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

PDF papers
References

Hits 1 to 20 of 512

_id 41e5
authors Abendroth, M., Decock, J. and Mestaoui, N.
year 2000
title O_1:// the hypertextu(r)al matrix
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. 75-76
summary Founded in 1995 LAB[au], laboratory for architecture and urbanism, links theoretic research LAB[a+u] to concrete works of conception and realisations LA.BAU. LAB[au] elaborates a “hyperdesign” investigating the implications of new technologies of communication and computation in spatiotemporal and social processes and their forms of representation as architecture and urbanism. The transposition of the hypertext model to architectural and urban concepts question the mutation of the spatial and semantic construct of space. The definition of architecture as a code is based on “glocal” systems according to the processes of computation and communication.
series SIGRADI
email
last changed 2016/03/10 09:47

_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

_id 37c2
authors Ahmad Rafi, M.E.
year 1999
title Visualisation of Design Using Animation for Virtual Prototyping
doi https://doi.org/10.52842/conf.ecaade.1999.519
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 519-525
summary Although recent technology in time-based representation has vastly improved, animation in virtual prototype design field remains the same. Some designers invest a huge amount of money in the latest visualisation and multimedia technology and yet may create even worse animation. They often cramp sequences resulting in many viewers failing to interpret the design positively as they miss a lot of vital information that explains the design. This paper basically reports the importance of film-making understanding for producing good virtual prototype animation. It will be based on a part of a research project on the use of time-based media in architectural practices. It also includes an empirical analysis of several architectural-based documentary films (including an interview with the film director) and past and present computer animation. This paper then concludes with recommendations of good techniques for making animated visualisation relative to the stage at which the animation is produced for better design decision.
keywords Virtual Prototype, Animation, Time-Based, Film-Making
series eCAADe
email
last changed 2022/06/07 07:54

_id eef2
authors Ataman, Osman and Wingert, Kate
year 2000
title Developing a Methodology for the Study of Urban Transformation
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. 140-142
summary There are certain limitations in studying urban development and transformation by depending solely on traditional media. The investigation of historical urban data, both architectural and site information, is difficult to analyze unless all of the urban elements can be visualized simultaneously. The application of digital media provides a model for reconstructing and analyzing certain architectural elements from the past. This paper describes a research project that focuses on the visualization of the historical development of an urban area. In general, our research is aimed at developing a model and Philadelphia is chosen as a case study. An emphasis is placed on identification, categorization and representation of information in a way that is useful for urban researchers for analysis.
series SIGRADI
email
last changed 2016/03/10 09:47

_id df49
authors Barbosa, Adriana Simeone
year 2000
title Roteiro e Interface: Elementos Fundamentais para a Representaçăo das Cidades Virtuais - (Story-board and Interface: Fundamental Elements for the Virtual Cities Representaion)
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. 322-324
summary This paper derives from the project "A Evolucao do Sistemas simbólicos da Cidade Latino-Americana" by the team at the Laboratório de Analises Graficas e Representaçio Digital, PROURB (Programa de Pósgraduacio em Urbanismo) at the Faculdade de Arquitetura e Urbanismo, Universidade Federal do Rio de Janeiro. In a period of five years the CD-ROMs Havana Colonial, Rio de Janeiro Colonial and the websites Um Palacio na Cidade and Favela-Bairro were produced. Based on that experience this paper intends to demonstrate that there was a conceptual and technological evolution related to representation and through the analysis of a few of the screens of the above mentioned works we will discuss the importance of integrating navigation script and creation of the interfaces through which the user accesses the product.
series SIGRADI
last changed 2016/03/10 09:47

_id ff1d
authors Barki, José
year 2000
title Representaçăo Digital e Projeto de Arquitetura (Digital Representation and Architectural Design)
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. 120-122
summary The paper is focused around a critical discussion of the digital representation and the architectural design process. Digital technology is now widely accepted and computers are causing a profound impact in the way reality and artificial objects are described and represented. Computers are now transforming skills, design processes, production processes and organizations. However, the evidence suggests that there are no fundamental changes in the architectural design process. It is acknowledged that the design process in architecture goes through representations and entails two altering phases: one generating tentative possibilities and hypothesis, and another of testing and evaluation. Based on this discussion a new way of using digital technology in architectural conception and design is suggested.
series SIGRADI
email
last changed 2016/03/10 09:47

_id 328d
authors Bassanino, May Nahab and Brown, Andre
year 1999
title Computer Generated Architectural Images: A Comparative Study
doi https://doi.org/10.52842/conf.ecaade.1999.552
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 552-556
summary This work is part of a long term research programme (Brown and Horton, 1992; Brown and Nahab, 1996; Bassanino, 1999) in which tests and studies have been carried out on various groups of people to investigate their reaction to, and interpretation of different forms of architectural representation. In the work described here a range of architectural schemes were presented using particular representational techniques and media. An experiment was then undertaken on two different groups; architects and lay people. They were presented with a number of schemes displayed using the various techniques and media. The responses are summarised and some comments are made on the effect of computers on perceiving architecture and on communicating architectural ideas arising from an analysis of the responses.
keywords Subject, Image Type, Presentation Technique, Medium, SD Scales, Factors
series eCAADe
email
last changed 2022/06/07 07:54

_id 1f5c
authors Beesley, Philip and Seebohm, Thomas
year 2000
title Digital Tectonic Design
doi https://doi.org/10.52842/conf.ecaade.2000.287
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. 287-290
summary Digital tectonic design is a fresh approach to architectural design methodology. Tectonics means a focus on assemblies of construction elements. Digital tectonics is an evolving methodology that integrates use of design software with traditional construction methods. We see digital tectonic design as a systematic use of geometric and spatial ordinances, used in combination with details and components directly related to contemporary construction. The current approach will, we hope, lead to an architectural curriculum based on generative form making where the computer can be used to produce systems of forms algorithmically. Digital design has tended to remain abstract, emphasizing visual and spatial arrangements often at the expense of materials and construction. Our pursuit is translation of these methods into more fully realized physical qualities. This method offers a rigorous approach based on close study of geometry and building construction elements. Giving a context for this approach, historical examples employing systematic tectonic design are explored in this paper. The underlying geometric ordinance systems and the highly tuned relationships between the details in these examples offer design vocabularies for use within the studio curriculum. The paper concludes with a detailed example from a recent studio project demonstrating particular qualities developed within the method. The method involves a wide range of scales, relating large-scale gestural and schematic studies to detailed assembly systems. Designing in this way means developing geometric strategies and, in parallel, producing detailed symbols or objects to be inserted. These details are assembled into a variety of arrays and groups. The approach is analogous to computer-aided designŐs tradition of shape grammars in which systems of spatial relationships are used to control the insertion of shapes within a space. Using this approach, a three-dimensional representation of a building is iteratively refined until the final result is an integrated, systematically organized complex of symbols representing physical building components. The resulting complex offers substantial material qualities. Strategies of symbol insertions and hierarchical grouping of elements are familiar in digital design practice. However these strategies are usually used for automated production of preconceived designs. In contrast to thsse normal approaches this presentation focuses on emergent qualities produced directly by means of the complex arrays of symbol insertions. The rhyth
keywords 3D CAD Systems, Design Practice, 3D Design Strategies
series eCAADe
email
more http://www.uni-weimar.de/ecaade/
last changed 2022/06/07 07:54

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

_id bbb9
authors Blaise, Jean-Yves and Dudek, Iwona
year 1999
title SOL: Spatial and Historical Web-Based Interface for On Line Architectural Documentation of Krakow's Rynek Gowny
doi https://doi.org/10.52842/conf.ecaade.1999.700
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 700-707
summary Our paper presents recent developments of a co-operation program that links the MAP-GAMSAU CNRS laboratory (Marseilles, France), specialised in computer science and the HAiKZ Institute of Krakow's Faculty of Architecture, specialised in architectural heritage and conservation. Before undertaking any action to a listed building or interventions in its neighbourhood, it is vital to gain a clear understanding of the building in question. Numerous heterogeneous data detained by diverse institutions has to be handled. This process can be greatly eased by enhanced classification of the information. The development we present is a multidisciplinary platform independent information tool dedicated to education and research. SOL uses an http protocol centred computer architecture connecting a relational database, a VRML 2.0 representation module and a web search interface. It allows searches and updating of the database through a standard text based interface, a VRML 2.0 graphical module and a thematic interface. SOL is experienced on the urban fabric of the Main Square (Rynek Gówny) in Kraków. The choice of a web-centred development, both in the search and updating interface and in the representation module provides platform independence and distant access to the database, and enables successive contributions of students or researchers.
keywords Web Interface, Database, Architectural Heritage Environment, Information Module, Historical Evolutions
series eCAADe
email
more http://alberti.gamsau.archi.fr
last changed 2022/06/07 07:52

_id 8e02
authors Brown, A.G.P. and Coenen, F.P.
year 2000
title Spatial reasoning: improving computational efficiency
source Automation in Construction 9 (4) (2000) pp. 361-367
summary When spatial data is analysed the result is often very computer intensive: even by the standards of contemporary technologies, the machine power needed is great and the processing times significant. This is particularly so in 3-D and 4-D scenarios. What we describe here is a technique, which tackles this and associated problems. The technique is founded in the idea of quad-tesseral addressing; a technique, which was originally applied to the analysis of atomic structures. It is based on ideas concerning Hierarchical clustering developed in the 1960s and 1970s to improve data access time [G.M. Morton, A computer oriented geodetic database and a new technique on file sequencing, IBM Canada, 1996.], and on atomic isohedral (same shape) tiling strategies developed in the 1970s and 1980s concerned with group theory [B. Grunbaum, G.C. Shephard, Tilings and Patterns, Freeman, New York, 1987.]. The technique was first suggested as a suitable representation for GIS in the early 1980s when the two strands were brought together and a tesseral arithmetic applied [F.C. Holdroyd, The Geometry of Tiling Hierarchies, Ars Combanitoria 16B (1983) 211–244.; S.B.M. Bell, B.M. Diaz, F.C. Holroyd, M.J.J. Jackson, Spatially referenced methods of processing raster and vector data, Image and Vision Computing 1 (4) (1983) 211–220.; Diaz, S.B.M. Bell, Spatial Data Processing Using Tesseral Methods, Natural Environment Research Council, Swindon, 1986.]. Here, we describe how that technique can equally be applied to the analysis of environmental interaction with built forms. The way in which the technique deals with the problems described is first to linearise the three-dimensional (3-D) space being investigated. Then, the reasoning applied to that space is applied within the same environment as the definition of the problem data. We show, with an illustrative example, how the technique can be applied. The problem then remains of how to visualise the results of the analysis so undertaken. We show how this has been accomplished so that the 3-D space and the results are represented in a way which facilitates rapid interpretation of the analysis, which has been carried out.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:22

_id 9384
authors Burry, M., Datta, S. and Anson, S.
year 2000
title Introductory Computer Programming as a Means for Extending Spatial and Temporal Understanding
doi https://doi.org/10.52842/conf.acadia.2000.129
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. 129-135
summary Should computer programming be taught within schools of architecture? Incorporating even low-level computer programming within architectural education curricula is a matter of debate but we have found it useful to do so for two reasons: as an introduction or at least a consolidation of the realm of descriptive geometry and in providing an environment for experimenting in morphological time-based change. Mathematics and descriptive geometry formed a significant proportion of architectural education until the end of the 19th century. This proportion has declined in contemporary curricula, possibly at some cost for despite major advances in automated manufacture, Cartesian measurement is still the principal ‘language’ with which to describe building for construction purposes. When computer programming is used as a platform for instruction in logic and spatial representation, the waning interest in mathematics as a basis for spatial description can be readdressed using a left-field approach. Students gain insights into topology, Cartesian space and morphology through programmatic form finding, as opposed to through direct manipulation. In this context, it matters to the architect-programmer how the program operates more than what it does. This paper describes an assignment where students are given a figurative conceptual space comprising the three Cartesian axes with a cube at its centre. Six Phileban solids mark the Cartesian axial limits to the space. Any point in this space represents a hybrid of one, two or three transformations from the central cube towards the various Phileban solids. Students are asked to predict the topological and morphological outcomes of the operations. Through programming, they become aware of morphogenesis and hybridisation. Here we articulate the hypothesis above and report on the outcome from a student group, whose work reveals wider learning opportunities for architecture students in computer programming than conventionally assumed.
series ACADIA
email
last changed 2022/06/07 07:54

_id a9b0
authors Cha, Myung Yeol and Gero, John
year 1999
title Style Learning: Inductive Generalisation of Architectural Shape Patterns
doi https://doi.org/10.52842/conf.ecaade.1999.629
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 629-644
summary Art historians and critics have defined the style as common features appeared in a class of objects. Abstract common features from a set of objects have been used as a bench mark for date and location of original works. Common features in shapes are identified by relationships as well as physical properties from shape descriptions. This paper will focus on how the computer recognises common shape properties from a class of shape objects to learn style. Shape representation using schema theory has been explored and possible inductive generalisation from shape descriptions has been investigated.
keywords Style, Inductive Generalisation, Knowledge Representation, Shape
series eCAADe
email
last changed 2022/06/07 07:55

_id be17
authors Chen, Yen-Jen and Chen, Ching-Yu
year 2000
title The Representation of Information Structure in the Cyber World. A Space Cognition Approach
doi https://doi.org/10.52842/conf.caadria.2000.351
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. 351-356
summary The Internet, the place that people called "cyberspace", is a new place that people can explore in now. But we usually fell "astray" in there because there are no signs like roads, bridges, like it is in the physical world. This paper tries to cite the Lynch's (1960) urban design theory, then to develop a new Internet search mechanism's graphic user interface, and tries to help people explore in Internet more effectively.
series CAADRIA
email
last changed 2022/06/07 07:55

_id avocaad_2001_02
id avocaad_2001_02
authors Cheng-Yuan Lin, Yu-Tung Liu
year 2001
title A digital Procedure of Building Construction: A practical project
source AVOCAAD - ADDED VALUE OF COMPUTER AIDED ARCHITECTURAL DESIGN, Nys Koenraad, Provoost Tom, Verbeke Johan, Verleye Johan (Eds.), (2001) Hogeschool voor Wetenschap en Kunst - Departement Architectuur Sint-Lucas, Campus Brussel, ISBN 80-76101-05-1
summary In earlier times in which computers have not yet been developed well, there has been some researches regarding representation using conventional media (Gombrich, 1960; Arnheim, 1970). For ancient architects, the design process was described abstractly by text (Hewitt, 1985; Cable, 1983); the process evolved from unselfconscious to conscious ways (Alexander, 1964). Till the appearance of 2D drawings, these drawings could only express abstract visual thinking and visually conceptualized vocabulary (Goldschmidt, 1999). Then with the massive use of physical models in the Renaissance, the form and space of architecture was given better precision (Millon, 1994). Researches continued their attempts to identify the nature of different design tools (Eastman and Fereshe, 1994). Simon (1981) figured out that human increasingly relies on other specialists, computational agents, and materials referred to augment their cognitive abilities. This discourse was verified by recent research on conception of design and the expression using digital technologies (McCullough, 1996; Perez-Gomez and Pelletier, 1997). While other design tools did not change as much as representation (Panofsky, 1991; Koch, 1997), the involvement of computers in conventional architecture design arouses a new design thinking of digital architecture (Liu, 1996; Krawczyk, 1997; Murray, 1997; Wertheim, 1999). The notion of the link between ideas and media is emphasized throughout various fields, such as architectural education (Radford, 2000), Internet, and restoration of historical architecture (Potier et al., 2000). Information technology is also an important tool for civil engineering projects (Choi and Ibbs, 1989). Compared with conventional design media, computers avoid some errors in the process (Zaera, 1997). However, most of the application of computers to construction is restricted to simulations in building process (Halpin, 1990). It is worth studying how to employ computer technology meaningfully to bring significant changes to concept stage during the process of building construction (Madazo, 2000; Dave, 2000) and communication (Haymaker, 2000).In architectural design, concept design was achieved through drawings and models (Mitchell, 1997), while the working drawings and even shop drawings were brewed and communicated through drawings only. However, the most effective method of shaping building elements is to build models by computer (Madrazo, 1999). With the trend of 3D visualization (Johnson and Clayton, 1998) and the difference of designing between the physical environment and virtual environment (Maher et al. 2000), we intend to study the possibilities of using digital models, in addition to drawings, as a critical media in the conceptual stage of building construction process in the near future (just as the critical role that physical models played in early design process in the Renaissance). This research is combined with two practical building projects, following the progress of construction by using digital models and animations to simulate the structural layouts of the projects. We also tried to solve the complicated and even conflicting problems in the detail and piping design process through an easily accessible and precise interface. An attempt was made to delineate the hierarchy of the elements in a single structural and constructional system, and the corresponding relations among the systems. Since building construction is often complicated and even conflicting, precision needed to complete the projects can not be based merely on 2D drawings with some imagination. The purpose of this paper is to describe all the related elements according to precision and correctness, to discuss every possibility of different thinking in design of electric-mechanical engineering, to receive feedback from the construction projects in the real world, and to compare the digital models with conventional drawings.Through the application of this research, the subtle relations between the conventional drawings and digital models can be used in the area of building construction. Moreover, a theoretical model and standard process is proposed by using conventional drawings, digital models and physical buildings. By introducing the intervention of digital media in design process of working drawings and shop drawings, there is an opportune chance to use the digital media as a prominent design tool. This study extends the use of digital model and animation from design process to construction process. However, the entire construction process involves various details and exceptions, which are not discussed in this paper. These limitations should be explored in future studies.
series AVOCAAD
email
last changed 2005/09/09 10:48

_id ga0025
id ga0025
authors Chiodi , Andrea and Vernillo, Marco M.
year 2000
title Deep Architectures and Exterior Communication in Generative Art
source International Conference on Generative Art
summary Human beings formulate their thoughts through their own language. To use a sentence by Ezra Pound: “The thought hinges on word definition.” Software beings formulate their thoughts through data structures. Not through a specific expressive means, but directly through concepts and relations. Human beings formulate their thoughts in a context, which does not require any further translation. If software beings want to be appreciated by human beings, they are forced to translate their thoughts in one of the languages the human beings are able to understand. On the contrary, when a software being communicates with another software being, this unnatural translation is not justified: communication takes place directly through data structures, made uniform by opportune communication protocols. The Generative Art prospect gives the software beings the opportunity to create works according to their own nature. But, if the result of such a creation must be expressed in a language human beings are able to comprehend, then this result is a sort of circus performance and not a free thought. Let’s give software beings the dignity they deserve and therefore allow them to express themselves according to their own nature: by data structures. This work studies in depth the opportunity to divide the software ‘thought’ communication from its translation in a human language. The recent introduction of XML leads to formal languages definition oriented to data structure representation. Intrinsically data and program, XML allows, through subsequent executions and validations, the realization of typical contextual grammars descriptions, allowing the management of high complexities. The translation from a data structure into a human language can take place later on and be oriented to different alternative kind of expression: lexical (according to national languages), graphical, musical, plastic. The direct expression of data structures promises further communication opportunities also for human beings. One of these is the definition of a non-national language, as free as possible from lexical ambiguities, extremely precise. Another opportunity concerns the possibility to express concepts usually hidden by their own representation. A Roman bridge, the adagio “Music for strings, celesta and drums” by Bartok and Kafka’s short novel “In the gallery” have something in common; a work of Generative Art, first expressed in terms of structure and then translated into an architectural, musical, or literary work can express this explicit community.
series other
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id ddssar0006
id ddssar0006
authors Ciftcioglu, Ö., Durmisevic, S. and Sariyildiz, S.
year 2000
title Multi-objective design for space layout topology
source Timmermans, Harry (Ed.), Fifth Design and Decision Support Systems in Architecture and Urban Planning - Part one: Architecture Proceedings (Nijkerk, the Netherlands)
summary A novel method to produce space layout topologies for architectural design is described. From the uniformly distributed design solutions in the solution space the corresponding design requirements are computed according to a given norm and metric function. The system is based on graph representation of the layout so that the desired relations between the pairs of nodes are considered to be independent variables of appropriate series of multivariable functions mapping the requirements into the solution space. The system so established is used as a knowledge-base for robust layout design where knowledge base having been established, the layout design requirements are introduced to the system as design constraints and the output is identified in the multidimensional solution space by means of interpolation. Since the smoothness of the interpolation is guaranteed, robust design layout, in the form of node locations, is obtained.
series DDSS
last changed 2003/08/07 16:36

_id 08ea
authors Clayton, Mark J. and Vasquez de Velasco, Guillermo P. (Eds.)
year 2000
title ACADIA 2000: Eternity, Infinity and Virtuality in Architecture
doi https://doi.org/10.52842/conf.acadia.2000
source 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, 284 p.
summary Eternity, time without end, infinity, space without limits and virtuality, perception without constraints; provide the conceptual framework in which ACADIA 2000 is conceived. It is in human nature to fill what is empty and to empty what is full. Today, thanks to the power of computer processing we can also make small what is too big, make big what is too small, make fast what is too slow, make slow what is too fast, make real what does not exist, and make our reality omni-present at global scale. These are capabilities for which we have no precedents. What we make of them is our privilege and responsibility. Information about a building flows past our keyboards and on to other people. Although we, as architects, add to the information, it originated before us and will go beyond our touch in time, space and understanding. A building description acquires a life of its own that may surpass our own lives as it is stored, transferred, transformed, and reused by unknown intellects, both human and artificial, and in unknown processes. Our actions right now have unforeseen effects. Digital media blurs the boundaries of space, time and our perception of reality. ACADIA 2000 explores the theme of time, space and perception in relation to the information and knowledge that describes architecture. Our invitation to those who are finding ways to apply computer processing power in architecture received overwhelming response, generating paper submissions from five continents. A selected group of reviewers recommended the publication of 24 original full papers out of 42 submitted and 13 short papers out of 30 submitted. Forty-two projects were submitted to the Digital Media Exhibit and 12 were accepted for publication. The papers cover subjects in design knowledge, design process, design representation, design communication, and design education. Fundamental and applied research has been carefully articulated, resulting in developments that may have an important impact on the way we practice and teach architecture in the future.
series ACADIA
email
more www.acadia.org
last changed 2022/06/07 07:49

_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 93cc
authors Colajanni, B., Pellitteri, G. and Concialdi, S.
year 2000
title Retrieval Tools in Building Case Bases
doi https://doi.org/10.52842/conf.ecaade.2000.113
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. 113-116
summary Most of the existing aids to building design rely on data base of cases representing solutions to problems that are thought to happen again at least in a similar way. Crucial for the success of the aid is the retrieval engine. In tour its efficiency depends on the way the cases are encoded. Whichever is this way cases will be represented at different levels of abstraction. The highest level will probably consist in an accessibility and adjacency graph. Another level could be a wire plan of the building. An easily workable representation of a graph is a square matrix. For any given building typology it is possible to write a list of encoded space types. This allows forming matrices that can be compared and their diversity measured. Here we present an algorithm that makes this job. Such an algorithm can be one of the case retrieval tools in the data base. It is likely that the designer has already some idea of the shape he wants for the building he is designing. A comparison between some geometric characteristics of the wire representation of the retrieved case and the corresponding ones of the imagined solution of the design problem can constitute a second test. The matching can be done
keywords Knowledge, Case Bases, Building, Tools
series eCAADe
email
more http://www.uni-weimar.de/ecaade/
last changed 2022/06/07 07:56

For more results click below:

this is page 0show page 1show page 2show page 3show page 4show page 5... show page 25HOMELOGIN (you are user _anon_240882 from group guest) CUMINCAD Papers Powered by SciX Open Publishing Services 1.002