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

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_id 70cc
authors Witten, I.H. and Frank, E.
year 2000
title Data Mining - Practical Machine Learning Tools and Techniques with JAVA Implementations
source Morgan Kaufmann
summary Witten and Frank's textbook was one of two books that I used for a data mining class in the Fall of 2001. The book covers all major methods of data mining that produce a knowledge representation as output. Knowledge representation is hereby understood as a representation that can be studied, understood, and interpreted by human beings, at least in principle. Thus, neural networks and genetic algorithms are excluded from the topics of this textbook. We need to say "can be understood in principle" because a large decision tree or a large rule set may be as hard to interpret as a neural network. The book first develops the basic machine learning and data mining methods. These include decision trees, classification and association rules, support vector machines, instance-based learning, Naive Bayes classifiers, clustering, and numeric prediction based on linear regression, regression trees, and model trees. It then goes deeper into evaluation and implementation issues. Next it moves on to deeper coverage of issues such as attribute selection, discretization, data cleansing, and combinations of multiple models (bagging, boosting, and stacking). The final chapter deals with advanced topics such as visual machine learning, text mining, and Web mining.
series other
last changed 2003/04/23 15:50

_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 a136
authors Blaise, J.Y., Dudek, I. and Drap, P.
year 1998
title Java collaborative interface for architectural simulations A case study on wooden ceilings of Krakow
source International Conference On Conservation - Krakow 2000, 23-24 November 1998, Krakow, Poland
summary Concern for the architectural and urban preservation problems has been considerably increasing in the past decades, and with it the necessity to investigate the consequences and opportunities opened for the conservation discipline by the development of computer-based systems. Architectural interventions on historical edifices or in preserved urban fabric face conservationists and architects with specific problems related to the handling and exchange of a variety of historical documents and representations. The recent development of information technologies offers opportunities to favour a better access to such data, as well as means to represent architectural hypothesis or design. Developing applications for the Internet also introduces a greater capacity to exchange experiences or ideas and to invest on low-cost collaborative working platforms. In the field of the architectural heritage, our research addresses two problems: historical data and documentation of the edifice, methods of representation (knowledge modelling and visualisation) of the edifice. This research is connected with the ARKIW POLONIUM co-operation program that links the MAP-GAMSAU CNRS laboratory (Marseilles, France) and the Institute HAiKZ of Kraków's Faculty of Architecture. The ARKIW programme deals with questions related to the use of information technologies in the recording, protection and studying of the architectural heritage. Case studies are chosen in order to experience and validate a technical platform dedicated to the formalisation and exchange of knowledge related to the architectural heritage (architectural data management, representation and simulation tools, survey methods, ...). A special focus is put on the evolution of the urban fabric and on the simulation of reconstructional hypothesis. Our contribution will introduce current ARKIW internet applications and experiences: The ARPENTEUR architectural survey experiment on Wie¿a Ratuszowa (a photogrammetrical survey based on an architectural model). A Gothic and Renaissance reconstruction of the Ratusz Krakowski using a commercial modelisation and animation software (MAYA). The SOL on line documentation interface for Kraków's Rynek G_ówny. Internet analytical approach in the presentation of morphological informations about Kraków's Kramy Bogate Rynku Krakowskiego. Object-Orientation approach in the modelling of the architectural corpus. The VALIDEUR and HUBLOT Virtual Reality modellers for the simulation and representation of reconstructional hypothesis and corpus analysis.
series other
last changed 2003/04/23 15:14

_id 61af
authors Castello, Iára Regina
year 2000
title A Coletivização do Patrimônio Percebido (The Collectivization of the Experienced Heritage)
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. 179-181
summary This work highlights the application of GIS in the registration of resources identified as the environmental heritage of urban areas. To begin with, a brief description of the data collection method, based on local communities’ perception, is provided. It is maintained that the consideration of social values attributed by the population results in a more legitimate spatial knowledge, allowing for the identification of the more relevant elements, according to local inhabitants' statements. Finally, an emphasis is given to data processing techniques, asserting that the use of computer aided tools can ease the diffusion of knowledge about the society’s environmental heritage. This, in turn, may activate the recollection - and the preservation - of the cultural memory and, eventually, the formulation of strategies for recovering built heritage. It also opens the way to expand upon political conscience and social participation, enlarging the concept of citizenship.
series SIGRADI
email
last changed 2016/03/10 09:48

_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 394a
authors Jabi, Wassim
year 2000
title WebOutliner: A Web-Based Tool for Collaborative Space Programming and Design
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. 195-201
doi https://doi.org/10.52842/conf.acadia.2000.195
summary This paper discusses a web-based tool that allows members of a design team to collaboratively specify a hierarchical spatial program for an architectural project. Given its object orientation, the represented artifacts have built-in data and methods that allow them to respond to user actions and manage their own sub-artifacts. Given that these components are hierarchical allows users to filter information, analyze and compare design parameters and aggregate hierarchical amounts in realtime. Furthermore, the software goes beyond outlining functions to support synchronous collaborative design by linking each item in the spatial program to a detail page that allows file uploading, realtime group marking of images, and textual chat. Thus, the software offers a seamless transition from the largely asynchronous definition of an architectural program to synchronous collaboration. In addition, and in contrast to commercially available groupware, the software allows multiple collaboration sessions to run at the same time. These sessions are artifact-based in the sense that they get automatically initiated once participants visit the same architectural space in the program hierarchy. The software employs a three-tier object-oriented, web-based scheme for a richer representation of hierarchical artifacts coupled with a relational database for server-side storage. The prototype integrates this technology with Java-based tools for synchronous web-based collaboration.
series ACADIA
email
last changed 2022/06/07 07:51

_id sigradi2008_081
id sigradi2008_081
authors Kirschner, Ursula
year 2008
title Study of digital morphing tools during the design process - Application of freeware software and of tools in commercial products as well as their integration in AutoCAD
source SIGraDi 2008 - [Proceedings of the 12th Iberoamerican Congress of Digital Graphics] La Habana - Cuba 1-5 December 2008
summary This research work examines methods of experimental designing with CAAD in a CAD laboratory with architecture students as the testing persons. Thereby the main focus is on the early phase of finding forms, in which different techniques with digital media are tried out in the didactic architectural design lessons. In these work have been traced the influences of the media employed on the design processes and combined the approaches of current CAAD research with aspects from classic design theory. For mathematical rules of proportion, atmospheric influence factors and analogy concepts in architecture, I have developed design methods which have been applied and verified in several series of seminars. (Kirschner, U.: 2000, Thesis, a CAAD supported architectural design teaching, Hamburg, school of arts). Previous experimental exercises showed that morphological sequences of modeling are effective sources for playful designing processes. In the current work these approaches are enhanced and supplemented by different morphological architectural concepts for creating shapes. For this purpose 2D based software like Morphit, Winmorph and other freeware were used. Whereas in the further development of this design technique we used 3D freeware morphing programs like zhu3D or Blender. The resulting morphological shapes were imported in CAD and refined. Ideally the morphing tool is integrated in the modeling environment of the standard software AutoCAD. A digital city model is the starting basis of the design process to guarantee the reference to the reality. The applied design didactic is predicated on the theories of Bernhard Hoesli. The act of designing viewed as „waiting for a good idea“ is, according to him, unteachable; students should, in contrast, learn to judge the „the force of an idea“. On the subject of morphology a form-generating method in the pre-design phase has been tested. Starting from urban-planning lines on an area map, two simple geometric initial images were produced which were merged by means of morphing software. Selected images from this film sequence were extruded with CAAD to produce solid models as sectional drawings. The high motivation of the students and the quality of the design results produced with these simple morphing techniques were the reason for the integration of the artistic and scientific software into the creative shape modeling process with the computer. The students learned in addition to the „bottom up “and „ top down” new design methods. In the presentation the properties and benefits of the morphing tools are presented in tables and are analyzed with regard to the architectural shape generating in an urban context. A catalogue of criteria with the following topics was developed: user friendliness, the ability of integrating the tools or as the case may be the import of data into a CAD environment, the artistic aspects in terms of the flexibility of shape generating as well as the evaluation of the aesthetic consideration of shapes.
keywords Architectural design, freeware morphing software, AutoCAD
series SIGRADI
email
last changed 2016/03/10 09:53

_id fa7a
authors Kokosalakis, Jen
year 1999
title Learning to Learn Through Computing: Sensitising Surveys and Empowering Urban Stakeholder's Input to Policy
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 714-721
doi https://doi.org/10.52842/conf.ecaade.1999.714
summary Reflection on three decades using computing at JMU, to teach survey techniques to planners, with application to community research projects, reveals that each computing "learning" threshold/milestone enabled each protagonist (research lecturer, planning student, professional and community-stakeholder),"to learn" more broadly. This facilitated more sensitive data-gathering-so empowering respondent/residents with more control to define data to influence urban policy. The seventies' mechanical processing and limited computing experience restricted data quality/depth. Hand-processing 'edge punch cards' recorded enriched variety and depth. Learning computing from Maths lecturers enabled students to learn to control SPSS program and data files. Maths lecturers' withdrawal necessitated the authors' learning, which brought control of the whole process, so facilitating informal inductive interviews-more open to respondents' control over topics to be discussed. Planners learning 3DCAAD-modelling, learned to conceptualise spatially. Community members used CAAD with greater ease, possibly through greater Internet and games experience. Free, EU-funded, private, government, and so on training schemes for Merseysiders, may enfranchise them to define and submit their own demands regarding urban regeneration, directly, through new technological channels (opened by Local Authorities). And new partnering, with private, public and developer agencies may drive these initiatives home.
keywords Research Methods, Community Empowerment, Learning Computing, Urban Planning, Sensitivity
series eCAADe
email
last changed 2022/06/07 07:51

_id 687c
authors Kosco, Igor
year 1999
title How the World Became Smaller
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 230-237
doi https://doi.org/10.52842/conf.ecaade.1999.230
summary The world of computers became fruitful and independent before the new millennium started. New technologies and methods are giving us new tools and possibilities every day as well as the challenge how to use them. The advantage of architecture and namely of architects teaching at the universities or schools is remarkable: new techniques reflect the education, research and practice - and what is important - by one person. The links between practice and university from the point of view: how the computer technologies and CAAD influences methods of designing, managing and collaboration are very important in both directions. It grows with the number of students who left university with good computer skills on one side and number of architectural and engineering offices using computers on the other. Networks and Internet enables to exchange data but also experiences. Internet itself is not only a tool for surfing and enjoying or the source of information, but preferably like a powerful tool for collaboration, workgroups, virtual studios or long distance education. This paper describes experiences from research and educational projects between Slovak Technical University, IUG Grenoble, University of Newcastle and others and their influence on architectural education and practice.
keywords Long-Distance Education, Research, Practice
series eCAADe
email
last changed 2022/06/07 07:51

_id ecaade2023_205
id ecaade2023_205
authors Meeran, Ahmed and Joyce, Sam
year 2023
title Rethinking Airport Spatial Analysis and Design: A GAN based data driven approach using latent space exploration on aerial imagery for adaptive airport planning
source Dokonal, W, Hirschberg, U and Wurzer, G (eds.), Digital Design Reconsidered - Proceedings of the 41st Conference on Education and Research in Computer Aided Architectural Design in Europe (eCAADe 2023) - Volume 2, Graz, 20-22 September 2023, pp. 501–510
doi https://doi.org/10.52842/conf.ecaade.2023.2.501
summary Airports require long term planning, balancing estimations of future demand against available airfield land and site constraints. This is becoming more critical with climate change and the transition to sustainable aviation fuelling infrastructure. This paper demonstrates a novel procedure using Satellite Imagery and Generative Learning to aid in the comparative analysis and early-stage airfield design. Our workflow uses a GAN trained on 2000 images of airports transforming them into a high-dimensional latent space capturing the typologies’ large-scale features. Using a process of projection and dimensional-reduction methods we can locate real-world airport images in the generative latent space and vice-versa. With this capability we can perform comparative “neighbour” analysis at scale based on spatial similarity of features like airfield configuration, and surrounding context. Using this low-dimensional 3D ‘airport designs space’ with meaningful markers provided by existing airports allows for ‘what if’ modelling, such as visualizing an airport on a site without one, modifying an existing airport towards another target airport, or exploring changes in terrain, such as due to climate change or urban development. We present this method a new way to undertake case study, site identification and analysis, as well as undertake speculative design powered by typology informed ML generation, which can be applied to any typologies which could use aerial images to categorize them.
keywords Airport Development, Machine Learning, GAN, High Dimensional Analysis, Parametric Space Exploration, tSNE, Latent Space Exploration, Data Driven Planning
series eCAADe
email
last changed 2023/12/10 10:49

_id sigradi2006_c093b
id sigradi2006_c093b
authors Sánchez Cavazos, María Estela
year 2006
title El Aprendizaje del Diseño Arquitectónico en el mundo digital [Architectural design learning in a digital world]
source SIGraDi 2006 - [Proceedings of the 10th Iberoamerican Congress of Digital Graphics] Santiago de Chile - Chile 21-23 November 2006, pp. 210-214
summary The background of this paper goes back to the yer 2000 when its autor realizad an investigation in the architecture workshops. In that same year she finished her master's thesis about the design process and continued with investigations observing the influence of the computer use in the process. The main goal of the paper is to determine if the digital mediums take an important role between the connection of knowledges, actitudes and habilites for the architectonic design. The methodology used for the data collection was trough participant observations, interviews and cuasiexperiments. The paper shows how the student takes elements from the knowledges, actitudes and habilities, and connects them to realize constructions of new schemes of knowledge in the architectonic design process; the use of old and new tools to design and how it influences the outcome is observed.
series SIGRADI
email
last changed 2016/03/10 10:01

_id 83cb
authors Telea, Alexandru C.
year 2000
title Visualisation and simulation with object-oriented networks
source Eindhoven University of Technology
summary Among the existing systems, visual programming environments address best these issues. However, producing interactive simulations and visualisations is still a difficult task. This defines the main research objective of this thesis: The development and implementation of concepts and techniques to combine visualisation, simulation, and application construction in an interactive, easy to use, generic environment. The aim is to produce an environment in which the above mentioned activities can be learnt and carried out easily by a researcher. Working with such an environment should decrease the amount of time usually spent in redesigning existing software elements such as graphics interfaces, existing computational modules, and general infrastructure code. Writing new computational components or importing existing ones should be simple and automatic enough to make using the envisaged system an attractive option for a non programmer expert. Besides this, all proven successful elements of an interactive simulation and visualisation environment should be provided, such as visual programming, graphics user interfaces, direct manipulation, and so on. Finally, a large palette of existing scientific computation, data processing, and visualisation components should be integrated in the proposed system. On one hand, this should prove our claims of openness and easy code integration. On the other hand, this should provide the concrete set of tools needed for building a range of scientific applications and visualisations. This thesis is structured as follows. Chapter 2 defines the context of our work. The scientific research environment is presented and partitioned into the three roles of end user, application designer, and component developer. The interactions between these roles and their specific requirements are described and lead to a more precise formulation of our problem statement. Chapter 3 presents the most used architectures for simulation and visualisation systems: the monolithic system, the application library, and the framework. The advantages and disadvantages of these architectural models are then discussed in relation with our problem statement requirements. The main conclusion drawn is that no single existing architectural model suffices, and that what is needed is a combination of the features present in all three models. Chapter 4 introduces the new architectural model we propose, based on the combination of object-orientation in form of the C++ language and dataflow modelling in the new MC++ language. Chapter 5 presents VISSION, an interactive simulation and visualisation environment constructed on the introduced new architectural model, and shows how the usual tasks of application construction, steering, and visualisation are addressed. In chapter 6, the implementation of VISSION’s architectural model is described in terms of its component parts. Chapter 7 presents the applications of VISSION to numerical simulation, while chapter 8 focuses on its visualisation and graphics applications. Finally, chapter 9 concludes the thesis and outlines possible direction for future research.
keywords Computer Visualisation
series thesis:PhD
email
last changed 2003/02/12 22:37

_id 38ff
authors Van den Heuvel, F.A.
year 2000
title Trends in CAD-based photogrammetric measurement
source International Archives of Photogrammetry and Remote Sensing, Vol. 33, Part 5/2, pp. 852-863
summary In the past few decades, Computer Aided Design (CAD) systems have evolved from 2D tools that assist in construction design to the basis of software systems for a variety of applications, such as (re)design, manufacturing, quality control, and facility management. The basic functions of a modern CAD system are storage and retrieval of 3D data, their construction, manipulation, and visualisation. All these functions are needed in a photogrammetric measurement system. Therefore, photogrammetry benefits from integration with CAD, and thereby from developments in this field. There are two main interpretations of the term CAD-based photogrammetry. The first interpretation is on a system level: there is a trend towards integration of photogrammetric tools in existing CAD systems. The second interpretation is on an algorithmic level: developments in the field of CAD regarding object modelling techniques are being implemented in photogrammetric systems. In practice, the two interpretations overlap to a varying extent. The integrated photogrammetric processing of geometry and topology is defined as a minimum requirement for CAD-based photogrammetry. The paper discusses the relation between CAD and photogrammetry with an emphasis on close-range photogrammetry. Several approaches for the integration of CAD and photogrammetry are briefly reviewed, and trends in CAD-based photogrammetry are outlined. First of all, the trend towards CAD-based photogrammetry is observed. The integration of photogrammetry and CAD increases the efficiency of photogrammetric modelling. One of the reasons for this is the improvement of the user-interface, which allows better interaction with the data. A more fundamental improvement is the use of advanced object modelling techniques such as Constructive Solid Geometry, and the incorporation of geometric object constraints. Furthermore, research emphasis is on CAD-based matching techniques for automatic precise measurement of CAD-models. An overall conclusion remains: the integration of photogrammetry and CAD has great potential for widening the acceptance of photogrammetry, especially in industry. This is firstly because of the improvement in efficiency, and secondly because of the established and well-known concept of CAD.
series journal paper
last changed 2003/04/23 15:50

_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 4003
authors Nakakoji, K., Yamamoto, Y., Takada, S. and Reeves, B.
year 2000
title Two-Dimensional Spatial Positioning as a Means for Reflection in Design Design Cases
source Proceedings of DIS'00: Designing Interactive Systems: Processes, Practices, Methods, & Techniques 2000 pp. 145-154
summary In the realm of computer support for design, developers have focused primarily on power and expressiveness that are important in framing a design solution. They assume that design is a series of calculated steps that lead to a clearly specified goal. The problem with this focus is that the resulting tools hinder the very process that is critical in early phases of a design task; the reflection-in-action process [15]. In the early phases, what is required as the most important ingredient for a design tool is the ability to interact in ways that require as little commitment as possible. This aspect is most evident in domains where two dimensions play a role, such as sketching in architecture. Surprisingly, it is equally true in linear domains such as writing. In this paper, we present our approach of using two-dimensional positioning of objects as a means for reflection in the early phases of a design task. Taking writing as an example, the ART (Amplifying Representational Talkback) system uses two dimensional positioning to support the early stages of the writing task. An eye-tracking user study illustrates important issues in the domain of computer support for design.
keywords Information Systems; User/Machine Systems; Cognitive Models; Reflection-In-Action; Two-Dimensional Positioning; Writing Support
series other
last changed 2002/07/07 16:01

_id ga0012
id ga0012
authors Galanter, Philip
year 2000
title GA2: a Programming Environment for Abstract Generative Fine Art
source International Conference on Generative Art
summary Fine artists looking to use computers to create generative works, especially those artists inclined towards abstraction, often face an uncomfortable choice in the selection of software tools. On the one hand there are a number of commercial and shareware programs available which implement a few techniques in an easy to use GUI environment. Unfortunately such programs often impose a certain look or style and are not terribly versatile or expressive. The other choice seems to be writing code from scratch, in a language such as c or Java. This can be very time consuming as every new work seems to demand a new program, and the artist's ability to write code can seldom keep pace with his ability to imagine new visual ideas. This paper describes a software system created by the author called GA2 which has been implemented in the Matlab software environment. By layering GA2 over Matlab the artist can take advantage of a very mature programming environment which includes extensive mathematical libraries, simple graphics routines, GUI construction tools, built-in help facilities, and command line, batch mode, and GUI modes of interaction. In addition, GA2 is very portable and can run on Macintosh, Windows, and Unix systems with almost no incremental effort for multi-platform support. GA2 is a work in progress and an extension of the completed GA1 environment. It is medium independent, and can be used for all manner of image, animation, and sound production. GA1 includes a complete set of genetic algorithm operations for breeding families of graphical marks, a database function for managing and recalling various genes, a set of statistical operations for creating various distributions of marks on a canvas or animation frame, a unique Markov-chain-likeoperator for generating families of visually similar lines or paths, and a complete L-system implementation. GA2 extends GA1 by adding more generative techniques such as tiling and symmetry operations, Thom's cusp catastrophe, and mechanisms inspired by complexity science notions such as cellular automata, fractals, artificial life, and chaos. All of these techniques are encapulated in genetic representations. This paper is supplemented with examples from the authors art work, and comments on the philosophy behind this method of working, and its relation towards the reinvigoration of abstraction after post-modernism.  
series other
email
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_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 1ee6
authors Argumedo, C., Guerri, C., Rainero, C., Carmena, S., Lomónaco, H., María Gilli, C. and Del Rio, A.
year 2000
title Restitución perspectiva mediante el uso de herramientas digitales para la confección deuna base de datos de obras arquitectónicas - (Perspective Restitution by means of the use of Digital Tools for the Preparation of a Data Base of Architectonic Works)
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. 188-190
summary The work is developed applying the perspective restitution method, based on the photographic survey of buildings. It researches the accuracy selection of the instruments, that should be effective, easy to manage, low cost and it allow fast results so as to let us compile a digital graphic data bases of the chosen works. The aim of the project is to elaborate graphic documents not only from the paradigmatic works but also from domestic architecture, so important in the consolidation of city. The idea is to include new concepts about the use of digital devices and instruments. The emphasis is on the production of a low cost graphic documents, obtained with standard hardware and software used at our University. The architectural works selected belongs to the Rosario’s Rationalist heritage that have to be completed at the Municipal Archive.
series SIGRADI
email
last changed 2016/03/10 09:47

_id 60e7
authors Bailey, Rohan
year 2000
title The Intelligent Sketch: Developing a Conceptual Model for a Digital Design Assistant
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. 137-145
doi https://doi.org/10.52842/conf.acadia.2000.137
summary The computer is a relatively new tool in the practice of Architecture. Since its introduction, there has been a desire amongst designers to use this new tool quite early in the design process. However, contrary to this desire, most Architects today use pen and paper in the very early stages of design to sketch. Architects solve problems by thinking visually. One of the most important tools that the Architect has at his disposal in the design process is the hand sketch. This iterative way of testing ideas and informing the design process with images fundamentally directs and aids the architect’s decision making. It has been said (Schön and Wiggins 1992) that sketching is about the reflective conversation designers have with images and ideas conveyed by the act of drawing. It is highly dependent on feedback. This “conversation” is an area worthy of investigation. Understanding this “conversation” is significant to understanding how we might apply the computer to enhance the designer’s ability to capture, manipulate and reflect on ideas during conceptual design. This paper discusses sketching and its relation to design thinking. It explores the conversations that designers engage in with the media they use. This is done through the explanation of a protocol analysis method. Protocol analysis used in the field of psychology, has been used extensively by Eastman et al (starting in the early 70s) as a method to elicit information about design thinking. In the pilot experiment described in this paper, two persons are used. One plays the role of the “hand” while the other is the “mind”- the two elements that are involved in the design “conversation”. This variation on classical protocol analysis sets out to discover how “intelligent” the hand should be to enhance design by reflection. The paper describes the procedures entailed in the pilot experiment and the resulting data. The paper then concludes by discussing future intentions for research and the far reaching possibilities for use of the computer in architectural studio teaching (as teaching aids) as well as a digital design assistant in conceptual design.
keywords CAAD, Sketching, Protocol Analysis, Design Thinking, Design Education
series ACADIA
last changed 2022/06/07 07:54

_id 4cc0
authors Bouchlaghem, N., Khosowshahi, F. and White, J.
year 2000
title Virtual reality as a visualisation tool: Benefits and constraints
source CIDAC, Volume 2 Issue 4 November 2000 pp. 216-224
summary The benefits and applications of virtual reality (VR) in the construction industry have been investigated for almost a decade. However, the practical implementation of VR in the construction industry has yet to reach maturity owing to technical constraints. The need for effective information management presents challenges: both transfer of building data to, and organisation of building information within, the virtual environment require consideration. This paper reviews the applications and benefits of VR in the built environment field and reports on a collaboration between Loughborough University and South Bank University to overcome constraints on the use of the overall VR model for whole lifecycle visualisation. The work at each research centre is concerned with an aspect of information management within VR applications for the built environment, and both data transfer and internal data organisation have been investigated. In this paper, similarities and differences between computer-aided design (CAD) and VR packages are first discussed. Three different approaches to the creation of VR models during the design stage are identified and described, with a view to providing sharing understanding across the interdiscipliary groups involved. The suitable organisation of building information within the virtual environment is then further investigated. This work focused on the visualisation of the degradation of a building, through its lifespan, with the view to provide a visual aid for developing an effective and economic project maintenance programme. Finally consideration is given to the potential of emerging standards to facilitate an integrated use of VR. The convergence towards similar data structures in VR and other construction packages may enable visualisation to be better utilised in the overall lifecycle model.
keywords Virtual Reality, Information Management, Data Exchange, 3D Modelling, 4D Visualisation
series journal paper
last changed 2003/05/15 21:23

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