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 687

_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 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 0d08
authors Kaga, A., Nakahama, K., Yamaguchi, S., Jyozen, T., Oh, S. and> Sasada, T.
year 2000
title Collaborative Design System for Citizen Participation
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. 35-44
doi https://doi.org/10.52842/conf.caadria.2000.035
summary Citizens are becoming increasingly aware of the issues involved in public utility projects. Therefore, it is becoming important for public works departments of local governments to obtain consent from the residents concerned. We established the collaborative design system for citizen participation with using computer graphics. With using the system we found that the related persons have some requirements about collaborative design system. It can be effectively done with network and multimedia technologies. This paper presents the requirements for new collaborative design system.
series CAADRIA
email
last changed 2022/06/07 07:52

_id 1c67
authors Sanchez, S., Zulueta A., and Barrallo J.
year 1999
title Bilbao: The Revitalisation of a City
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 694-699
doi https://doi.org/10.52842/conf.ecaade.1999.694
summary The city of Bilbao has suffered in the last decade a deep transformation. After a glorious industrial past, Bilbao was in 1990 a depressed city, and the strategies necessary to transform an industrial city into a service capital were no simple due to the high level of pollution and unemployment rate. The "Bilbao Metropoli-30" Association was created to coordinate the synergetic action of all the involved institutions: City Hall, Basque Country and Spanish Governments, financial institutions, transport companies, airport and port, etc. But it was also necessary the acceptance of the public opinion to recover the illusion and the lost pride of the city. The desolated social scene was not adequate for revolutionary designs like the winding Frank Gehry's Bilbao Guggenheim Museum, or the cavernous Norman Foster's underground. This work pretends to show the means and strategies, especially computational, that allowed the transformation of Bilbao with an enthusiastic citizen support.
keywords Metropolitan Bilbao, City Revitalisation, Architectural Computer Simulation
series eCAADe
email
last changed 2022/06/07 07:56

_id 85ab
authors Corrao, Rossella and Fulantelli, Giovanni
year 1999
title Architects in the Information Society: The Role of New Technologies
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 665-671
doi https://doi.org/10.52842/conf.ecaade.1999.665
summary New Technologies (NTs) offer us tools with which to deal with the new challenges that a changing society or workplace presents. In particular, new design strategies and approaches are required by the emerging Information Society, and NTs offer effective solutions to the designers in the different stages of their professional life, and in different working situations. In this paper some meaningful scenarios of the use of the NTs in Architecture and Urban Design are introduced; the scenarios have been selected in order to understand how the role of architects in the Information Society is changing, and what new opportunities NTs offer them. It will be underlined how the telematic networks play an essential role in the activation of virtual studios that are able to compete in an increasingly global market; examples will be given of the use of the Web to support activities related to Urban Planning and Management; it will be shown how the Internet may be used to access strategic resources for education and training, and sustain lifelong learning. The aforesaid considerations derive from a Web-Based Instruction system we have developed to support University students in the definition of projects that can concern either single buildings or whole parts of a city. The system can easily be adopted in the other scenarios introduced.
keywords Architecture, Urban Planning , New Technologies, World Wide Web, Education
series eCAADe
email
last changed 2022/06/07 07:56

_id ddssar0016
id ddssar0016
authors Koutamanis, Alexander and Mitossi, Vicky
year 2000
title Grammatical and syntactic properties of CAAD representations for the early design stages
source Timmermans, Harry (Ed.), Fifth Design and Decision Support Systems in Architecture and Urban Planning - Part one: Architecture Proceedings (Nijkerk, the Netherlands)
summary CAAD representations for the early design stages have traditionally focused on aspects apparently relating to design creativity, such as flexible, effortless and rich geometric modelling. However, modelling capabilities are generally unconnected to the control and analysis of design constraints that affect the further development of the design. These usually refer to functional and spatial aspects that are only implicit in a CAAD representation of design ‘solids’. Moreover, the stability and reliability of control and analysis rely on the grammatical and syntactic quality of the representation. In particular, (a) the grammatical well-formedness of spatial and building primitives, and (b) the syntactic completeness and unambiguity of spatial relations are essential prerequisites to any meaningful analysis of aspects such as fulfilment of programmatic requirements, indoor climate, lighting or human interaction with the built environment. The paper describes a dual spatial and building element representation implemented on top of a standard drawing system. The representation attempts to minimize input requirements, while at the same time providing feedback on the grammatical and syntactic quality of the design description.
series DDSS
last changed 2003/08/07 16:36

_id 7ee9
authors Wood, J. B. and Chambers, Tom
year 2000
title CAD - Enabled by the Organisation of Science and the Poetics of a Visual Language
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. 327-329
doi https://doi.org/10.52842/conf.ecaade.2000.327
summary CADET, CAD education and training, a research unit with the Department of Architecture and Building Science (Faculty of Engineering, University of Strathclyde) promotes an integrated approach to the built environment, seeking to bring together the rational and expressive modes of thought by teaching design through IT and CAD. In recent years this has been introduced as a pilot project within the primary and secondary school sector as well as Year 1 and Year 2 of the Building Design Engineering (BDE). The presentations discussed in this paper demonstrate recent projects in a social context - modelling possible spaces via virtual reality on behalf of clients in education and social work environments. The motivation for such a creative and participatory dialogue in a community context acknowledges that, in the wake of post industrialisation, the reconstruction of our urban environments demands that we develop the tools required for a meaningful participation in the design process. The nature of a participatory process demands a demystification of the design process, which is a reality made possible by CAD.
keywords Teaching, Organisation, Participation, Knowledge and Demystification
series eCAADe
email
more http://www.uni-weimar.de/ecaade/
last changed 2022/06/07 07:57

_id ecaade2018_213
id ecaade2018_213
authors Lohse, Theresa, Fujii, Ryuta and Werner, Liss C.
year 2018
title Multi-Dimensional Interface Based Spatial Adaption - A Prototype For A Multi-Sensory User Interface Employing Elastic Materials
source Kepczynska-Walczak, A, Bialkowski, S (eds.), Computing for a better tomorrow - Proceedings of the 36th eCAADe Conference - Volume 2, Lodz University of Technology, Lodz, Poland, 19-21 September 2018, pp. 169-176
doi https://doi.org/10.52842/conf.ecaade.2018.2.169
summary Patten and Ishii (2000) discovered that people are employing more versatile strategies for spatial distribution when using a tangible user interface (TUI) as opposed to a graphics user interface (GUI) (Patten & Ishii, 2000). Besides, the generated information outputs of conventional two-dimensional interacting screens are currently almost entirely addressing the visual and acoustic senses but lacking in other sensory stimuli - such as haptic, body equilibrium and sense of gravity. With the experiment described here, the multi-dimensionality of both the input on the interface and the output of the human interaction will be challenged. This paper aims to introduce a method to a real world versatile three-dimensional interface actuating a simulated spatial environment that substantiates the more unconventional sensory perception mentioned above. A physical prototype using an Arduino will be assembled to test the feasibility of the structure.
keywords spatial formation; virtual reality; tangible user interface; body equilibrium; physical computing
series eCAADe
email
last changed 2022/06/07 07:59

_id 9ce0
authors Ozcan, Oguzhan
year 1999
title Education of Interactive Panorama-design in Architecture
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 223-229
doi https://doi.org/10.52842/conf.ecaade.1999.223
summary This paper mainly discusses the importance of interactive panorama in design, and its education in the MDes program, which will run at Yildiz Technical University in the year 2000. The first part of the paper summarizes the potentials of current interactive panorama technique, which was "A popular form of the public entertainment" in 19th-century. Then, it compares the real-world experiences with observations in an interactive panorama. This comparison is carried out together with technical aspects i.e. limitations, audio-visual effects, composite techniques, live video input, and conceptual aspects i.e. camera actions, natural phenomenon. The technical discussion in the paper is concentrated on the examples from newly developed tools such as Nodemedia, Electrifier, Wasabi Software, and Skypaint as well as Apple QuickTime VR Authoring Tool. The second part underlines the role of interactive panorama technique in design. In this part, the paper also summarizes how to use the technique at the beginning and, during creation of the design and in its presentation, taking the installation advantages of sound, vision, text and transition effects. The third part concentrates on the interactive panorama design as an individual project, offered in the MDes program. Then it explains how the preliminary courses were planned for this individual project and summarizes the content of the course formulated through the linear and non-linear structures of the media. Finally, considering with the future development of interactive panorama technique, the last part of the paper discusses the possible results of this education method.
keywords Interactive Media, Panoramic Image, Design Education
series eCAADe
email
last changed 2022/06/07 08:00

_id 5ba3
authors Tan, M., Tan, B.K. and Ngahtemin, J.
year 2000
title By Rhyme or Reason. Rapid Design Thinking by Digital Cross Referencing
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. 399-410
doi https://doi.org/10.52842/conf.caadria.2000.399
summary A prime objective of a visual database for design thinking is to support trains of thought. The game of "Rhyme or Reason" provides a clue for the cognitive basis for mind racing. In particular, it shows why in creative design speed matters, why we need memory cues, why reasoning by lateral association and conceptual positioning are as important as logical pattern matching. Unlike a conventional database, such as a banking system, which is concerned with the correct convergence on specific records, visual databases for design thinking need to support divergent exploration. The paper presents a method of "multivalent" tagging of discrete items in the database. It provides for knowledge of relations. This achieves two things. Firstly, it enables the search engine to return a specific database item in different exploratory contexts because of the multiple ways it can meet the search criteria. Secondly, the different tagged aspects of the item can be used to trigger new exploratory routes. The user can explore other tagged aspects whose relationship to the original search criteria need not exist in the indexing system. Short of this, a search is dependent on direct literal or other variants of pattern matching to retrieve only parts of a database. The strategies for sustainable input-output, and for search-storage of a visual database demand high modularity and generic structures which are not dependent on specific software or computer system. The paper specifies its open structure and its transparent and re-configurable methods. These are non-trivial design issues.
series CAADRIA
email
last changed 2022/06/07 07:56

_id 6756
authors Butler, K.S., Rincón, H., Maria Lane, K. and Brand, R.
year 2001
title Construyendo una ciudad sostenible en la frontera: planificación de la ciudad de Colombia, Nuevo León, México [Constructing A Sustainable City In the Border: Planning of the City of Colombia, Nuevo León, Mexico ]
source 2da Conferencia Venezolana sobre Aplicación de Computadores en Arquitectura, Maracaibo (Venezuela) december 2001, pp. 194-203
summary The policy rationale for promotion of urban development in the Mexico-Texas borderland of Nuevo León is likely to be sustained and even strengthened. The University of Texasí participation in new town planning for Colombia spans at least three hierarchical levels with students, faculty members, practitioners and government officials joining efforts. At the ìstudio levelî, students completed a comprehensive landscape assessment for portions of the future city using GPS surveying and GIS database and modeling. Graduate students, using field data, updated 2000 maps/shapefiles, and spatial modeling as an analysis tool, created a series of spatial models to produce useful information about the study areaís inherent suitability for agriculture, human settlement and preservation. This work culminated in a research symposium, planning charrette, refinement of land use and infrastructure assumptions, and the development of masterplan elements for the future city. In contrast to the professional firm, the project provides unique opportunities for intensive learning and applied research that contribute to the ecological, social and economic well-being of new cities and developing regions,
keywords USA-Mexico Border; Sustainable Development; Regional Planning; Arch View
series other
email
last changed 2003/02/14 08:29

_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 5626
authors Shiode, N.
year 2000
title Urban planning, information technology, and cyberspace
source Journal of Urban Technology, vol. 7, number 2, pp. 105-126
summary The development of advanced information and telecommunications networks have created new kinds of socioeconomic activities, while changes in values and increases in cultural diversity within cities have made manifest the need for planning schemes based on flexibility and responsiveness to change. In contrast to motorization that completely altered the urban scene, IT has quietly merged into the existing urban structure, causing little change in appearance. Nevertheless, the exponential growth of the Internet and the increase in the use of computers have had profound effects on urban activities. Urban planners have responded by developing supportive tools such as network-based geographic information systems (GIS) as well as online public participation programs (PPP) and other types of groupware. These technologies automate data handling, reduce planning time, and increase the opportunity for public participation. The social life of cities has also been changing.
series journal paper
last changed 2003/04/23 15:50

_id caadria2000_000
id caadria2000_000
authors Tan, Beng-Kiang; Tan, Milton; Wong, Yunn-Chii (eds.)
year 2000
title CAADRIA 2000
source Proceedings of the Fifth Conference on Computer Aided Architectural Design Research in Asia / ISBN 981-04-2491-4] Singapore 18-19 May 2000, 519 p.
doi https://doi.org/10.52842/conf.caadria.2000
summary Ever since the advent of computer graphics in the sixties, computer-aided architectural design (CAAD) has made a great impact in architectural education and practice. Its central role as a new media for the representation and analysis of designs will ensure that it will continue to do so. The teaching and research in CAAD in Asia have also been growing in scope and in quality. In the 21st century, the challenges of architectural education and practice in the new millennium will open up new fronts in CAAD research. This conference is an important platform to evaluate the challenge and opportunities and will enable researchers to exchange ideas and collaboration in projects with specific relevance to CADD for Asia. This compilation of 48 papers were elected through a blind review by an international panel and presented at the conference in Singapore on 18 - 19 May 2000. The chapters are organised according to the main topics covered by the conference -- Collaborative Design, Simulation, Design Education, Knowledge Representation, Design Process, Information Systems, Design Tools, Virtual Reality and Computer Media. The Collaborative Design section consists of papers which deal with Collaborative Design Process interfaces to databases, Collaborative Design System for Citizen Participation, Team Awareness in Collaboration and Computer Environment for supporting Design Collaboration. The Simulation section deals with lighting studies, colour assessment, simulation of urban growth patterns, dynamic simulations in buildings and way-finding. The Design Education section consists of papers on design pedagogy in design studios using computers, virtual studios and virtual learning. The Knowledge Representation section consists of papers that deal with knowledge-based systems, design representation and shape grammar. The Design Process section consists of papers on design process and cognition, design creativity and the computer media. The Information Systems section consists of papers on information navigation, information management, design information repository and databases. The Design Tools section consists of papers on design tools based on generative systems, a new method for 3D animation and movement-in-architectural-space representation. The Virtual Reality and Computer Media section deals with virtual reality applications and tools in architecture, designing virtual environments and computer media and visualization.
series CAADRIA
last changed 2022/06/07 07:49

_id 635f
authors Lee, Alpha W.K. and Iki, Kazuhisa
year 2000
title Use of DHTML for Interactive Assessment of Common Value for Townscape Conceptualization and Realization. Colour Assessment, Case Study of large-Scale Resort Facility in Aso Region, Kumamoto Prefecture, Japan
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. 89-96
doi https://doi.org/10.52842/conf.caadria.2000.089
summary With the public's high consciousness of townscape, a new form of Color Planning incorporating Citizen Participation is necessary. This paper proposes the use of Dynamic Hypertext Mark-up Language (DHTML) in a Web-oriented Interactive Townscape Assessment System. This system consists of two parts, the first part includes tools for Analytic Hierarchical Process (AHP), Magnitude Estimation, Semantic Differential (SD) and Color Semantic Differential (Color SD) method, and the second part includes tools for Interactive Color Planning System (ICPS). Interactive Assessment is possible by the inclusion of JavaScript and Cascading Style Sheet (CSS). Efficiency is improved by client-side operations, data-collection using Common Gateway Interface (CGI) and presentation using Tabular Data Control (TDC). A case study of large-scale resort facility in Aso Region, Kumamoto Prefecture, Japan is undertaken. The result shows efficiency of the system.
series CAADRIA
email
last changed 2022/06/07 07:52

_id f73b
authors Brady, Darlene A.
year 2000
title Percept vs. Precept: Digital Media & the Creative Process
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. 261-264
doi https://doi.org/10.52842/conf.ecaade.2000.261
summary The design of architecture, as well as all of the arts, is a creative act concerned with the expression of ideas through culturally significant and relevant form. In order for the creative act to transcend the authority or dictates of precedents or trends, it must be informed and guided by a process and not a product; one which reveals, but does not dictate, expressive, functional form. The initial impact of digital media on architectural design has been the ability to render the look of a final project or to create shapes that reflect the facility of the tool. Digital media also enables the composition and structure of space and form to be discovered simultaneously and relationally with the phenomena of color and kinetics, to generate and visualize an idea as form, and to represent form as experience. This requires interweaving computing with a creative process in which percept, rather than precept, is the driving force of the investigation. This paper explores the role of ideation, tectonic color and kinetics as an intentional design strategy and formgiver for architecture. The role of the computer is to enable the designer to generate meaningful architecture beyond precepts of image and style. Design as a making in the mind uses our rational and imaginative faculties. Complete freedom is not a necessity for inventiveness. Research on creativity indicates that "constraining options and focusing thought in a specific, rigorous and discerning direction" play an important role. The key is a balance of structured and discursive inquiry that encourages a speculative, free association of ideas. Tim Berners-Lee, one of the creators of the World Wide Web, likened creativity to a weblike process that is nonlinear but also not random; which when placed in an environment rich with information will float ideas so the mind "can jiggle them into an insight." Geoffrey Vickers in his essay, "Rationality and Intuition" described this symbiotic relationship as "...two functions which in practice are never wholly separated but which are, nonetheless, logically distinct as two reciprocating phases in a recurrent process of mental activity." The rational is formative and intuition is generative; both are essential to creativity.
keywords Percept, Creativity, Ideation, Tectonic Color, Kinetics
series eCAADe
email
more http://www.uni-weimar.de/ecaade/
last changed 2022/06/07 07:54

_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 ddssar0023
id ddssar0023
authors Jens Pohl, Art Chapman, and Kym Jason Pohl
year 2000
title Computer-aided design systems for the 21st century: some design guidelines
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 proposes nine design principles for a new generation of computer-aided design (CAD) systems that actively support the decision making and problem solving activities of environmental design. Foremost among these are: a meaningful internal object-based representation of the artifact being designed within its environmental context; a collaborative problem solving paradigm in which the human designer and the computer form a complementary partnership; and, the notion of decision-support tools rather than predefined solutions. Two prototype computer-aided design systems implemented by the CAD Research Center that embody most of these concepts are described. ICADS (Intelligent Computer-Aided Design System) incorporates multiple expert agents in domains such as natural and artificial lighting, noise control, structural system selection, climatic determinants, and energy conservation. Given a particular building design context, the agents in ICADS draw upon their own expertise and several knowledgebases as they monitor the actions of the human designer and collaborate opportunistically. KOALA (Knowledge-Based Object-Agent Collaboration) builds on the multi-agent concepts embodied in ICADS by the addition of two kinds of agents. Mentor agents represent the interests of selected objects within the ontology of the design environment. In the implemented KOALA system building spaces are represented by agents capable of collaborating with each other, with domain agents for the provision of expert services, and with the human designer. Facilitator agents listen in on the communications among mentor agents to detect conflicts and moderate arguments. While both of these prototype systems are limited in scope by focussing on the earliest design stages and restricted in their understanding of the inherent complexity of a design state, they nevertheless promise a paradigm shift in computer-aided design.
series DDSS
last changed 2003/08/07 16:36

_id 30c8
authors Koutamanis, A., Barendse, P.B74 and Kempenaar, J.W.
year 1999
title Web-based CAAD Instruction: The Delft Experience
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 159-168
doi https://doi.org/10.52842/conf.ecaade.1999.159
summary In the early 1990s, the introduction of an extensive CAAD component in the compulsory curriculum of the Faculty of Architecture, Delft University of Technology, stimulated experimentation with computer-based instruction systems. The emergence of the World Wide Web presented new possibilities. Nevertheless, the reasons for investing in Web-based CAAD instruction were mostly pragmatic, i.e. a reaction to necessity, rather than an intention to explore, experiment and revolutionize. One of the problems addressed in our Web-based CAAD instruction is CAAD literacy. Help files and manuals that accompany software have proven to be unsuitable for introductory courses in design computing. This led to the development of a series of dynamic Web-based tutorials, in the form of interactive slide shows. The implementation of the tutorials is based on a cooperative framework that allows teachers and students to contribute at different levels of technical and methodical complexity. The use of the Web in CAAD education also stimulated a more active attitude among students. Despite the limited support and incentives offered by the Faculty, the Web-based CAAD courses became an invitation to intelligent and meaningful use of Web technologies by students for design presentation and communication. This is not only a useful addition to the opportunities offered by CAAD systems but also a prerequisite to new design communities.
keywords WWW Technologies, Teaching
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

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