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 466

_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 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 ga0015
id ga0015
authors Daru, R., Vreedenburgh, E. and Scha, R.
year 2000
title Architectural Innovation as an evolutionary process
source International Conference on Generative Art
summary Traditionally in art and architectural history, innovation is treated as a history of ideas of individuals (pioneers), movements and schools. The monograph is in that context one of the most used forms of scientific exercise. History of architecture is then mostly seen as a succession of dominant architectural paradigms imposed by great architectural creators fighting at the beginning against mainstream establishment until they themselves come to be recognised. However, there have been attempts to place architectural innovation and creativity in an evolutionary perspective. Charles Jencks for example, has described the evolution of architectural and art movements according to a diagram inspired by ecological models. Philip Steadman, in his book "The Evolution of Designs. Biological analogy in architecture and the applied arts" (1979), sketches the history of various biological analogies and their impact on architectural theory: the organic, classificatory, anatomical, ecological and Darwinian or evolutionary analogies. This last analogy "explains the design of useful objects and buildings, particularly in primitive society and in the craft tradition, in terms of a sequence of repeated copyings (corresponding to inheritance), with small changes made at each stage ('variations'), which are then subjected to a testing process when the object is put into use ('selection')." However, Steadman has confined his study to a literature survey as the basis of a history of ideas. Since this pioneering work, new developments like Dawkins' concept of memes allow further steps in the field of cultural evolution of architectural innovation. The application of the concept of memes to architectural design has been put forward in a preceding "Generative Art" conference (Daru, 1999), showing its application in a pilot study on the analysis of projects of and by architectural students. This first empirical study is now followed by a study of 'real life' architectural practice. The case taken has a double implication for the evolutionary analogy. It takes a specific architectural innovative concept as a 'meme' and develops the analysis of the trajectory of this meme in the individual context of the designer and at large. At the same time, the architect involved (Eric Vreedenburgh, Archipel Ontwerpers) is knowledgeable about the theory of memetic evolution and is applying a computer tool (called 'Artificial') together with Remko Scha, the authoring computer scientist of the program who collaborates frequently with artists and architects. This case study (the penthouse in Dutch town planning and the application of 'Artificial') shall be discussed in the paper as presented. The theoretical and methodological problems of various models of diffusion of memes shall be discussed and a preliminary model shall be presented as a framework to account for not only Darwinian but also Lamarckian processes, and for individual as well as collective transmission, consumption and creative transformation of memes.
keywords evolutionary design, architectural innovation, memetic diffusion, CAAD, penthouses, Dutch design, creativity, Darwinian and Lamarckian processes
series other
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id 6126
authors De Grassi, M., Giretti A. and Pinese, P.
year 1999
title Knowledge Structures of Episodic Memory in Architectural Design: An Example of Protocol Analysis
doi https://doi.org/10.52842/conf.ecaade.1999.576
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 576-583
summary The Protocol Analysis of the design process is a very recent and very promising research field. It is believed that good application-oriented developments are possible mainly in the tutorial field (ITS). The research conducted up to now has primarily dealt with the study of the design process. On the contrary, we propose an investigation experiment on the knowledge structures relative to the use of the episodic memory in the architectural design. The proposed experiment concerns the monitoring of the cognitive processes utilised by tutors and students in a brief, but yet complete design session. The results have lead to a synthetic model (computational model) of the adopted knowledge structures, and to a complete index system oriented and organised according to semantic fields. The application of the synthetic model to the design process analysis of students and tutors enabled the definition of the different utilisation strategies of episodic memory to be defined. The results obtained will make up the structure of a tutorial program for the architectural design.
keywords Intelligent Tutoring Systems (ITSs), Architectural Design Education, Case Based Reasoning, Protocol Analisys, Design Cognition
series eCAADe
email
last changed 2022/06/07 07:55

_id fa1b
authors Haapasalo, H.
year 2000
title Creative computer aided architectural design An internal approach to the design process
source University of Oulu (Finland)
summary This survey can be seen as quite multidisciplinary research. The basis for this study has been inapplicability of different CAD user interfaces in architectural design. The objective of this research is to improve architectural design from the creative problem-solving viewpoint, where the main goal is to intensify architectural design by using information technology. The research is linked to theory of methods, where an internal approach to design process means studying the actions and thinking of architects in the design process. The research approach has been inspired by hermeneutics. The human thinking process is divided into subconscious and conscious thinking. The subconscious plays a crucial role in creative work. The opposite of creative work is systematic work, which attempts to find solutions by means of logical inference. Both creative and systematic problem solving have had periods of predominance in the history of Finnish architecture. The perceptions in the present study indicate that neither method alone can produce optimal results. Logic is one of the tools of creativity, since the analysis and implementation of creative solutions require logical thinking. The creative process cannot be controlled directly, but by creating favourable work conditions for creativity, it can be enhanced. Present user interfaces can make draughting and the creation of alternatives quicker and more effective in the final stages of designing. Only two thirds of the architects use computers in working design, even the CAD system is being acquired in greater number of offices. User interfaces are at present inflexible in sketching. Draughting and sketching are the basic methods of creative work for architects. When working with the mouse, keyboard and screen the natural communication channel is impaired, since there is only a weak connection between the hand and the line being drawn on the screen. There is no direct correspondence between hand movements and the lines that appear on the screen, and the important items cannot be emphasized by, for example, pressing the pencil more heavily than normally. In traditional sketching the pen is a natural extension of the hand, as sketching can sometimes be controlled entirely by the unconscious. Conscious efforts in using the computer shift the attention away from the actual design process. However, some architects have reached a sufficiently high level of skill in the use of computer applications in order to be able to use them effectively in designing without any harmful effect on the creative process. There are several possibilities in developing CAD systems aimed at architectural design, but the practical creative design process has developed during a long period of time, in which case changing it in a short period of time would be very difficult. Although CAD has had, and will have, some evolutionary influences on the design process of architects as an entity, the future CAD user interface should adopt its features from the architect's practical and creative design process, and not vice versa.
keywords Creativity, Systematicism, Sketching
series thesis:PhD
email
more http://herkules.oulu.fi/isbn9514257545/
last changed 2003/02/12 22:37

_id ca8f
authors Lieberman, Oren
year 2000
title The Application of Object-oriented Software Concepts in Architectural Pedagogy
doi https://doi.org/10.52842/conf.ecaade.2000.027
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. 27-33
summary Architecture, a complex discipline that involves many people and things and the relationships amongst them, requires a pedagogical approach by which the student, even in her first year, must be able to think "complexly" across many subjects. The object-oriented analysis and design software programming paradigm, which models complex "realities", or "models the way people understand and process reality", holds promising concepts for architectural education. It is not my intention to extract slavishly all possible concepts from object-orientation (OO) and accept them as a "recipe" for educating the architect. Indeed, one of the reasons I find OO so elegant is that it provides a strategy, a non-prescriptive framework, with which both teachers and students can explore their own architectural investigations. It also provides the possibility of a common language, offering a structure in which, for example, certain standards can be measured within departments, or with which we can negotiate compatibility across different national credit systems to facilitate and encourage cross-cultural (border) exchange.
keywords Object-Oriented, Aspect, Subject-Oriented, Concern Spaces, Reusability, Abstraction/Compression, Encapsulation, Maintenance
series eCAADe
email
more http://www.uni-weimar.de/ecaade/
last changed 2022/06/07 07:59

_id 7321
authors Potier, S., Maltret, J.L. and Zoller, J.
year 2000
title Computer graphics: assistance for archaelogical hypotheses
source Automation in Construction 9 (1) (2000) pp. 117-128
summary This paper is a contribution to the domain of computer tools for architectural and archeological restitution of ancient buildings. We describe an application of these tools to the modeling of the 14th century AD. Thermae of Constantin in Arles, south of France. It was a diploma project in School of Architecture of Marseille-Luminy, and took place in a context defined in the European ARELATE project. The general objective of this project is to emphasize the archeological and architectural heritage of the city of Arles; it aims, in particular, to equip the museum of ancient Arles with a computer tool enabling the storage and consultation of archaeological archives, the communication of information and exchange by specialized networks, and the creation of a virtual museum allowing a redescription of the monuments and a "virtual" visit of ancient Arles. Our approach involves a multidisciplinary approach, calling on architecture, archeology and computer science. The archeologist's work is to collect information and interpret it; this is the starting point of the architect's work who, using these elements, suggests an architectural reconstruction. This synthesis contains the functioning analysis of the structure and building. The potential provided by the computer as a tool (in this case, the POV-Ray software) with access to several three-dimensional visualizations, according to hypotheses formulated by the architect and archaeologists, necessitates the use of evolutive models which, thanks to the parametrization of dimensions of a building and its elements, can be adapted to all the changes desired by the architect. The specific contribution of POV-Ray in architectural reconstruction of thermae finds its expression in four forms of this modeling program, which correspond to the objectives set by the architect in agreement with archeologists: (a) The parametrization of dimensions, which contributes significantly in simplifying the reintervention process of the architectural data base; (b) Hierarchy and links between variables, allowing "grouped" modifications of modelized elements in order to preserve the consistency of the architectural building's morphology; (c) The levels of modeling (with or without facing, for example), which admit of the exploration of all structural and architectural trails (relationship form/function); and, (d) The "model-type", facilitating the setting up of hypotheses by simple scaling and transformation of these models (e.g., roofing models) on an already modelled structure. The methodological validation of this modeling software's particular use in architectural formulation of hypotheses shows that the software is the principal graphical medium of discussion between architect and archaeologist, thus confirming the hypotheses formulated at the beginning of this project.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:23

_id avocaad_2001_19
id avocaad_2001_19
authors Shen-Kai Tang, Yu-Tung Liu, Yu-Sheng Chung, Chi-Seng Chung
year 2001
title The visual harmony between new and old materials in the restoration of historical architecture: A study of computer simulation
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 the research of historical architecture restoration, scholars respectively focus on the field of architectural context and architectural archeology (Shi, 1988, 1990, 1991, 1992, 1995; Fu, 1995, 1997; Chiu, 2000) or on architecture construction and the procedure of restoration (Shi, 1988, 1989; Chiu, 1990). How to choose materials and cope with their durability becomes an important issue in the restoration of historical architecture (Dasser, 1990; Wang, 1998).In the related research of the usage and durability of materials, some scholars deem that, instead of continuing the traditional ways that last for hundreds of years (that is to replace new materials with old ones), it might be better to keep the original materials (Dasser, 1990). However, unavoidably, some of the originals are much worn. Thus we have to first establish the standard of eliminating components, and secondly to replace identical or similar materials with the old components (Lee, 1990). After accomplishing the restoration, we often unexpectedly find out that the renewed historical building is too new that the sense of history is eliminated (Dasser, 1990; Fu, 1997). Actually this is the important factor that determines the accomplishment of restoration. In the past, some scholars find out that the contrast and conflict between new and old materials are contributed to the different time of manufacture and different coating, such as antiseptic, pattern, etc., which result in the discrepancy of the sense of visual perception (Lee, 1990; Fu, 1997; Dasser, 1990).In recent years, a number of researches and practice of computer technology have been done in the field of architectural design. We are able to proceed design communication more exactly by the application of some systematic softwares, such as image processing, computer graphic, computer modeling/rendering, animation, multimedia, virtual reality and so on (Lawson, 1995; Liu, 1996). The application of computer technology to the research of the preservation of historical architecture is comparatively late. Continually some researchers explore the procedure of restoration by computer simulation technology (Potier, 2000), or establish digital database of the investigation of historical architecture (Sasada, 2000; Wang, 1998). How to choose materials by the technology of computer simulation influences the sense of visual perception. Liu (2000) has a more complete result on visual impact analysis and assessment (VIAA) about the research of urban design projection. The main subjects of this research paper focuses on whether the technology of computer simulation can extenuate the conflict between new and old materials that imposed on visual perception.The objective of this paper is to propose a standard method of visual harmony effects for materials in historical architecture (taking the Gigi Train Station destroyed by the earthquake in last September as the operating example).There are five steps in this research: 1.Categorize the materials of historical architecture and establish the information in digital database. 2.Get new materials of historical architecture and establish the information in digital database. 3.According to the mixing amount of new and old materials, determinate their proportion of the building; mixing new and old materials in a certain way. 4.Assign the mixed materials to the computer model and proceed the simulation of lighting. 5.Make experts and the citizens to evaluate the accomplished computer model in order to propose the expected standard method.According to the experiment mentioned above, we first address a procedure of material simulation of the historical architecture restoration and then offer some suggestions of how to mix new and old materials.By this procedure of simulation, we offer a better view to control the restoration of historical architecture. And, the discrepancy and discordance by new and old materials can be released. Moreover, we thus avoid to reconstructing ¡§too new¡¨ historical architecture.
series AVOCAAD
email
last changed 2005/09/09 10:48

_id avocaad_2001_20
id avocaad_2001_20
authors Shen-Kai Tang
year 2001
title Toward a procedure of computer simulation in the restoration of historical architecture
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 the field of architectural design, “visualization¨ generally refers to some media, communicating and representing the idea of designers, such as ordinary drafts, maps, perspectives, photos and physical models, etc. (Rahman, 1992; Susan, 2000). The main reason why we adopt visualization is that it enables us to understand clearly and to control complicated procedures (Gombrich, 1990). Secondly, the way we get design knowledge is more from the published visualized images and less from personal experiences (Evans, 1989). Thus the importance of the representation of visualization is manifested.Due to the developments of computer technology in recent years, various computer aided design system are invented and used in a great amount, such as image processing, computer graphic, computer modeling/rendering, animation, multimedia, virtual reality and collaboration, etc. (Lawson, 1995; Liu, 1996). The conventional media are greatly replaced by computer media, and the visualization is further brought into the computerized stage. The procedure of visual impact analysis and assessment (VIAA), addressed by Rahman (1992), is renewed and amended for the intervention of computer (Liu, 2000). Based on the procedures above, a great amount of applied researches are proceeded. Therefore it is evident that the computer visualization is helpful to the discussion and evaluation during the design process (Hall, 1988, 1990, 1992, 1995, 1996, 1997, 1998; Liu, 1997; Sasada, 1986, 1988, 1990, 1993, 1997, 1998). In addition to the process of architectural design, the computer visualization is also applied to the subject of construction, which is repeatedly amended and corrected by the images of computer simulation (Liu, 2000). Potier (2000) probes into the contextual research and restoration of historical architecture by the technology of computer simulation before the practical restoration is constructed. In this way he established a communicative mode among archeologists, architects via computer media.In the research of restoration and preservation of historical architecture in Taiwan, many scholars have been devoted into the studies of historical contextual criticism (Shi, 1988, 1990, 1991, 1992, 1995; Fu, 1995, 1997; Chiu, 2000). Clues that accompany the historical contextual criticism (such as oral information, writings, photographs, pictures, etc.) help to explore the construction and the procedure of restoration (Hung, 1995), and serve as an aid to the studies of the usage and durability of the materials in the restoration of historical architecture (Dasser, 1990; Wang, 1998). Many clues are lost, because historical architecture is often age-old (Hung, 1995). Under the circumstance, restoration of historical architecture can only be proceeded by restricted pictures, written data and oral information (Shi, 1989). Therefore, computer simulation is employed by scholars to simulate the condition of historical architecture with restricted information after restoration (Potier, 2000). Yet this is only the early stage of computer-aid restoration. The focus of the paper aims at exploring that whether visual simulation of computer can help to investigate the practice of restoration and the estimation and evaluation after restoration.By exploring the restoration of historical architecture (taking the Gigi Train Station destroyed by the earthquake in last September as the operating example), this study aims to establish a complete work on computer visualization, including the concept of restoration, the practice of restoration, and the estimation and evaluation of restoration.This research is to simulate the process of restoration by computer simulation based on visualized media (restricted pictures, restricted written data and restricted oral information) and the specialized experience of historical architects (Potier, 2000). During the process of practicing, communicates with craftsmen repeatedly with some simulated alternatives, and makes the result as the foundation of evaluating and adjusting the simulating process and outcome. In this way we address a suitable and complete process of computer visualization for historical architecture.The significance of this paper is that we are able to control every detail more exactly, and then prevent possible problems during the process of restoration of historical architecture.
series AVOCAAD
email
last changed 2005/09/09 10:48

_id 2005_787
id 2005_787
authors Veikos, Cathrine
year 2005
title The Post-Medium Condition
doi https://doi.org/10.52842/conf.ecaade.2005.787
source Digital Design: The Quest for New Paradigms [23nd eCAADe Conference Proceedings / ISBN 0-9541183-3-2] Lisbon (Portugal) 21-24 September 2005, pp. 787-794
summary Theorists in art, architecture and visual media have described the digital world as a world of mediumlessness and proclaimed that the medium of a work, once the ontological determinant for the classification of the arts, is rendered meaningless by recent technological and cultural developments (Krauss, 2000; Negroponte, 1995; Manovich, 2001). Although indebted to specific media-based techniques and their attendant ideologies, software removes the material reality of techniques to an immaterial condition where the effects of material operations are reproduced abstractly. This paper asserts that a productive approach for digital design can be found in the acknowledgement that the importance of the digital format is not that it de-materializes media, but that it allows for the maximum intermingling of media. A re-conceptualization of media follows from this, defined now as, a set of conventions derived from the material conditions of a given technical support, conventions out of which to develop a form of expressiveness that can be both projective and mnemonic (Krauss, 2000). The paper will focus on the identification of these conventions towards the development of new forms of expressiveness in architecture. Further demonstration of the intermingling of materially-based conventions is carried out in the paper through a comparative analysis of contemporary works of art and architecture, taking installation art as a particular example. A new design approach based on the maximum intermingling of media takes account of integrative strategies towards the digital and the material and sees them as inextricably linked. In the digital “medium” different sets of conventions derived from different material conditions transfer their informational assets producing fully formed, material-digital ingenuity.
keywords Expanded Architecture, Art Practice, Material, Information, ParametricTechniques, Evolutionary Logics
series eCAADe
email
last changed 2022/06/07 07:58

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

_id 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 60e7
authors Bailey, Rohan
year 2000
title The Intelligent Sketch: Developing a Conceptual Model for a Digital Design Assistant
doi https://doi.org/10.52842/conf.acadia.2000.137
source Eternity, Infinity and Virtuality in Architecture [Proceedings of the 22nd Annual Conference of the Association for Computer-Aided Design in Architecture / 1-880250-09-8] Washington D.C. 19-22 October 2000, pp. 137-145
summary The computer is a relatively new tool in the practice of Architecture. Since its introduction, there has been a desire amongst designers to use this new tool quite early in the design process. However, contrary to this desire, most Architects today use pen and paper in the very early stages of design to sketch. Architects solve problems by thinking visually. One of the most important tools that the Architect has at his disposal in the design process is the hand sketch. This iterative way of testing ideas and informing the design process with images fundamentally directs and aids the architect’s decision making. It has been said (Schön and Wiggins 1992) that sketching is about the reflective conversation designers have with images and ideas conveyed by the act of drawing. It is highly dependent on feedback. This “conversation” is an area worthy of investigation. Understanding this “conversation” is significant to understanding how we might apply the computer to enhance the designer’s ability to capture, manipulate and reflect on ideas during conceptual design. This paper discusses sketching and its relation to design thinking. It explores the conversations that designers engage in with the media they use. This is done through the explanation of a protocol analysis method. Protocol analysis used in the field of psychology, has been used extensively by Eastman et al (starting in the early 70s) as a method to elicit information about design thinking. In the pilot experiment described in this paper, two persons are used. One plays the role of the “hand” while the other is the “mind”- the two elements that are involved in the design “conversation”. This variation on classical protocol analysis sets out to discover how “intelligent” the hand should be to enhance design by reflection. The paper describes the procedures entailed in the pilot experiment and the resulting data. The paper then concludes by discussing future intentions for research and the far reaching possibilities for use of the computer in architectural studio teaching (as teaching aids) as well as a digital design assistant in conceptual design.
keywords CAAD, Sketching, Protocol Analysis, Design Thinking, Design Education
series ACADIA
last changed 2022/06/07 07:54

_id f003
authors Barbosa Vilas Boas, Naylor
year 2000
title A Reconstrução Virtual do Antigo Passeio Público de Mestre Valentim: Metodologia de Trabalho e Pesquisa (The Virtual Reconstruction of the Mestre Valentin's Old "Passeio Publico" do Antigo Public Passeio of Mestre Valentim: Methodology and Research)
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. 171-173
summary This work, part of the thesis named “The Passeio Público of Rio de Janeiro: Historical Analysis through Space Perception”, has the purpose to show the methodological process realized for the virtual reconstruction of the Passeio Público idealized by Mestre Valentim da Fonseca e Silva. That space, constructed at the end of 18 th century, was inspired by the French rationalists gardens, and existed until the 1860’s decade, when it was transformed by Auguste Glaziou's reformation, who conceived a new design for the Passeio Público, inspired by the landscape English gardens. To the virtual reconstruction, it was utilized iconographical sources - old photos, engravings and plans - plus travelers reports who passed by there before the reformation of 1860’s, which could enlighten details that wouldn’t appear in the consulted images. So, the final model reproduce with fidelity the whole original architectural elements conceived by Mestre Valentim to the Passeio, and also the correct articulation of the architectural elements that once existed there.
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 Representação 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 ddssar0003
id ddssar0003
authors Bax, Th., Trum, H. and Nauta, D.jr.
year 2000
title Implications of the philosophy of Ch. S. Peirce for interdisciplinary design: developments in domain theory
source Timmermans, Harry (Ed.), Fifth Design and Decision Support Systems in Architecture and Urban Planning - Part one: Architecture Proceedings (Nijkerk, the Netherlands)
summary Subject of this paper is the establishment of a connection between categorical pragmatism, developed by Charles Sanders Peirce (1839-1914) through phenomenological analysis, and Domain Theory, developed by Thijs Bax and Henk Trum since 1977. The first is a phenomenological branch of philosophy, the second a theory of interdisciplinary design. A connection seems possible because of similarity in form (three-partitions with an anarcho-hierarchical character), the not-absolute conception of functionality and the interdisciplinary and procedural (participation based action) character of both theories.
series DDSS
last changed 2003/11/21 15:16

_id 2fb3
authors Bhavnani, S.K.
year 2000
title Designs Conducive to the Use of Efficient Strategies
source Proceedings of DIS'00, (2000), 338-345
summary Studies on the widespread inefficient use of complex computer applications have suggested that users need to learn efficient strategies in addition to learning how to use tools. This paper argues that our growing understanding of strategic knowledge can be used to guide designers develop systems which are conducive to the use of efficient strategies. The paper first describes ten general strategies which appear to be useful across three computer application domains. Next, the paper discusses the functionalities required to execute the ten strategies, and what makes them conducive to strategy use. An analysis of six major computer applications in three domains reveals that these functionalities are not consistently offered, and how their absence directly affects the performance of complex tasks. The analysis leads to questions related to the generality of the results, the problem of featurism, and how strategy-conducive systems could facilitate the transfer of knowledge across applications. The paper concludes by briefly describing how we intend to use the strategy framework to develop analysis methods for designers and trainers.
keywords Strategy; Strategic Knowledge; Efficiency; Design; Training
series other
email
last changed 2003/11/21 15:16

_id 9bc4
authors Bhavnani, S.K. and John, B.E.
year 2000
title The Strategic Use of Complex Computer Systems
source Human-Computer Interaction 15 (2000), 107-137
summary Several studies show that despite experience, many users with basic command knowledge do not progress to an efficient use of complex computer applications. These studies suggest that knowledge of tasks and knowledge of tools are insufficient to lead users to become efficient. To address this problem, we argue that users also need to learn strategies in the intermediate layers of knowledge lying between tasks and tools. These strategies are (a) efficient because they exploit specific powers of computers, (b) difficult to acquire because they are suggested by neither tasks nor tools, and (c) general in nature having wide applicability. The above characteristics are first demonstrated in the context of aggregation strategies that exploit the iterative power of computers.Acognitive analysis of a real-world task reveals that even though such aggregation strategies can have large effects on task time, errors, and on the quality of the final product, they are not often used by even experienced users. We identify other strategies beyond aggregation that can be efficient and useful across computer applications and show how they were used to develop a new approach to training with promising results.We conclude by suggesting that a systematic analysis of strategies in the intermediate layers of knowledge can lead not only to more effective ways to design training but also to more principled approaches to design systems. These advances should lead users to make more efficient use of complex computer systems.
series other
email
last changed 2003/11/21 15:16

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

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

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