural practice. In order to create better designs, diverse aspects, which are very often of qualitative nature, should be considered in perspective with the final goal to improve quality and image of underground space. In the architectural design process, one has to establish certain relations among design information in advance, to make design backed by sound rationale. The main difficulty at this point is that such relationships may not be determined due to various reasons. One example may be the vagueness of the architectural design data due to linguistic qualities in them. Another, may be vaguely defined design qualities. In this work, the problem was not only the initial fuzziness of the information but also the desired relevancy determination among all pieces of information given. Presently, to determine the existence of such relevancy is more or less a matter of architectural subjective judgement rather than systematic, non-subjective decision-making based on an existing design. This implies that the invocation of certain tools dealing with fuzzy information is essential for enhanced design decisions. Efficient methods and tools to deal with qualitative, soft data are scarce, especially in the architectural domain. Traditionally well established methods, such as statistical analysis, have been used mainly for data analysis focused on similar types to the present research. These methods mainly fall into a category of pattern recognition. Statistical regression methods are the most common approaches towards this goal. One essential drawback of this method is the inability of dealing efficiently with non-linear data. With statistical analysis, the linear relationships are established by regression analysis where dealing with non-linearity is mostly evaded. Concerning the presence of multi-dimensional data sets, it is evident that the assumption of linear relationships among all pieces of information would be a gross approximation, which one has no basis to assume. A starting point in this research was that there maybe both linearity and non-linearity present in the data and therefore the appropriate methods should be used in order to deal with that non-linearity. Therefore, some other commensurate methods were adopted for knowledge modeling. In that respect, soft computing techniques proved to match the quality of the multi-dimensional data-set subject to analysis, which is deemed to be 'soft'. There is yet another reason why soft-computing techniques were applied, which is related to the automation of knowledge modeling. In this respect, traditional models such as Decision Support Systems and Expert Systems have drawbacks. One important drawback is that the development of these systems is a time-consuming process. The programming part, in which various deliberations are required to form a consistent if-then rule knowledge based system, is also a time-consuming activity. For these reasons, the methods and tools from other disciplines, which also deal with soft data, should be integrated into architectural design. With fuzzy logic, the imprecision of data can be dealt with in a similar way to how humans do it. Artificial neural networks are deemed to some extent to model the human brain, and simulate its functions in the form of parallel information processing. They are considered important components of Artificial Intelligence (Al). With neural networks, it is possible to learn from examples, or more precisely to learn from input-output data samples. The combination of the neural and fuzzy approach proved to be a powerful combination for dealing with qualitative data. The problem of automated knowledge modeling is efficiently solved by employment of machine learning techniques. Here, the expertise of prof. dr. Ozer Ciftcioglu in the field of soft computing was crucial for tool development. By combining knowledge from two different disciplines a unique tool could be developed that would enable intelligent modeling of soft data needed for support of the building design process. In this respect, this research is a starting point in that direction. It is multidisciplinary and on the cutting edge between the field of Architecture and the field of Artificial Intelligence. From the architectural viewpoint, the perception of space is considered through relationship between a human being and a built environment. Techniques from the field of Artificial Intelligence are employed to model that relationship. Such an efficient combination of two disciplines makes it possible to extend our knowledge boundaries in the field of architecture and improve design quality. With additional techniques, meta know/edge, or in other words "knowledge about knowledge", can be created. Such techniques involve sensitivity analysis, which determines the amount of dependency of the output of a model (comfort and public safety) on the information fed into the model (input). Another technique is functional relationship modeling between aspects, which is derivation of dependency of a design parameter as a function of user's perceptions. With this technique, it is possible to determine functional relationships between dependent and independent variables. This thesis is a contribution to better understanding of users' perception of underground space, through the prism of public safety and comfort, which was achieved by means of intelligent knowledge modeling. In this respect, this thesis demonstrated an application of ICT (Information and Communication Technology) as a partner in the building design process by employing advanced modeling techniques. The method explained throughout this work is very generic and is possible to apply to not only different areas of architectural design, but also to other domains that involve qualitative data.
keywords Underground Space; Perception; Soft Computing
series thesis:PhD
email
last changed 2003/02/12 22:37

_id 2e77
authors Ekholm, A. and Fridqvist, S.
year 2000
title A concept of space for building classification, product modelling, and design
source Automation in Construction 9 (3) (2000) pp. 315-328
summary Information about a building's spaces is of interest in every stage of the construction and facility management processes. An organisation1 or enterprise is located in and uses the building's spaces, and many of the building's spatial properties are determined on the basis of the user organisation's requirements. The definition of the concept "space" as applied in information systems for building classification and building product modelling today is unclear. A fundamental problem is to reconcile a material and construction method viewpoint with a space-centred viewpoint. In order to enable communication among actors and computer systems in the construction process, the concepts used in model development and the corresponding terms have to be formally defined and standardised. In this article, we analyse the concept of space and suggest a comprehensive definition for the construction context. The identification of a space in a building is based on a spatial view. We introduce the concept of aspectual unit and show how this concept can be used to integrate different aspect views in a conceptual schema. Additionally, we define the user organisation as a thing, which is separate from the building and has spatial properties of its own, so-called "activity spaces". Finally, we show how space may be represented in a comprehensive conceptual schema.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:22

_id 9554
authors Jagbeck, A.
year 2000
title Field test of a product-model-based construction planning tool
source CIDAC, Volume 2 Issue 2 May 2000, pp. 80-91
summary Over the past decade, more than a dozen papers describing proposals for product-model-based planning models have been published, but only a few of these proposals have been implemented in prototypes that have been tested in full-scale tests. PreFacto is a research-based software for production planning based on product model data, which has been developed and tested in close cooperation with a construction company. It is operational but still under development. Assessing the degree of functionality achieved so far is a natural part of a modern cyclical software development process. This paper describes a 6-month full-scale field trial of the PreFacto system undertaken by the site management in cooperation with the author. It was carried out as a parallel planning activity on a real ongoing project. The trial was documented and the system's usability for the construction planning process was analysed and evaluated using mainly qualitative methods. The evaluated planning activities include importing product model data and performing a range of planning activities. The evaluation addressed such usability aspects as system capacity, ease of use of the interface, and conceptual compliance with the use context and the various planning tasks. The test method was useful for checking the conceptual model from the user's point of view. At the same time, the field trial worked equally as a case study for developers, a study of a degree of reality that would not have been possible in a laboratory situation. Apart from the evaluation of the features of the software itself, there are some results of general interest. the main result was that all the advantages of the system derive from the connection between design and planning, i.e. the use of a product model as a basis for defining the result of production tasks. Allowing production managers to freely structure tasks and to apply resource recipes were the most relevant functions.
keywords Integration, Information, Construction, Planning, Field Trial, Product Model
series journal paper
last changed 2003/05/15 21:23

_id 9d3a
authors Morozumi, M., Uchiyama, T., Homma, R. and Tanae, M.
year 2000
title A City Model for Studies of a Citizen's Way-Finding Behaviors
source CAADRIA 2000 [Proceedings of the Fifth Conference on Computer Aided Architectural Design Research in Asia / ISBN 981-04-2491-4] Singapore 18-19 May 2000, pp. 77-87
doi https://doi.org/10.52842/conf.caadria.2000.077
summary This paper discusses the necessary features for a QTVR (cylinder-VR) based simulation system to study a citizen's behavior of finding their way to particular points, as well as observations found in the case studies that used several prototypes developed as a step in the studies. The authors tested prototype systems developed for a downtown shopping area of Kumamoto City, and observed answers to questionnaires in which 30 students who are familiar with the site compared the three prototypes. After observing cognitive maps sketched by nine strangers to the site, and after virtual walks with one of those prototypes: prototype-III, the authors concluded that it could provide a necessary level of visual representation and system operations as a tool for simulating citizens' travel behaviors.
series CAADRIA
email
last changed 2022/06/07 07:59

_id 329a
authors Muro, Tatsuro and Shigematsu, Takahisa
year 2000
title Automation and optimal design method of a wheeled vehicle operating over sloped weak sandy terrain
source Automation in Construction 9 (3) (2000) pp. 277-297
summary In this paper, a mathematical model of wheeled vehicle tractive or braking performance was developed and verified by experimental data. Then, various center of gravity and height of application force movement effects were analysed by simulation analysis. For a given set of vehicle dimensions and terrain wheel system constants, the simulation calculated effective tractive or braking effort and rear wheel sinkage, slip ratio or skid of a special designed wheeled robotic vehicle running over sloped weak sandy terrain for straight forward motion. For a 5.88 kN weight vehicle, the optimal eccentricity of center of gravity, the optimal application height and the maximum slope angle of terrain could be determined for rear-wheel drive (RWD), front-wheel drive (FWD), four-wheel drive (4WD) or rear-wheel brake (RWB), front-wheel brake (FWB), and four-wheel brake (4WB) travel systems.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:23

_id 1bb0
authors Russell, S. and Norvig, P.
year 1995
title Artificial Intelligence: A Modern Approach
source Prentice Hall, Englewood Cliffs, NJ
summary Humankind has given itself the scientific name homo sapiens--man the wise--because our mental capacities are so important to our everyday lives and our sense of self. The field of artificial intelligence, or AI, attempts to understand intelligent entities. Thus, one reason to study it is to learn more about ourselves. But unlike philosophy and psychology, which are also concerned with AI strives to build intelligent entities as well as understand them. Another reason to study AI is that these constructed intelligent entities are interesting and useful in their own right. AI has produced many significant and impressive products even at this early stage in its development. Although no one can predict the future in detail, it is clear that computers with human-level intelligence (or better) would have a huge impact on our everyday lives and on the future course of civilization. AI addresses one of the ultimate puzzles. How is it possible for a slow, tiny brain{brain}, whether biological or electronic, to perceive, understand, predict, and manipulate a world far larger and more complicated than itself? How do we go about making something with those properties? These are hard questions, but unlike the search for faster-than-light travel or an antigravity device, the researcher in AI has solid evidence that the quest is possible. All the researcher has to do is look in the mirror to see an example of an intelligent system. AI is one of the newest disciplines. It was formally initiated in 1956, when the name was coined, although at that point work had been under way for about five years. Along with modern genetics, it is regularly cited as the ``field I would most like to be in'' by scientists in other disciplines. A student in physics might reasonably feel that all the good ideas have already been taken by Galileo, Newton, Einstein, and the rest, and that it takes many years of study before one can contribute new ideas. AI, on the other hand, still has openings for a full-time Einstein. The study of intelligence is also one of the oldest disciplines. For over 2000 years, philosophers have tried to understand how seeing, learning, remembering, and reasoning could, or should, be done. The advent of usable computers in the early 1950s turned the learned but armchair speculation concerning these mental faculties into a real experimental and theoretical discipline. Many felt that the new ``Electronic Super-Brains'' had unlimited potential for intelligence. ``Faster Than Einstein'' was a typical headline. But as well as providing a vehicle for creating artificially intelligent entities, the computer provides a tool for testing theories of intelligence, and many theories failed to withstand the test--a case of ``out of the armchair, into the fire.'' AI has turned out to be more difficult than many at first imagined, and modern ideas are much richer, more subtle, and more interesting as a result. AI currently encompasses a huge variety of subfields, from general-purpose areas such as perception and logical reasoning, to specific tasks such as playing chess, proving mathematical theorems, writing poetry{poetry}, and diagnosing diseases. Often, scientists in other fields move gradually into artificial intelligence, where they find the tools and vocabulary to systematize and automate the intellectual tasks on which they have been working all their lives. Similarly, workers in AI can choose to apply their methods to any area of human intellectual endeavor. In this sense, it is truly a universal field.
series other
last changed 2003/04/23 15:14

_id diss_sola
id diss_sola
authors Sola-Morales, Pau
year 2000
title Representation in Architecture: A Data Model for Computer-Aided Architectural Design
source DDes Thesis, Harvard Design School, Cambridge, MA
summary Traditional representation systems – including technical drawings, perspectives, models and photography – have historically been used by architects to communicate projectual ideas to other agents in the process, as well to communicate ideas to themselves and recording them for future reference. The increasing complexity of the projects, involving more agents in ever more distant locations; the need for a greater semantic richness to express all the subtleties of the technical, cost and styling details; and -- most importantly – the introduction of computers in every day practice, which enable powerful data generation and manipulation; all these factors together demand for a new representation system adapted to the new digital medium. Yet, traditional CAAD software packages do not offer a solution to any of these problems, for their data model is too simplified to model complex projects and ideas, and are based on geometrical representations of the built environment. This dissertation addresses the issue of computer representation of architecture, and tries to refocus the discussion from a “geometric representation of objects” to a “representation of relationships among objects.” After studying the nature of design, it is observed that objects in the built environment can be represented as patterns of relationships. Based on the object-oriented data model (OODM), which can capture such relationships, the research proposes a new data model and a new set of abstractions of architectural elements that represent the patterns of relationships among them. The resulting representations are networks of design concepts and intentions, hypertext-like structures conveying all the semantic richness of the architectural project, containing qualitative as well as quantitative information. It is analogous to a “digital writing” or “encoding” of architecture. Being stored in an OO, centralized, concurrent database, these object models can be shared and exchanged among design professionals, adding up to a universal computer-readable design representation system.
series thesis:PhD
last changed 2005/09/09 12:58

_id 20ab
authors Yakeley, Megan
year 2000
title Digitally Mediated Design: Using Computer Programming to Develop a Personal Design Process
source Massachusetts Institute of Technology, Department of Architecture
summary This thesis is based on the proposal that the current system of architectural design education confuses product and process. Students are assessed through, and therefore concentrate on, the former whilst the latter is left in many cases to chance. This thesis describes a new course taught by the author at MIT for the last three years whose aim is to teach the design process away from the complexities inherent in the studio system. This course draws a parallel between the design process and the Constructionist view of learning, and asserts that the design process is a constant learning activity. Therefore, learning about the design process necessarily involves learning the cognitive skills of this theoretical approach to education. These include concrete thinking and the creation of external artifacts to develop of ideas through iterative, experimental, incremental exploration. The course mimics the Constructionist model of using the computer programming environment LOGO to teach mathematics. It uses computer programming in a CAD environment, and specifically the development of a generative system, to teach the design process. The efficacy of such an approach to architectural design education has been studied using methodologies from educational research. The research design used an emergent qualitative model, employing Maykut and Morehouses interpretive descriptive approach (Maykut & Morehouse, 1994) and Glaser and Strausss Constant Comparative Method of data analysis (Glaser & Strauss, 1967). Six students joined the course in the Spring 1999 semester. The experience of these students, what and how they learned, and whether this understanding was transferred to other areas of their educational process, were studied. The findings demonstrated that computer programming in a particular pedagogical framework, can help transform the way in which students understand the process of designing. The following changes were observed in the students during the course of the year: Development of understanding of a personalized design process; move from using computer programming to solve quantifiable problems to using it to support qualitative design decisions; change in understanding of the paradigm for computers in the design process; awareness of the importance of intrapersonal and interpersonal communication skills; change in expectations of, their sense of control over, and appropriation of, the computer in the design process; evidence of transference of cognitive skills; change from a Behaviourist to a Constructionist model of learning Thesis Supervisor: William J. Mitchell Title: Professor of Architecture and Media Arts and Sciences, School of Architecture and Planning
series thesis:PhD
last changed 2003/02/12 22:37

_id a35a
authors Arponen, Matti
year 2002
title From 2D Base Map To 3D City Model
source UMDS '02 Proceedings, Prague (Czech Republic) 2-4 October 2002, I.17-I.28
summary Since 1997 Helsinki City Survey Division has proceeded in experimenting and in developing the methods for converting and supplementing current digital 2D base maps in the scale 1:500 to a 3D city model. Actually since 1986 project areas have been produced in 3D for city planning and construction projects, but working with the whole map database started in 1997 because of customer demands and competitive 3D projects. 3D map database needs new data modelling and structures, map update processes need new working orders and the draftsmen need to learn a new profession; the 3D modeller. Laser-scanning and digital photogrammetry have been used in collecting 3D information on the map objects. During the years 1999-2000 laser-scanning experiments covering 45 km2 have been carried out utilizing the Swedish TopEye system. Simultaneous digital photography produces material for orto photo mosaics. These have been applied in mapping out dated map features and in vectorizing 3D buildings manually, semi automatically and automatically. In modelling we use TerraScan, TerraPhoto and TerraModeler sw, which are developed in Finland. The 3D city model project is at the same time partially a software development project. An accuracy and feasibility study was also completed and will be shortly presented. The three scales of 3D models are also presented in this paper. Some new 3D products and some usage of 3D city models in practice will be demonstrated in the actual presentation.
keywords 3D City modeling
series other
email
more www.udms.net
last changed 2003/11/21 15:16

_id 038b
authors Barron, Alicia
year 2000
title Generación de Objetos Autónomos en Mundos Virtuales (Generation of Autonomous Objects in Virtual Worlds)
source SIGraDi’2000 - Construindo (n)o espacio digital (constructing the digital Space) [4th SIGRADI Conference Proceedings / ISBN 85-88027-02-X] Rio de Janeiro (Brazil) 25-28 september 2000, pp. 310-312
summary The goal of this paper is to define the processes that enable the simulation of an autonomous pedestrian’s journeys in confined spaces; and to determine their paths beginning with random processes under preset parameters in a generic fashion as well as doing so in a manner independent from walking movement. We present a conceptual model designed to generate pedestrian journeys, taking into account the focuses of attraction and their influence in the paths taken. In order to implement this model, we add to an architectural blueprint the elements necessary to recognize the geometric characteristics of the World (Limits, Focuses and Portals) that affect the displacements of pedestrians. These characteristics enable us to determine the paths to be taken in the World. The issues of the simulation (the position that each pedestrian occupies for unit of time) can be used by other applications, to generate animations or to verify critical situations.
series SIGRADI
email
last changed 2016/03/10 09:47

_id e9f7
authors Bouchlaghem, N.
year 2000
title Optimising the design of building envelopes for thermal performance
source Automation in Construction 10 (1) (2000) pp. 101-112
summary Computer models for the simulation of the thermal performance of buildings have been in existence for many decades. Although these programs save a great deal of time and effort in computational terms they still rely on designers intuition and experience to achieve optimum solutions for a design problem. This paper presents a computer model which, not only simulates the thermal performance of the building taking into account design variables related to the building's envelope and fabric, but also applies numerical optimization techniques to automatically determine the optimum design variables, which achieve the best thermal comfort conditions. The main optimization program is supported by a graphical model for the design of window shading devices, which uses the numerical coefficients that define the window shading to model shading devices taking into account seasonal variations in solar angles and solar gains. The rationale and methodology used to develop the models is outlined and the resulting programs are described with examples of outputs. Finally, it is concluded that the models offer a valuable decision support system for designers at an early design state for the optimization of the passive thermal performance achieving optimum thermal comfort and savings in heating and cooling energy.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:22

_id cef3
authors Bridges, Alan H.
year 1992
title Computing and Problem Based Learning at Delft University of Technology Faculty of Architecture
source CAAD Instruction: The New Teaching of an Architect? [eCAADe Conference Proceedings] Barcelona (Spain) 12-14 November 1992, pp. 289-294
doi https://doi.org/10.52842/conf.ecaade.1992.289
summary Delft University of Technology, founded in 1842, is the oldest and largest technical university in the Netherlands. It provides education for more than 13,000 students in fifteen main subject areas. The Faculty of Architecture, Housing, Urban Design and Planning is one of the largest faculties of the DUT with some 2000 students and over 500 staff members. The course of study takes four academic years: a first year (Propaedeuse) and a further three years (Doctoraal) leading to the "ingenieur" qualification. The basic course material is delivered in the first two years and is taken by all students. The third and fourth years consist of a smaller number of compulsory subjects in each of the department's specialist areas together with a wide range of option choices. The five main subject areas the students may choose from for their specialisation are Architecture, Building and Project Management, Building Technology, Urban Design and Planning, and Housing.

The curriculum of the Faculty has been radically revised over the last two years and is now based on the concept of "Problem-Based Learning". The subject matter taught is divided thematically into specific issues that are taught in six week blocks. The vehicles for these blocks are specially selected and adapted case studies prepared by teams of staff members. These provide a focus for integrating specialist subjects around a studio based design theme. In the case of second year this studio is largely computer-based: many drawings are produced by computer and several specially written computer applications are used in association with the specialist inputs.

This paper describes the "block structure" used in second year, giving examples of the special computer programs used, but also raises a number of broader educational issues. Introduction of the block system arose as a method of curriculum integration in response to difficulties emerging from the independent functioning of strong discipline areas in the traditional work groups. The need for a greater level of selfdirected learning was recognised as opposed to the "passive information model" of student learning in which the students are seen as empty vessels to be filled with knowledge - which they are then usually unable to apply in design related contexts in the studio. Furthermore, the value of electives had been questioned: whilst enabling some diversity of choice, they may also be seen as diverting attention and resources from the real problems of teaching architecture.

series eCAADe
email
last changed 2022/06/07 07:54

_id ga0019
id ga0019
authors Ceccato, Cristiano
year 2000
title On the Translation of Design Data into Design Form in Evolutionary Design
source International Conference on Generative Art
summary The marriage of advanced computational methods and new manufacturing technologies give rise to new paradigms in design process and execution. Specifically, the research concerns itself with the application of Generative and Evolutionary computation to the production of mass-customized products and building components. The work is based on the premise that CAD-CAM should evolve into a dynamic, intelligent, multi-user environment that encourages creativity and actively supports the evolution of individual, mass-customized designs that exhibit common features. The concept of Parametric Design is well established, and chiefly concerns itself with generating design sets that exists within the boundaries of pre-set parametric values. Evolutionary Design extends the notion of parametric control by using rule-based generative algorithms to evolve common families of individual design solutions. These can be optimized according to particular criteria, or can form a wide variety of hierarchically related design solutions, while supporting design intuition. The integration of Evolutionary Design with CAD-CAM, in particular the areas of flexible manufacturing and mass-customization, creates a unique scenario which exploits the full power of both approaches to create a new design-process paradigm that can generate limitless possibilities in a non-deterministic manner within a variable search-space of possible solutions.This paper concerns itself with the technical and philosophical aspects of the codification, generation and translation of data within the evolutionary-parametric design process. The efficiency and relevance of different methods for treating design data form the most fundamental aspect within the realm of CAD/CAM and are crucial to the successful implementation of Evolutionary Design mechanisms. This begins at the level of seeding and progresses through the entire evolutionary sequence, including the codification for evaluation criteria. Furthermore, the integration of digital design mechanisms with CAM and CNC technologies requires further translation of data into manufacturable formats. This paper examines different methods available to system designers and discussed their effect on new paradigms of digital design methods.
keywords Evolutionary, Parametric, Generative, Data, Format, Objects, Codification
series other
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id 30f5
authors Chan, Chen-Wei and Chiu, Mao-Lin
year 2000
title A Simulation Study of Urban Growth Patterns with Fractal Geometry
source CAADRIA 2000 [Proceedings of the Fifth Conference on Computer Aided Architectural Design Research in Asia / ISBN 981-04-2491-4] Singapore 18-19 May 2000, pp. 55-64
doi https://doi.org/10.52842/conf.caadria.2000.055
summary This paper depicts the use of fractal geometry in urban simulation. Fractal geometry, L-system, the DLA model, and related urban growth theories are first examined. Then an urban simulation system based on fractal geometry and L-system, Fractal_US, is built on the web for studying urban development patterns in various conditions. The Taipei city is simulated to demonstrate the visualization of urban growth and the result is presented for further discussion.
series CAADRIA
email
last changed 2022/06/07 07:56

_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 3a3d
authors Coors, Volker
year 2002
title Resource-Adaptive 3D Maps for Location Based Services
source UMDS '02 Proceedings, Prague (Czech Republic) 2-4 October 2002, I.29-I.38
summary In this paper, we present a database driven approach for managing and visualizing 3D urban city models and related multimedia content. Such a 3D database is a core component of a 3D Cadastre system (Coors 2002a). In the TellMaris project (IST 2000- 28249, www.tellmaris.com), we will make use of the 3D database to generate 3D maps. The objective of TellMaris is the development of a generic 3D-map interface to tourist information on mobile computers. The interface provides a new concept for creating value added information services on mobile computers for the European citizens related to geographical information. The interface is in the project used for accessing tourist information relevant for boat tourism in the Baltic Sea and Aegean Sea area in the Mediterranean. In this paper we focus on the online generation and compression of 3D-maps in order to make use of these maps in a mobile enviroment.
keywords 3D City modeling
series other
email
more www.udms.net
last changed 2003/03/29 10:42

_id 958e
authors Coppola, Carlo and Ceso, Alessandro
year 2000
title Computer Aided Design and Artificial Intelligence in Urban and Architectural Design
source Promise and Reality: State of the Art versus State of Practice in Computing for the Design and Planning Process [18th eCAADe Conference Proceedings / ISBN 0-9523687-6-5] Weimar (Germany) 22-24 June 2000, pp. 301-307
doi https://doi.org/10.52842/conf.ecaade.2000.301
summary In general, computer-aided design is still limited to a rather elementary use of the medium, as it is mainly used for the representation/simulation of a design idea w an electronic drawing-table. hich is not computer-generated. The procedures used to date have been basically been those of an electronic drawing-table. At the first stage of development the objective was to find a different and better means of communication, to give form to an idea so as to show its quality. The procedures used were 2D design and 3D simulation models, usually used when the design was already defined. The second stage is when solid 3D modelling is used to define the formal design at the conception stage, using virtual models instead of study models in wood, plastic, etc. At the same time in other connected fields the objective is to evaluate the feasibility of the formal idea by means of structural and technological analysis. The third stage, in my opinion, should aim to develop procedures capable of contributing to both the generation of the formal idea and the simultaneous study of technical feasibility by means of a decision-making support system aided by an Artificial Intelligence procedure which will lead to what I would describe as the definition of the design in its totality. The approach to architectural and urban design has been strongly influenced by the first two stages, though these have developed independently and with very specific objectives. It is my belief that architectural design is now increasingly the result of a structured and complex process, not a simple act of pure artistic invention. Consequently, I feel that the way forward is a procedure able to virtually represent all the features of the object designed, not only in its definitive configuration but also and more importantly in the interactions which determine the design process as it develops. Thus A.I. becomes the means of synthesis for models which are hierarchically subordinated which together determine the design object in its developmental process, supporting decision-making by applying processing criteria which generative modelling has already identified. This trend is currently being experimented, giving rise to interesting results from process design in the field of industrial production.
series eCAADe
email
more http://www.uni-weimar.de/ecaade/
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

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