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 611

_id 490b
authors Woodbury, R.F., Burrow, A.L. and Datta, S.
year 2000
title Navigating Subsumption-Based Design Spaces
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. 341-349
doi https://doi.org/10.52842/conf.caadria.2000.341
summary Design space explorers are information-rich environments conceived for providing effective support for electronic design processes. A subsumption-based design space structures the partial designs in the environment by a relation of information specificity. It provides formal exploration operators for predictive, goal-directed movement in the underlying space of designs and an interaction model for open-ended exploration. This paper focusses on the forward moving operator based on incremental pi-resolution and discusses the topic of information removal through the erasure operator. It describes the possible usage of these operators and the entry points for mixed-initiative human-computer interaction in the SEED-Config explorer .
series CAADRIA
email
last changed 2022/06/07 07:57

_id avocaad_2001_16
id avocaad_2001_16
authors Yu-Ying Chang, Yu-Tung Liu, Chien-Hui Wong
year 2001
title Some Phenomena of Spatial Characteristics of Cyberspace
source AVOCAAD - ADDED VALUE OF COMPUTER AIDED ARCHITECTURAL DESIGN, Nys Koenraad, Provoost Tom, Verbeke Johan, Verleye Johan (Eds.), (2001) Hogeschool voor Wetenschap en Kunst - Departement Architectuur Sint-Lucas, Campus Brussel, ISBN 80-76101-05-1
summary "Space," which has long been an important concept in architecture (Bloomer & Moore, 1977; Mitchell, 1995, 1999), has attracted interest of researchers from various academic disciplines in recent years (Agnew, 1993; Benko & Strohmayer, 1996; Chang, 1999; Foucault, 1982; Gould, 1998). Researchers from disciplines such as anthropology, geography, sociology, philosophy, and linguistics regard it as the basis of the discussion of various theories in social sciences and humanities (Chen, 1999). On the other hand, since the invention of Internet, Internet users have been experiencing a new and magic "world." According to the definitions in traditional architecture theories, "space" is generated whenever people define a finite void by some physical elements (Zevi, 1985). However, although Internet is a virtual, immense, invisible and intangible world, navigating in it, we can still sense the very presence of ourselves and others in a wonderland. This sense could be testified by our naming of Internet as Cyberspace -- an exotic kind of space. Therefore, as people nowadays rely more and more on the Internet in their daily life, and as more and more architectural scholars and designers begin to invest their efforts in the design of virtual places online (e.g., Maher, 1999; Li & Maher, 2000), we cannot help but ask whether there are indeed sensible spaces in Internet. And if yes, these spaces exist in terms of what forms and created by what ways?To join the current interdisciplinary discussion on the issue of space, and to obtain new definition as well as insightful understanding of "space", this study explores the spatial phenomena in Internet. We hope that our findings would ultimately be also useful for contemporary architectural designers and scholars in their designs in the real world.As a preliminary exploration, the main objective of this study is to discover the elements involved in the creation/construction of Internet spaces and to examine the relationship between human participants and Internet spaces. In addition, this study also attempts to investigate whether participants from different academic disciplines define or experience Internet spaces in different ways, and to find what spatial elements of Internet they emphasize the most.In order to achieve a more comprehensive understanding of the spatial phenomena in Internet and to overcome the subjectivity of the members of the research team, the research design of this study was divided into two stages. At the first stage, we conducted literature review to study existing theories of space (which are based on observations and investigations of the physical world). At the second stage of this study, we recruited 8 Internet regular users to approach this topic from different point of views, and to see whether people with different academic training would define and experience Internet spaces differently.The results of this study reveal that the relationship between human participants and Internet spaces is different from that between human participants and physical spaces. In the physical world, physical elements of space must be established first; it then begins to be regarded as a place after interaction between/among human participants or interaction between human participants and the physical environment. In contrast, in Internet, a sense of place is first created through human interactions (or activities), Internet participants then begin to sense the existence of a space. Therefore, it seems that, among the many spatial elements of Internet we found, "interaction/reciprocity" Ñ either between/among human participants or between human participants and the computer interface Ð seems to be the most crucial element.In addition, another interesting result of this study is that verbal (linguistic) elements could provoke a sense of space in a degree higher than 2D visual representation and no less than 3D visual simulations. Nevertheless, verbal and 3D visual elements seem to work in different ways in terms of cognitive behaviors: Verbal elements provoke visual imagery and other sensory perceptions by "imagining" and then excite personal experiences of space; visual elements, on the other hand, provoke and excite visual experiences of space directly by "mapping".Finally, it was found that participants with different academic training did experience and define space differently. For example, when experiencing and analyzing Internet spaces, architecture designers, the creators of the physical world, emphasize the design of circulation and orientation, while participants with linguistics training focus more on subtle language usage. Visual designers tend to analyze the graphical elements of virtual spaces based on traditional painting theories; industrial designers, on the other hand, tend to treat these spaces as industrial products, emphasizing concept of user-center and the control of the computer interface.The findings of this study seem to add new information to our understanding of virtual space. It would be interesting for future studies to investigate how this information influences architectural designers in their real-world practices in this digital age. In addition, to obtain a fuller picture of Internet space, further research is needed to study the same issue by examining more Internet participants who have no formal linguistics and graphical training.
series AVOCAAD
email
last changed 2005/09/09 10:48

_id 456a
authors Alvarado, R.G., Parra, J.C., Vergara, R.L. and Chateau, H.B.
year 2000
title Architectural References to Virtual Environments Design
source Promise and Reality: State of the Art versus State of Practice in Computing for the Design and Planning Process [18th eCAADe Conference Proceedings / ISBN 0-9523687-6-5] Weimar (Germany) 22-24 June 2000, pp. 151-155
doi https://doi.org/10.52842/conf.ecaade.2000.151
summary Based on a comparison between the perception of digital and real construction, the development of virtual systems and the review of additional sources, this paper states some differences between the design of virtual environments and architectural spaces. Virtual-reality technologies provide advanced capabilities to simulate real situations, and also to create digital worlds not referred to physical places, such as imaginary landscapes or environments devoted to electronic activities, like entertainment, learning or commerce. Some on-line services already use 3D-stages, resembling building halls and domestic objects, and several authors have mentioned virtual modeling as a job opportunity to architects. But it will argue in this paper that the design of those environments should consider their own digital characteristics. Besides, the use of virtual installations on networks impells a convergence with global media, like Internet or TV. Virtual environments can be a 3Devolution of communicational technologies, which have an increasing participation in culture, reaching a closer relationship to contemporary architecture.
keywords Virtual Environments, Spatial Perception, Design Methodology
series eCAADe
email
more http://www.uni-weimar.de/ecaade/
last changed 2022/06/07 07:54

_id ga0018
id ga0018
authors Ciao, Quinsan
year 2000
title Hearing Architectural Design: Simulation and Auralization for Generating Better Acoustic Spaces
source International Conference on Generative Art
summary This paper with demonstration is devoted to revealing and establishing the relationship between space and sound through computational acoustic analysis, simulation and electronic synthesis of audible sound. Based on science of acoustics and computing technology, acoustic effect of an architectural 3-D design can be analyzed and the resulted sound in space can be synthesized and predicted accordingly and being heard. Auralization refers to this process of acoustic analysis, sound synthesis and audio presentation of the result in the form of audible sound. Design alternatives can be experimented until satisfactory acoustic effect is achieved. Traditionally, designers rely on some minimum and vague understanding or specialists’ experiences to predict and design for a desirable sound behavior in spaces. Most likely acoustic design and analysis are seen as a luxury remedy only affordable in large-scale theatres and concert halls. The recent available PC based auralization tools brought significance in both in terms of new knowledge towards the science and art of architectural acoustics and the methods and practice in the design process. The examples demonstrated in the presentation will indicate that the auralization technology make it possible for the designers, consultants, end users or potential occupants to examine and evaluate the performance of different designs by hearing it directly before an informed decision can be made. The case studies also illustrated that the auralization is a powerful tool for general public with common building types to uncover everyday acoustic problems that have been constantly harming their well being and would otherwise be undetected.
series other
more http://www.generativeart.com/
last changed 2003/08/07 17:25

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

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

_id d83d
authors Hsu, Ying-Chun
year 2000
title Constraint Based Space Planning: A Case Study
source ACADIA Quarterly, vol. 19, no. 3, pp. 2-3
doi https://doi.org/10.52842/conf.acadia.2000.002.3
summary The initial design process usually requires a long incubation time for architects to bring together form and function. In this exciting and painful process, architects use their professional training to adjust the relationship between spaces, and include the requirements from the clients. The computer has the potential to be the key and the most powerful tool in this long process. In the software market, the software packages for architecture now are mostly for computing values or drafting. They are not very helpful in the design process.
series ACADIA
last changed 2022/06/07 07:50

_id 437d
authors Hsu, Ying-Chun
year 2000
title Constraint Based Space Planning: A Case Study
source ACADIA Quarterly, vol. 19, no. 3, pp. 2-3
doi https://doi.org/10.52842/conf.acadia.2000.002
summary The initial design process usually requires a long incubation time for architects to bring together form and function. In this exciting and painful process, architects use their professional training to adjust the relationship between spaces, and include the requirements from the clients. The computer has the potential to be the key and the most powerful tool in this long process. In the software market, the software packages for architecture now are mostly for computing values or drafting. They are not very helpful in the design process.
series ACADIA
last changed 2022/06/07 07:50

_id c839
authors Hwang, Jie-Eun
year 2002
title SpaceScope: Developing a Spatial Information Retrieval System - Focused on Apartment Unit Floor Plans -
source Yonsei University, Dept. of Housing & Interior Design
summary This research investigates the spatial information retrieval (IR) in architecture focused on constructing efficient metadata that is crucial for data retrieval. Generally speaking, metadata is ‘structured data about data’ to describe resources especially in a digital format. In this research, metadata is a sort of data object to be useful in searching spatial information. Metadata is also used to describe raw spatial data object as not only attribute data but also content structurally and semantic ally. There are two issues that motivate this research; 1) what is the spatial information – that materializes the intangible space as a data object, and 2) how we can search the information efficiently – the content-based information retrieval. Although knowledge of a building’s spatial content is most important in architecture, there has been no logical method to manage it.

From the viewpoint of content-based retrieval, the researcher analyzes spatial information of a floor plan, with a focus on the apartment unit floor plan common in Korea. Then the metadata items are extracted in a structured manner. To manage the items efficiently, the researcher develops a data model for spatial information according to the concept of the “Structured Floor Plan”. The main object of content to retrieve is a spatial network that consists of nodes of spaces and their linkages. There are two ways to organize the metadata: the traditional index files and the RDF (Resource Description Framework). While the index files are still efficient with computability, the RDF applies greater options to retrieve, such as fuzzy predicates, semantic predicates, and so on. To exploit the metadata, this research shows several possibilities of query operations that present a set of sample queries about L-DK(Living room – Dining room – Kitchen). Implementation of the prototype system is divided into three parts: 1) a modeling module using Vitruvius; 2) an indexing module using MS SQL Server? 2000 in conjunction XML; and 3) a browsing module using the SpaceScope browser.

The future works may consider XML-based databases and a knowledge based query language, such as RQL/XQL, working on such databases. The more specific domain knowledge is involved, the more practical systems would be. Even in architecture, there may be a diverse range of domain knowledge, such as design, building performance, facility management, energy management, post occupied evaluation, historical research, and so on. Also the issue of interface should be investigated in depth, so that it will be adequate to the needs of the architectural field.

keywords Content-based Information Retrieval; Metadata; RDF; XML; Spatial Information; Apartment Floor Plan; Semantics
series thesis:MSc
email
last changed 2003/04/25 07:27

_id 63b9
authors Jabi, Wassim
year 2000
title Visualizing and Investigating Architectural Space Using Spherical Panoramic Imaging
source Emerging Technologies and Design: The Intersection of Design and Technology, Proceedings of the 2000 ACSA Technology Conference, Massachusetts Institute of Technology, Cambridge, Massachusetts, July 14-17, 2000
summary This paper reports on the use of immersive spherical imaging techniques to document, visualize and investigate architectural space. This technology can be used in the classrooms and design studios to augment traditional instructional and design investigation tools. As opposed to cylindrical imaging found in the popular QuickTime VR format, spherical imaging provides a 360-degree view in all directions – horizontally and vertically. The ability to capture and display a full sphere can be crucial for many interior architectural spaces. Spherical panoramas can originate from real, synthetic or hybrid source images. In addition to the ability to embed links to web pages or other panoramas, a unique feature of this technology allows the viewer to navigate through a scene as well as pause at any point and view the space in all directions. In addition, the technology allows the user to sketch over the scene in an intelligent manner such that the sketched artifacts rotate correctly when the target view shifts. The software also integrates with collaborative tools to allow synchronous viewing of shared panoramas over the Internet. These features allow for a truly immersive and interactive experience of the space that can be quite useful in a design studio setting. Finally, this paper describes ongoing efforts to integrate this technology with an interactive web-based, databasedriven virtual slide tray system for the storage, sorting, and display of multimedia content.
keywords Spherical Panoramic Imaging
series other
email
last changed 2002/03/05 19:55

_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 3760
authors Koutamanis, Alexander
year 2000
title Recognition and Indexing of Architectural Features in Floor Plans on the Internet
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. 357-366
doi https://doi.org/10.52842/conf.caadria.2000.357
summary The Internet promises a worldwide information system, capable of uniting different sources and types of original, up-to-date and directly usable information. Among the main components of this system are retrieval mechanisms characterized by high precision and recall, as well as by supportive relevance feedback. The textual versions of these retrieval mechanisms have been available for some time and have achieved a certain degree of efficiency and sophistication. Image retrieval lags behind, despite the recent advances in content-based retrieval. In architecture this is largely due to the lack of integration of domain knowledge and known formalisms. Indexing and retrieval of architectural floor plans can rely on existing generative systems such as shape grammars and rectangular arrangements. By reversing generative systems in purpose we derive compact descriptions that describe completely a floor plan and make explicit all relevant features rather than a small number of features. The main limitation of reversed generative systems is that they apply to specific classes of designs. Unification in indexing and retrieval can only take place at the level of basic primitives, i.e. spaces and building elements. In both vector and pixel images of architectural floor plans this can be achieved by a universal recognition system that identifies salient local features to produce a basic spatial representation.
series CAADRIA
email
last changed 2022/06/07 07:51

_id 97fc
authors Lonsway, Brian
year 2000
title Testing the Space of the Virtual
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. 51-61
doi https://doi.org/10.52842/conf.acadia.2000.051
summary Various modes of electronically mediated communication, perception, and immersive bodily engagement, generally categorized as “virtual experiences,” have offered the designer of space a new array of spatial conditions to address. Each of these modes of virtual experience, from text-based discussion forums to immersive virtual reality environments, presents challenges to traditional assumptions about space and its inhabitation. These challenges require design theorization which extends beyond the notions of design within the electronic space (the textual description of the chat forum, the appearance of the computer generated imagery, etc.), and require a reconsideration of the entire electronic and physical apparatus of the mediating devices (the physical spaces which facilitate the interaction, the manner of their connection to the virtual spaces, etc.). In light of the lack of spatial theorization in this area, this paper presents both an experimental framework for understanding this complete space of the virtual and outlines a current research project addressing these theoretical challenges through the spatial implementation of a synthetic environment.
series ACADIA
last changed 2022/06/07 07:52

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

_id 54e9
authors Miller, J.J., Wang, W. and Jenkins, G.R.
year 2000
title The Anthropometric Measurement and Modeling Project
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. 281-284
doi https://doi.org/10.52842/conf.acadia.2000.281
summary Disability is a product of the interactions between individuals and the environment they inhabit and the products they utilize. Disability is located on a continuum from enablement to disablement. Human physical characteristics as well as environmental factors will locate an individual on that continuum. The degree of disability or enablement will fluctuate, depending upon the attributes of the environment and the artifacts located there. The ability of designers and architects to create environments and products that enable all people is directly tied to their ability to: 1. understand the abilities and constraints of the human body and, 2. model the physics of the body’s interactions with artifacts and spaces. // This project is developing an anthropometric measurement protocol and computer-based design tools focusing on people with disabilities and the aging. The areas of interest for measurement are guided by real-world design needs. The measurements generated are translated into three-dimensional datasets compatible with commercial off the shelf software extended by the programming of additional scripts, functions, plug-ins, behaviors, etc.
series ACADIA
last changed 2022/06/07 07:58

_id 2345
authors Park, Hyong-June and Vakalo, Emmanuel-George
year 2000
title An Enchanted Toy Based on Froebel’s Gifts: A computational tool used to teach architectural knowledge to students
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. 35-39
doi https://doi.org/10.52842/conf.ecaade.2000.035
summary Assuming that students can require architectural knowledge through direct manipulation of formal objects, this paper introduces a computational toy as a means for teaching knowledge about composition and geometry to students of architecture. The bottom-up approach is employed in the manipulation of the toy. The toy aims at recovering and nourishing the students’ creative spirit and enriching their vocabulary of forms and spaces.
keywords bottom-up approach, formalization, data abstraction, communication, basic transformation functions, syntactic interventions, isolated island of automation, Feedback and error-elimination
series eCAADe
email
more http://www.uni-weimar.de/ecaade/
last changed 2022/06/07 08:00

_id 160c
authors Selles, Pascual
year 1999
title RGB Winds are Blowing in the Design Studio
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 286-291
doi https://doi.org/10.52842/conf.ecaade.1999.286
summary This paper presents the results of two design studio elective courses offered to students in their second and third semester of studies at the Design Studio Department, "Universidad Politécnica de Valencia, UPV." Classes are based on a methodology that directly relates the language of architectural form and space, to the language of the specific software being used. Our focus is not only to discover what may be represented, but most important what may not, and why. We aim to point out the differences between architecture as perceived and experienced by a human being, and its digital representation as a computer data structure. At the Digital Design Studio, students are faced with a sequence of two projects so as to learn the basics of architecture, while developing their skill to build a digital representation of it. The first exercise within this CAD sequence is reading and analyzing a built project: a study of precedent. With this exercise we aim at two goals: to decipher the keys or parameters of architectural design, from drawings and pictures, trying to recognize an "architectural language"; and to learn a particular syntax of digital modeling. The second exercise is a project of a single family house within a narrow rectangular site and with only one street elevation. With this project we focus on the strong impact of stairs on the organization of functions and circulation, the illumination and ventilation of spaces with double heights and patios, and study the power of the section to express clearly the organization of spaces.
keywords Computer Aided Design, Studio, Education
series eCAADe
email
last changed 2022/06/07 07:56

_id avocaad_2001_17
id avocaad_2001_17
authors Ying-Hsiu Huang, Yu-Tung Liu, Cheng-Yuan Lin, Yi-Ting Cheng, Yu-Chen Chiu
year 2001
title The comparison of animation, virtual reality, and scenario scripting in design process
source AVOCAAD - ADDED VALUE OF COMPUTER AIDED ARCHITECTURAL DESIGN, Nys Koenraad, Provoost Tom, Verbeke Johan, Verleye Johan (Eds.), (2001) Hogeschool voor Wetenschap en Kunst - Departement Architectuur Sint-Lucas, Campus Brussel, ISBN 80-76101-05-1
summary Design media is a fundamental tool, which can incubate concrete ideas from ambiguous concepts. Evolved from freehand sketches, physical models to computerized drafting, modeling (Dave, 2000), animations (Woo, et al., 1999), and virtual reality (Chiu, 1999; Klercker, 1999; Emdanat, 1999), different media are used to communicate to designers or users with different conceptual levels¡@during the design process. Extensively employed in design process, physical models help designers in managing forms and spaces more precisely and more freely (Millon, 1994; Liu, 1996).Computerized drafting, models, animations, and VR have gradually replaced conventional media, freehand sketches and physical models. Diversely used in the design process, computerized media allow designers to handle more divergent levels of space than conventional media do. The rapid emergence of computers in design process has ushered in efforts to the visual impact of this media, particularly (Rahman, 1992). He also emphasized the use of computerized media: modeling and animations. Moreover, based on Rahman's study, Bai and Liu (1998) applied a new design media¡Xvirtual reality, to the design process. In doing so, they proposed an evaluation process to examine the visual impact of this new media in the design process. That same investigation pointed towards the facilitative role of the computerized media in enhancing topical comprehension, concept realization, and development of ideas.Computer technology fosters the growth of emerging media. A new computerized media, scenario scripting (Sasada, 2000; Jozen, 2000), markedly enhances computer animations and, in doing so, positively impacts design processes. For the three latest media, i.e., computerized animation, virtual reality, and scenario scripting, the following question arises: What role does visual impact play in different design phases of these media. Moreover, what is the origin of such an impact? Furthermore, what are the similarities and variances of computing techniques, principles of interaction, and practical applications among these computerized media?This study investigates the similarities and variances among computing techniques, interacting principles, and their applications in the above three media. Different computerized media in the design process are also adopted to explore related phenomenon by using these three media in two projects. First, a renewal planning project of the old district of Hsinchu City is inspected, in which animations and scenario scripting are used. Second, the renewal project is compared with a progressive design project for the Hsinchu Digital Museum, as designed by Peter Eisenman. Finally, similarity and variance among these computerized media are discussed.This study also examines the visual impact of these three computerized media in the design process. In computerized animation, although other designers can realize the spatial concept in design, users cannot fully comprehend the concept. On the other hand, other media such as virtual reality and scenario scripting enable users to more directly comprehend what the designer's presentation.Future studies should more closely examine how these three media impact the design process. This study not only provides further insight into the fundamental characteristics of the three computerized media discussed herein, but also enables designers to adopt different media in the design stages. Both designers and users can more fully understand design-related concepts.
series AVOCAAD
email
last changed 2005/09/09 10:48

_id ga0005
id ga0005
authors Kubasiewicz, Jan and Jang, DK  
year 2000
title InfoGEOMETRY. Conceptual Prototype for Navigating InfoSPACE
source International Conference on Generative Art
summary InfoGEOMETRY  is the word the authors use to describe the concept of utilizing geometric patterns and dynamic symmetry in graphical user interface design for navigating complex information. This paper refers to a specific collaborative project in which the concept of infoGeometry was first introduced as an alternative tool of information architecture. In their design process, the authors tried to reconcile the visual nature of geometric vocabulary with parametric nature of interface design and dynamic nature of information organization. The project resulted in experimental interactive tools for information search and navigating complex information structures. 2. YOU ARE HERE. A study in interactivity. This paper refers to a studio project in interface design, conducted at the Massachusetts College of Art in Boston, where individual designers explored essential concepts in navigating complex structures of information. Taking the notion of You-Are-Here as a point of departure, individual designers explored various definitions and interpretations of the notion's three components: You(We/They, etc)-Are(Will Be/Have Been, etc)-Here(in Time/in Space). Exploring specific instances of parametric design and developing linked, multiple representations for information display resulted in a broad spectrum of contexts associated with navigation. Specific descriptions of individual instances will accompany the final presentation of the project.  
series other
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id ddssar0001
id ddssar0001
authors Achten, Henri and Leeuwen, Jos van
year 2000
title Towards generic representations of designs formalised as features
source Timmermans, Harry (Ed.), Fifth Design and Decision Support Systems in Architecture and Urban Planning - Part one: Architecture Proceedings (Nijkerk, the Netherlands)
summary Feature-Based Modelling (FBM) is an information modelling technique that allows the formalisation of design concepts and using these formal definitions in design modelling. The dynamic nature of design and design information calls for a specialised approach to FBM that takes into account flexibility and extensibility of Feature Models of designs. Research work in Eindhoven has led to a FBM framework and implementation that can be used to support design.. Feature models of a design process has demonstrated the feasibility of using this information modelling technique. To develop the work on FBM in design, three tracks are initiated: Feature model descriptions of design processes, automated generic representation recognition in graphic representations, and Feature models of generic representations. The paper shows the status of the work in the first two tracks, and present the results of the research work.
series DDSS
last changed 2003/11/21 15:15

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