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 32

_id b4c4
authors Carrara, G., Fioravanti, A. and Novembri, G.
year 2000
title A framework for an Architectural Collaborative Design
doi https://doi.org/10.52842/conf.ecaade.2000.057
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. 57-60
summary The building industry involves a larger number of disciplines, operators and professionals than other industrial processes. Its peculiarity is that the products (building objects) have a number of parts (building elements) that does not differ much from the number of classes into which building objects can be conceptually subdivided. Another important characteristic is that the building industry produces unique products (de Vries and van Zutphen, 1992). This is not an isolated situation but indeed one that is spreading also in other industrial fields. For example, production niches have proved successful in the automotive and computer industries (Carrara, Fioravanti, & Novembri, 1989). Building design is a complex multi-disciplinary process, which demands a high degree of co-ordination and co-operation among separate teams, each having its own specific knowledge and its own set of specific design tools. Establishing an environment for design tool integration is a prerequisite for network-based distributed work. It was attempted to solve the problem of efficient, user-friendly, and fast information exchange among operators by treating it simply as an exchange of data. But the failure of IGES, CGM, PHIGS confirms that data have different meanings and importance in different contexts. The STandard for Exchange of Product data, ISO 10303 Part 106 BCCM, relating to AEC field (Wix, 1997), seems to be too complex to be applied to professional studios. Moreover its structure is too deep and the conceptual classifications based on it do not allow multi-inheritance (Ekholm, 1996). From now on we shall adopt the BCCM semantic that defines the actor as "a functional participant in building construction"; and we shall define designer as "every member of the class formed by designers" (architects, engineers, town-planners, construction managers, etc.).
keywords Architectural Design Process, Collaborative Design, Knowledge Engineering, Dynamic Object Oriented Programming
series eCAADe
email
more http://www.uni-weimar.de/ecaade/
last changed 2022/06/07 07:55

_id ddssar0018
id ddssar0018
authors Loon, Peter Paul van
year 2000
title Team design from the individual points of viewa humanistic approach
source Timmermans, Harry (Ed.), Fifth Design and Decision Support Systems in Architecture and Urban Planning - Part one: Architecture Proceedings (Nijkerk, the Netherlands)
summary This paper deals with design in teams from the individual points of view of all the parties involved in the process: principals, investors, owners, specialists, experts, advisors, officials, builders, users and residents. Taken together, these different points of view enable us to describe decentralised design in its pure form.Discussion of the individual points of view is possible only if one assumes that the parties involved have their own standpoints in the form of a collection of definable goals (all their wishes, efforts, principles, standards etc.), that they will endeavour to achieve those goals and that they will adjust their actions and decisions during the design process to serve those goals. For the elaboration of this individual point of view (of team design in a matrix structure) I shall take as a basis two concepts from decision theory: ‘methodological individualism’ and ‘the actor’s viewpoint’.
series DDSS
last changed 2003/08/07 16:36

_id cf2009_poster_43
id cf2009_poster_43
authors Oh, Yeonjoo; Ellen Yi-Luen Do, Mark D Gross, and Suguru Ishizaki
year 2009
title Delivery Types And Communication Modalities In The Flat-Pack Furniture Design Critic
source T. Tidafi and T. Dorta (eds) Joining Languages Cultures and Visions: CAADFutures 2009 CD-Rom
summary A computer-based design critiquing system analyzes a proposed solution and offers critiques (Robbins 1998). Critiques help designers identify problems as well as opportunities to improve their designs. Compared with human critics, today’s computer-based critiquing systems deliver feedback in quite restricted manner. Most systems provide only negative evaluations in text; whereas studio teachers critique by interpreting the student’s design, introducing new ideas, demonstrating and giving examples, and offering evaluations (Bailey 2004; Uluoglu 2000) using speech, writing, and drawing to communicate (Anthony 1991; Schön 1983). This article presents a computer-based critiquing system, Flat-pack Furniture Design Critic (FFDC). This system supports multiple delivery types and modalities, adapting the typical system architecture of constraint-based intelligent tutors (Mitrovic et al. 2007).
keywords Critiquing system, design critiquing
series CAAD Futures
type poster
email
last changed 2009/07/08 22:12

_id ee9a
authors Viggiano, Mário and Linhares, Cícero
year 2000
title Projeto de Arquitetura Assistido por Computador: Relato de uma experiência de aprendizagem (Computer Aided Architectural Design: Narrative of a Learning Experience)
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. 388-390
summary The present work has evaluated, under a critic and prospective view, the didactical experience of a pioneer course, ministered in a Brazilian architecture university, during eleven months. This work will be developed in three parts: The first one evaluates the course paradigms, the way that they were approached, the structure, problems and solutions; the second one critically evaluates the works produced pointing the divergent and convergent points and, finally, in a conclusion form, a prospective analysis about the theory and method will be done in order to create a conceptual structure for a Computer Aided Design.
series SIGRADI
email
last changed 2016/03/10 10:02

_id 3642
authors Asojo, Abimbola Oluwatoni
year 2000
title Design Algorithms after Le Corbusier
doi https://doi.org/10.52842/conf.acadia.2000.017
source ACADIA Quarterly, vol. 19, no. 4, pp. 17-24
summary Some views of design are the act as puzzle making, problem solving, evolutionary, and decision-making. All these focus on form generation as constructive, therefore characterizing design as a path-planning problem through a space of possibilities. Design problems consist sets of information divided into initial, intermediate, and goal states. Design in its simplest state consist of a set of operators, sequences (or paths) between initial and goals states. In this paper, I present design algorithms for Le Corbusier because of his distinct compositional techniques particularly for his “White Villas” in which some elements have been identified to recursively occur.
series ACADIA
last changed 2022/06/07 07:54

_id ga0023
id ga0023
authors Brotzu, PierPaolo and Maiocchi, Marco
year 2000
title A Generative Approach to Variations in Production Processes
source International Conference on Generative Art
summary Many work procedures in generating various types of products (such as execution of recipes for food, work operation for leather, procedures for conservation of vegetables, factory workmanship processes, etc) are characterised by precise procedural steps. Each step can be defined, at the proper detail level, in terms of kind of operations, input conditions, output results; then, a complete procedure can be exploited as a set of partially ordered steps of such a kind of functions. The formalisation of such a steps allows to evaluate procedures devoted to the same goal, introducing metrics for comparing them in terms of originality or imitation. Furtherly, a contextual analysis of different procedures devoted to similar goals allows to verify possible variations in the procedures, introducing innovation and changes on the basis of the available examples. The changes can be automated through proper algorithms, just using techniques of learning by examples, in the respect of verifiable constraints. The results can be verified, and used again as a new enriched experienced basis to improve the innovation procedures. The paper will describe the approach for the analysis and the description, will propose an experienced metric, and will show examples of generation of new innovative methods based on the automated analysis of successful examples. All the practical examples will be expressed in cooking recipes, described, compared in terms of plagiarism with properly defined metrics, improved with automatic generation based on experience and examples, properly checked and validated.
series other
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_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 ga0007
id ga0007
authors Coates, Paul and Miranda, Pablo
year 2000
title Swarm modelling. The use of Swarm Intelligence to generate architectural form
source International Conference on Generative Art
summary .neither the human purposes nor the architect's method are fully known in advance. Consequently, if this interpretation of the architectural problem situation is accepted, any problem-solving technique that relies on explicit problem definition, on distinct goal orientation, on data collection, or even on non-adaptive algorithms will distort the design process and the human purposes involved.' Stanford Anderson, "Problem-Solving and Problem-Worrying". The works concentrates in the use of the computer as a perceptive device, a sort of virtual hand or "sense", capable of prompting an environment. From a set of data that conforms the environment (in this case the geometrical representation of the form of the site) this perceptive device is capable of differentiating and generating distinct patterns in its behavior, patterns that an observer has to interpret as meaningful information. As Nicholas Negroponte explains referring to the project GROPE in his Architecture Machine: 'In contrast to describing criteria and asking the machine to generate physical form, this exercise focuses on generating criteria from physical form.' 'The onlooking human or architecture machine observes what is "interesting" by observing GROPE's behavior rather than by receiving the testimony that this or that is "interesting".' The swarm as a learning device. In this case the work implements a Swarm as a perceptive device. Swarms constitute a paradigm of parallel systems: a multitude of simple individuals aggregate in colonies or groups, giving rise to collaborative behaviors. The individual sensors can't learn, but the swarm as a system can evolve in to more stable states. These states generate distinct patterns, a result of the inner mechanics of the swarm and of the particularities of the environment. The dynamics of the system allows it to learn and adapt to the environment; information is stored in the speed of the sensors (the more collisions, the slower) that acts as a memory. The speed increases in the absence of collisions and so providing the system with the ability to forget, indispensable for differentiation of information and emergence of patterns. The swarm is both a perceptive and a spatial phenomenon. For being able to Interact with an environment an observer requires some sort of embodiment. In the case of the swarm, its algorithms for moving, collision detection, and swarm mechanics conform its perceptive body. The way this body interacts with its environment in the process of learning and differentiation of spatial patterns constitutes also a spatial phenomenon. The enactive space of the Swarm. Enaction, a concept developed by Maturana and Varela for the description of perception in biological terms, is the understanding of perception as the result of the structural coupling of an environment and an observer. Enaction does not address cognition in the currently conventional sense as an internal manipulation of extrinsic 'information' or 'signals', but as the relation between environment and observer and the blurring of their identities. Thus, the space generated by the swarm is an enactive space, a space without explicit description, and an invention of the swarm-environment structural coupling. If we consider a gestalt as 'Some property -such as roundness- common to a set of sense data and appreciated by organisms or artefacts' (Gordon Pask), the swarm is also able to differentiate space 'gestalts' or spaces of some characteristics, such as 'narrowness', or 'fluidness' etc. Implicit surfaces and the wrapping algorithm. One of the many ways of describing this space is through the use of implicit surfaces. An implicit surface may be imagined as an infinitesimally thin band of some measurable quantity such as color, density, temperature, pressure, etc. Thus, an implicit surface consists of those points in three-space that satisfy some particular requirement. This allows as to wrap the regions of space where a difference of quantity has been produced, enclosing the spaces in which some particular events in the history of the Swarm have occurred. The wrapping method allows complex topologies, such as manifoldness in one continuous surface. It is possible to transform the information generated by the swarm in to a landscape that is the result of the particular reading of the site by the swarm. Working in real time. Because of the complex nature of the machine, the only possible way to evaluate the resulting behavior is in real time. For this purpose specific applications had to be developed, using OpenGL for the Windows programming environment. The package consisted on translators from DXF format to a specific format used by these applications and viceversa, the Swarm "engine", a simulated parallel environment, and the Wrapping programs, to generate the implicit surfaces. Different versions of each had been produced, in different stages of development of the work.
series other
email
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id diss_cole
id diss_cole
authors Cole, R.J.
year 2000
title The Management and Visualisation of Document Collections Using Formal Concept Analysis
source Griffith University, Australia
summary This thesis proposes a methodology, notation/theory, and software framework for organising documents using formal concept analysis. The documents are organised for the purposes of retrieval and analysis using background information in the form of a taxonomy of terms. An emphasis is placed on the development of a methodology that employs scalable computer programs to assist humans in the process of organisation, retrieval and analysis of document collections.The text retrieval community has also been concerned with the organisation of documents. The work outlined in this thesis makes use of the results of the text retrieval community at its lowest layer. Above this layer formal concept analysis is used as a mechanism to allow users to organise document collections using views determined by small numbers of attributes. These views, also known as scales, can make a mixture of coarse and speci c distinctions between documents, and are either selected or created by the users to make precisely the distinctions between documents that are important to their current tasks.The primary tool for the presentation of the results of formal concept analysis is a line diagram. The e ectiveness of the presentation of information contained in a line diagram is heavily dependent on the quality of the diagram. To support users in arriving at a quality diagram for a newly created view, graph drawing algorithms are adapted to the special case of determining a good layout for a concept lattice. This task is di erent from traditional graph layout problems because lattices exhibit a high degree of structure which should be exploited and made evident in the nal diagram. A new layout algorithm is proposed that combines a layered diagram approach and an additive diagram methodology. This new hybrid algorithm is shown to produce better diagrams than other adapted graph drawing algorithms.
series thesis:PhD
more http://www.kvocentral.com/
last changed 2003/11/28 07:36

_id sigradi2006_e183a
id sigradi2006_e183a
authors Costa Couceiro, Mauro
year 2006
title La Arquitectura como Extensión Fenotípica Humana - Un Acercamiento Basado en Análisis Computacionales [Architecture as human phenotypic extension – An approach based on computational explorations]
source SIGraDi 2006 - [Proceedings of the 10th Iberoamerican Congress of Digital Graphics] Santiago de Chile - Chile 21-23 November 2006, pp. 56-60
summary The study describes some of the aspects tackled within a current Ph.D. research where architectural applications of constructive, structural and organization processes existing in biological systems are considered. The present information processing capacity of computers and the specific software development have allowed creating a bridge between two holistic nature disciplines: architecture and biology. The crossover between those disciplines entails a methodological paradigm change towards a new one based on the dynamical aspects of forms and compositions. Recent studies about artificial-natural intelligence (Hawkins, 2004) and developmental-evolutionary biology (Maturana, 2004) have added fundamental knowledge about the role of the analogy in the creative process and the relationship between forms and functions. The dimensions and restrictions of the Evo-Devo concepts are analyzed, developed and tested by software that combines parametric geometries, L-systems (Lindenmayer, 1990), shape-grammars (Stiny and Gips, 1971) and evolutionary algorithms (Holland, 1975) as a way of testing new architectural solutions within computable environments. It is pondered Lamarck´s (1744-1829) and Weismann (1834-1914) theoretical approaches to evolution where can be found significant opposing views. Lamarck´s theory assumes that an individual effort towards a specific evolutionary goal can cause change to descendents. On the other hand, Weismann defended that the germ cells are not affected by anything the body learns or any ability it acquires during its life, and cannot pass this information on to the next generation; this is called the Weismann barrier. Lamarck’s widely rejected theory has recently found a new place in artificial and natural intelligence researches as a valid explanation to some aspects of the human knowledge evolution phenomena, that is, the deliberate change of paradigms in the intentional research of solutions. As well as the analogy between genetics and architecture (Estévez and Shu, 2000) is useful in order to understand and program emergent complexity phenomena (Hopfield, 1982) for architectural solutions, also the consideration of architecture as a product of a human extended phenotype can help us to understand better its cultural dimension.
keywords evolutionary computation; genetic architectures; artificial/natural intelligence
series SIGRADI
email
last changed 2016/03/10 09:49

_id 5007
authors Elezkurtaj, Tomor and Franck, Georg
year 1999
title Genetic Algorithms in Support of Creative Architectural Design
doi https://doi.org/10.52842/conf.ecaade.1999.645
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 645-651
summary The functions supported by commercial CAAD software are drawing, construction and presentation. Up to now few programs supporting the creative part of architectural problem solving have become available. The grand hopes of symbolic AI to program creative architectural design have been disappointing. In the meantime, methods called referred to as New AI have become available. Such methods includegenetic algorithms (GA). But GA, though successfully applied in other fields of engineering, still waits to be applied broadly in architectural design. A main problem lies in defining function in architecture. It is much harder to define the function of a building than that of a machine. Without specifying the function of the artifact, the fitness function of the design variants participating in the survival game of artificial evolution remains undetermined. It is impossible to fully specify the fitness function of architecture. The approach presented is one of circumventing a full specification through dividing labor between the GA software and its user. The fitness function of architectural ground plans is typically defined in terms only of the proportions of the room to be accommodated and certain topological relations between them. The rest is left to the human designer who interactively intervenes in the evolution game as displayed on the screen.
keywords Genetic Algorithms, Creative Architectural Design
series eCAADe
email
last changed 2022/06/07 07:55

_id f91f
authors Elezkurtaj, Tomor and Franck, Georg
year 2000
title Geometry and Topology. A User-Interface to Artificial Evolution in Architectural Design
doi https://doi.org/10.52842/conf.ecaade.2000.309
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. 309-312
summary The paper presents a system that supports architectural floor plan design interactively. The method of problem solving implemented is a combination of an evolutionary strategy (ES) and a genetic algorithm (GA). The problem to be solved consists of fitting a number of rooms (n) into an outline by observing functional requirements. The rooms themselves are specified concerning size, function and preferred proportion. The functional requirements entering the fitness functions are expressed in terms of the proportions of the rooms and the neighbourhood relations between them. The system is designed to deal with one of the core problems of computer supported creativity in architecture. For architecture, form not only, but also function is relevant. Without specifying the function that a piece of architecture is supposed to fulfil, it is hard to support its design by computerised methods of problem solving and optimisation. In architecture, however, function relates to comfort, easiness of use, and aesthetics as well. Since it is extraordinary hard, if not impossible, to operationalise aesthetics, computer aided support of creative architectural design is still in its infancy.
keywords New AI, Genetic Algorithms, Artificial Evolution, creative Architectural Design, Interactive Design, Topology
series eCAADe
email
more http://www.uni-weimar.de/ecaade/
last changed 2022/06/07 07:55

_id 0960
authors Kamat, Vineet Rajendra
year 2000
title Enabling 3D Visualization of Simulated Construction Operations
source Virginia Polytechnic Institute and State University
summary Simulation modeling and visualization can substantially help in designing complex construction operations and in making optimal decisions where traditional methods prove ineffective or are unfeasible. However, there has been limited use of simulation in planning construction operations due to the unavailability of appropriate visual communication tools that can provide users with a more realistic and comprehensible feedback from simulation analyses. Visualizing simulated construction operations in 3D can significantly help in establishing the credibility of simulation models. In addition, 3D visualization can provide valuable insight into the subtleties of construction operations that are otherwise non-quantifiable and presentable. New software development technologies emerge at incredible rates that allow engineers and scientists to create novel, domain-specific applications. This study capitalized on a computer graphics technology based on the concept of the Scene Graph to design and implement a general-purpose 3D Visualization System that is Simulation and CAD-software independent. This system, the Dynamic Construction Visualizer, enables realistic visualization of modeled construction operations and the resulting products in 3D and can be used in conjunction with a wide variety of simulation tools. This thesis describes the Dynamic Construction Visualizer as well as the Scene Graph architecture and the Frame Updating algorithms used in its design.
keywords Scene Graphs; 3D Visualization; Animation; Simulation; Construction Operations; Computer Graphics
series thesis:MSc
email
more http://scholar.lib.vt.edu/theses/available/etd-10232000-19390056/
last changed 2004/06/02 19:12

_id 5a8a
authors Kim, Young-Suk and Haas, Carl T.
year 2000
title A model for automation of infrastructure maintenance using representational forms
source Automation in Construction 10 (1) (2000) pp. 57-68
summary This paper proposes a model for the application of imaging to the automation of infrastructure maintenance. The model incorporates: (a) a domain structure, (b) human-machine interaction, (c) processes including machine vision, sensor data fusion, automated task planning, and control loops, and (d) graphical representation and visualization. In this paper, results are presented for automated crack and joint sealing, focusing on the development and use of a line snapping machine vision algorithm. It is concluded that the algorithm should be broadly applicable to applications in pavements, buildings, bridges, storage tanks, tunnels and utility pipes. The model can provide context and structure for development of new algorithms.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:22

_id dcb9
authors Kolarevic, Branko
year 2000
title Digital Architectures
doi https://doi.org/10.52842/conf.acadia.2000.251
source Eternity, Infinity and Virtuality in Architecture [Proceedings of the 22nd Annual Conference of the Association for Computer-Aided Design in Architecture / 1-880250-09-8] Washington D.C. 19-22 October 2000, pp. 251-256
summary This paper surveys different approaches in contemporary architectural design in which digital media is used not as a representational tool for visualization but as a generative tool for the derivation of form and its transformation. Such approaches are referred to as digital architectures – the computationally based processes of form origination and transformations. The paper examines the digital generative processes based on concepts such as topological space, motion dynamics, parametric design and genetic algorithms. It emphasizes the possibilities for the “finding of form,” which the emergence of various digitally based generative techniques seem to bring about.
series ACADIA
email
last changed 2022/06/07 07:51

_id 4077
authors Kolarevic, Branko
year 2000
title Digital Morphogenesis and Computational Architectures
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. 98-103
summary This paper examines methods in which digital media is employed not as a representational tool for visualization but as a generative tool for the derivation of form and its transformation - the digital morphogenesis. It explores the possibilities for the “finding of form”, which the emergence of various digitally based generative techniques seem to bring about. It surveys the digital generative processes - the computational architectures - based on concepts such as topological space, isomorphic surfaces, kinematics and dynamics, keyshape animation, parametric design, and genetic algorithms.
series SIGRADI
email
last changed 2016/03/10 09:54

_id 4fa1
authors Lee, E., Ida, Y., Woo, S. and Sasada, T.
year 1999
title Environmental Design Using Fractals in Computer Graphics
doi https://doi.org/10.52842/conf.ecaade.1999.533
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 533-538
summary Computer graphics have developed efficient techniques for visualisation of the real world. Many of the algorithms have a physical basis, such as computational models for the light and the shadow, models of real objects (buildings, mountains, roads and so on) and the simulation of natural phenomenon. Now computer graphics techniques provide the virtual world with a perception of three dimensions. The concept of the virtual world and its technology have been expanding and intensifying in recent years. Almost everything in the real world has been simulated in virtual world. When it comes to a terrain model, what we need is labour and time. But now it is possible to simulate terrain like the real world using fractals in computer graphics with a very small program and small data set. This study aims to show how to build a real world impression in the virtual world. In this paper the authors suggest a landscape design method and show the results of its application.
keywords Fractals, Polygon-Reduction, Computer Graphics, Virtual World, Collaboration
series eCAADe
last changed 2022/06/07 07:51

_id 1b04
authors Leu, S.-S., Yang, C.-H. and Huang, J.-C.
year 2000
title Resource leveling in construction by genetic algorithm-based optimization and its decision support system application
source Automation in Construction 10 (1) (2000) pp. 27-41
summary Traditional analytical and heuristic approaches are inefficient and inflexible when solving construction resource leveling problems. A computational optimization technique, genetic algorithms (GAs), was employed in this study to overcome drawbacks of traditional construction resource leveling algorithms. The proposed algorithm can effectively provide the optimal or near-optimal combination of multiple construction resources, as well as starting and finishing dates of activities subjected to the objective of resource leveling. Furthermore, a prototype of a decision support system (DSS) for construction resource leveling was also developed. Construction planners can interact with the system to carry out ad hoc analysis through "what-if" queries.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:22

_id b76e
authors Liggett, Robin S.
year 2000
title Automated facilities layout: past, present and future
source Automation in Construction 9 (2) (2000) pp. 197-215
summary This paper reviews the history of automated facility layout, focusing particularly on a set of techniques which optimize a single objective function. Applications of algorithms to a variety of space allocation problems are presented and evaluated. Guidelines for future implementations of commercial systems are suggested.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:22

_id 03ad
authors Lottaz, C., Smith, I.F.C., Robert-Nicoud, Y. and Faltings, B.V.
year 2000
title Constraint-based support for negotiation in collaborative design
source Artificial Intelligence in Engineering, Vol: 14, Issue: 3, pp. 261-280.
summary Solution spaces are proposed, instead of single solutions only, to support collaborative tasks during design and construction. Currently, partners involved in construction projects typically assign single values for sub-sets of variables and then proceed, often after tedious negotiations with other partners, to integrate these partial solutions into more complete project descriptions. We suggest the use of constraint solving to express possibly large families of acceptable solutions in order to improve the negotiation process in two ways. On one hand, con ict detection can be performed in an automated manner. Through the constraints collaborators impose, they de ne large unfeasible areas where no solution to the problem at hand can be expected. An emty intersectidon of the solution spaces can thus point at a con ict of design goals of the di erent collaborators at an early stage of the design process. On the other hand, important decision support during negotiation is provided. When a solution space is found, collaborators know during negotiation that they are negotiating about feasible solutions. Negotiation is no longer a means to nd a solution to the problem but it takes place in order to nd a good or the best solution. Since the consistency of the design remains ensured, collaborators are expected to be less restrictive towards innovative ideas during negotiation. Moreover, constraint techniques using explicit representations of solution spaces can provide tools to visualize trade-o s and illustrate the impact of certain decisions on other parameters. Thus decision-making is improved during the negotiation. New algorithms have been developed at EPFL for solving multi-dimensional nonlinear inequality constraints on continuous variables. Together with intuitive user interfaces such constraint-based support leads to better change management and easier implementation of least commitment decision strategies. It is expected that the results of this research can improve both the e ciency of negotiation processes and the quality of the achieved results.
series journal paper
last changed 2003/04/23 15:50

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