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 743

_id c991
authors Moorhouse, Jon and Brown,Gary
year 1999
title Autonomous Spatial Redistribution for Cities
doi https://doi.org/10.52842/conf.ecaade.1999.678
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 678-684
summary The paper investigates an automated methodology for the appropriate redistribution of usable space in distressed areas of inner cities. This is achieved by categorising activity space and making these spaces morphologically mobile in relation to the topography within a representative artificial space. The educational module has been influenced by theories from the natural environment, which possess patterns that have inherent evolutionary programmes in which the constituents are recyclable, Information is strategically related to the environment to produce forms of growth and behaviour. Artificial landscape patterns fail to evolve, the inhabited landscape needs a means of starting from simplicity and building into the most complex of systems that are capable of re-permutation over time. The paper then describes the latest methodological development in terms of a shift from the use of the computer as a tool for data manipulation to embracing the computer as a design partner. The use of GDL in particular is investigated as a facilitator for such generation within a global, vectorial environment.
keywords Animated, Urban, Programme, Education, Visual Database
series eCAADe
email
last changed 2022/06/07 07:58

_id ga0013
id ga0013
authors Annunziato, Mauro and Pierucci, Piero
year 2000
title Artificial Worlds, Virtual Generations
source International Conference on Generative Art
summary The progress in the scientific understanding/simulation of the evolution mechanisms and the first technological realizations (artificial life environments, robots, intelligent toys, self reproducing machines, agents on the web) are creating the base of a new age: the coming of the artificial beings and artificial societies. Although this aspect could seems a technological conquest, by our point of view it represent the foundation of a new step in the human evolution. The anticipation of this change is the development of a new cultural paradigm inherited from the theories of evolution and complexity: a new way to think to the culture, aesthetics and intelligence seen as emergent self-organizing qualities of a collectivity evolved along the time through genetic and language evolution. For these reasons artificial life is going to be an anticipatory and incredibly creative area for the artistic expression and imagination. In this paper we try to correlate some elements of the present research in the field of artificial life, art and technological grow up in order to trace a path of development for the creation of digital worlds where the artificial beings are able to evolve own culture, language and aesthetics and they are able to interact con the human people.Finally we report our experience in the realization of an interactive audio-visual art installation based on two connected virtual worlds realized with artificial life environments. In these worlds,the digital individuals can interact, reproduce and evolve through the mechanisms of genetic mutations. The real people can interact with the artificial individuals creating an hybrid ecosystem and generating emergent shapes, colors, sound architectures and metaphors for imaginary societies, virtual reflections of the real worlds.
series other
email
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_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 ff1d
authors Barki, José
year 2000
title Representação 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 792a
authors Blaschke, Thomas and Tiede, Dirk
year 2003
title Bridging GIS-based landscape analysis/modelling and 3D-simulation.Is this already 4D?
source CORP 2003, Vienna University of Technology, 25.2.-28.2.2003 [Proceedings on CD-Rom]
summary Several studies have used remote sensing to map patterns of e.g. deforestation or to analyse the rates of land use change. Thesestudies have proven useful for interpreting the causes of urbanization, deforestation etc. and the impact of such changes on theregion. Monitoring of change (e.g. deforestation or reforestation) is frequently perceived as one of the most important contributionsof remote sensing technology to the study of global ecological and environmental change (Roughgarden et al. 1991). Manyresearchers believe that the integration of remote sensing techniques within analysis of environmental change is essential if ecologistsare to meet the challenges of the future, specifically issues relating to global change; however, in practice, this integration has so farbeen limited (Griffiths & Mather 2000). Considerable difficulties are encountered in linking, on the one hand, the biologies oforganisms and the ecologies of populations to the fluxes of material and energy quantifiable at the level of ecosystems. In this paper,we concentrate on the methodological aspects of the delineation of landscape objects and touch the ecological application onlysuperficially but we elucidate the potential of the proposed methodology for several ecological applications briefly.
series other
email
last changed 2003/11/21 15:16

_id a172
authors Brian Jeffrey Palidar
year 2000
title Live and Direct:A Research and Development Facility for Robotics and Artificial Intelligence Applications
source University of Washington, Design Machine Group
summary This thesis proposed a design project focusing on creating a center for the incorporation, assembly, and demonstration of cutting edge research in AI applications. The project s client is an Institute dedicated to developing the platform for general intelligence by assembling current research and technologies into composite prototypes that push the boundaries of artificial beings. This center also proposes an interactive forum in which the general public can experience the results of the research first hand as well as learn about past projects, attend lectures and presentations, and other activities related to this endeavor and its implications to humanity.
series thesis:MSc
more http://dmg.caup.washington.edu/xmlSiteEngine/browsers/stylin/publications.html
last changed 2004/06/02 19:12

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

_id 93ff
authors Chateau, H.B., Alvarado, R.G., Vergara, R.L. Parra Márquez, J.C.
year 2000
title Un Modelo Experimental em el Espacio-Tiempo de la Realidad Virtual (An Experimental Model in the Space-Time of Virtual Reality)
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. 251-253
summary Virtual environments are a convergence between communicational media and computational capacities, that progressively integrate in interactive and global systems. This technological evolution has been progressively creating artificial contexts that find their latest and most integral expression in virtual environments. The influence of virtual worlds in our culture questions architecture, and arises the challenge of understanding the approach that should exist from architecture into virtual reality. This paper consists on an experimental exercise in virtual time-space oriented to the news information (News Information Centre), recognising that a relevant architectural event of our time is that virtual worlds represent a meeting between communicational technologies and the interest of contemporary society on being always informed (on line). This project is basically an exploration of virtual design that widens the professional field of architectural study, into the new technological and cultural challenges, that will probably influence significantly on the relations between architecture and urban culture.
series SIGRADI
email
last changed 2016/03/10 09:48

_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 958e
authors Coppola, Carlo and Ceso, Alessandro
year 2000
title Computer Aided Design and Artificial Intelligence in Urban and Architectural Design
doi https://doi.org/10.52842/conf.ecaade.2000.301
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. 301-307
summary In general, computer-aided design is still limited to a rather elementary use of the medium, as it is mainly used for the representation/simulation of a design idea w an electronic drawing-table. hich is not computer-generated. The procedures used to date have been basically been those of an electronic drawing-table. At the first stage of development the objective was to find a different and better means of communication, to give form to an idea so as to show its quality. The procedures used were 2D design and 3D simulation models, usually used when the design was already defined. The second stage is when solid 3D modelling is used to define the formal design at the conception stage, using virtual models instead of study models in wood, plastic, etc. At the same time in other connected fields the objective is to evaluate the feasibility of the formal idea by means of structural and technological analysis. The third stage, in my opinion, should aim to develop procedures capable of contributing to both the generation of the formal idea and the simultaneous study of technical feasibility by means of a decision-making support system aided by an Artificial Intelligence procedure which will lead to what I would describe as the definition of the design in its totality. The approach to architectural and urban design has been strongly influenced by the first two stages, though these have developed independently and with very specific objectives. It is my belief that architectural design is now increasingly the result of a structured and complex process, not a simple act of pure artistic invention. Consequently, I feel that the way forward is a procedure able to virtually represent all the features of the object designed, not only in its definitive configuration but also and more importantly in the interactions which determine the design process as it develops. Thus A.I. becomes the means of synthesis for models which are hierarchically subordinated which together determine the design object in its developmental process, supporting decision-making by applying processing criteria which generative modelling has already identified. This trend is currently being experimented, giving rise to interesting results from process design in the field of industrial production.
series eCAADe
email
more http://www.uni-weimar.de/ecaade/
last changed 2022/06/07 07:56

_id sigradi2006_e183a
id sigradi2006_e183a
authors Costa Couceiro, Mauro
year 2006
title La Arquitectura como Extensión Fenotípica Humana - Un Acercamiento Basado en Análisis Computacionales [Architecture as human phenotypic extension – An approach based on computational explorations]
source SIGraDi 2006 - [Proceedings of the 10th Iberoamerican Congress of Digital Graphics] Santiago de Chile - Chile 21-23 November 2006, pp. 56-60
summary The study describes some of the aspects tackled within a current Ph.D. research where architectural applications of constructive, structural and organization processes existing in biological systems are considered. The present information processing capacity of computers and the specific software development have allowed creating a bridge between two holistic nature disciplines: architecture and biology. The crossover between those disciplines entails a methodological paradigm change towards a new one based on the dynamical aspects of forms and compositions. Recent studies about artificial-natural intelligence (Hawkins, 2004) and developmental-evolutionary biology (Maturana, 2004) have added fundamental knowledge about the role of the analogy in the creative process and the relationship between forms and functions. The dimensions and restrictions of the Evo-Devo concepts are analyzed, developed and tested by software that combines parametric geometries, L-systems (Lindenmayer, 1990), shape-grammars (Stiny and Gips, 1971) and evolutionary algorithms (Holland, 1975) as a way of testing new architectural solutions within computable environments. It is pondered Lamarck´s (1744-1829) and Weismann (1834-1914) theoretical approaches to evolution where can be found significant opposing views. Lamarck´s theory assumes that an individual effort towards a specific evolutionary goal can cause change to descendents. On the other hand, Weismann defended that the germ cells are not affected by anything the body learns or any ability it acquires during its life, and cannot pass this information on to the next generation; this is called the Weismann barrier. Lamarck’s widely rejected theory has recently found a new place in artificial and natural intelligence researches as a valid explanation to some aspects of the human knowledge evolution phenomena, that is, the deliberate change of paradigms in the intentional research of solutions. As well as the analogy between genetics and architecture (Estévez and Shu, 2000) is useful in order to understand and program emergent complexity phenomena (Hopfield, 1982) for architectural solutions, also the consideration of architecture as a product of a human extended phenotype can help us to understand better its cultural dimension.
keywords evolutionary computation; genetic architectures; artificial/natural intelligence
series SIGRADI
email
last changed 2016/03/10 09:49

_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 0cc1
authors Dave, Bharat and Danahy, John
year 2000
title Virtual study abroad and exchange studio
source Automation in Construction 9 (1) (2000) pp. 57-71
summary The digital design studio has an area of application where conventional media are incapable of being used; collaboration in learning, design and dialogue with people in places other than where one lives. This distinctive opportunity has lead the authors to explore a form of design brief and virtual design studio (VDS) format not well addressed in the literature. Instead of sharing the same design brief, students in this alternative format design a project in the other students' city and do not collaborate on the same design. Collaboration with other students takes the form of teaching each other about the city and culture served by the design. The authors discovered these studios produce a focus on site context that serves our pedagogical objectives – a blend of architectural, landscape architectural and urban design knowledge. Their students use a range of commercial CAD and computer supported collaborative work (CSCW) software common to that used in many VDS experiments reported on in the literature. However, this conventional use of technology is contrasted with a second distinctive characteristic of these studios, the use of custom software tools specifically designed to support synchronous and asynchronous three-dimensional model exchange and linked attribute knowledge. The paper analyzes some of the virtual design studio (VDS) work between the Swiss Federal Institute of Technology, the University of Toronto, and the University of Melbourne. The authors articulate a framework of VDS dimensions that structures their teaching and research.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:22

_id ddssar0213
id ddssar0213
authors De Groot, Ellie and Paule, Bernard
year 2002
title DIAL-Europe: New Functionality’s for an Integrated Daylighting Design Tool
source Timmermans, Harry (Ed.), Sixth Design and Decision Support Systems in Architecture and Urban Planning - Part one: Architecture Proceedings Avegoor, the Netherlands), 2002
summary The European project DIAL-Europe started in April 2000 and intends to enhance and to enlarge the capabilities of the LesoDIAL software. The aim of this “Swiss” tool was to give architects relevant information regarding the use of daylight, at the very first stage of the design process. DIAL-Europe focuses on European standards and climatic data. Further, a Heating & Cooling evaluation module and an Artificial Lighting module will be added. The objective of the Heating & Cooling module is to indicate the implications of the user’s design on heating and cooling energy and on thermal comfort.The objective of Artificial Lighting module is to develop a tool that will give an estimation of illuminance values on the work plane and provide guidance on qualitative aspects and visual comfort as well as on switching control and integration with daylight based on generic light sources and luminaires. Furthermore, the scope of the examples of simulated rooms will be increased in order to allow the user to compare their design with more similar cases. This paper will present the state of achievement and give an overview of the first version of the DIAL-Europe software, which will beavailable at the beginning of 2002.
series DDSS
last changed 2003/08/07 16:36

_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 5007
authors Elezkurtaj, Tomor and Franck, Georg
year 1999
title Genetic Algorithms in Support of Creative Architectural Design
doi https://doi.org/10.52842/conf.ecaade.1999.645
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 645-651
summary The functions supported by commercial CAAD software are drawing, construction and presentation. Up to now few programs supporting the creative part of architectural problem solving have become available. The grand hopes of symbolic AI to program creative architectural design have been disappointing. In the meantime, methods called referred to as New AI have become available. Such methods includegenetic algorithms (GA). But GA, though successfully applied in other fields of engineering, still waits to be applied broadly in architectural design. A main problem lies in defining function in architecture. It is much harder to define the function of a building than that of a machine. Without specifying the function of the artifact, the fitness function of the design variants participating in the survival game of artificial evolution remains undetermined. It is impossible to fully specify the fitness function of architecture. The approach presented is one of circumventing a full specification through dividing labor between the GA software and its user. The fitness function of architectural ground plans is typically defined in terms only of the proportions of the room to be accommodated and certain topological relations between them. The rest is left to the human designer who interactively intervenes in the evolution game as displayed on the screen.
keywords Genetic Algorithms, Creative Architectural Design
series eCAADe
email
last changed 2022/06/07 07:55

_id f91f
authors Elezkurtaj, Tomor and Franck, Georg
year 2000
title Geometry and Topology. A User-Interface to Artificial Evolution in Architectural Design
doi https://doi.org/10.52842/conf.ecaade.2000.309
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. 309-312
summary The paper presents a system that supports architectural floor plan design interactively. The method of problem solving implemented is a combination of an evolutionary strategy (ES) and a genetic algorithm (GA). The problem to be solved consists of fitting a number of rooms (n) into an outline by observing functional requirements. The rooms themselves are specified concerning size, function and preferred proportion. The functional requirements entering the fitness functions are expressed in terms of the proportions of the rooms and the neighbourhood relations between them. The system is designed to deal with one of the core problems of computer supported creativity in architecture. For architecture, form not only, but also function is relevant. Without specifying the function that a piece of architecture is supposed to fulfil, it is hard to support its design by computerised methods of problem solving and optimisation. In architecture, however, function relates to comfort, easiness of use, and aesthetics as well. Since it is extraordinary hard, if not impossible, to operationalise aesthetics, computer aided support of creative architectural design is still in its infancy.
keywords New AI, Genetic Algorithms, Artificial Evolution, creative Architectural Design, Interactive Design, Topology
series eCAADe
email
more http://www.uni-weimar.de/ecaade/
last changed 2022/06/07 07:55

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

_id ddssar0010
id ddssar0010
authors Geebelen, Ben and Neuckermans, Herman
year 2000
title IDEA-l, a prototype of a natural lighting design tool for the early stages of the design process
source Timmermans, Harry (Ed.), Fifth Design and Decision Support Systems in Architecture and Urban Planning - Part one: Architecture Proceedings (Nijkerk, the Netherlands)
summary This paper discusses IDEA-l, a new natural-lighting design tool, currently under development, that is meant to offer the architect/designer a digital equivalent for scale models, artificial sky simulators and heliodons. The program is part of the IDEA+ research project at K.U.L. This project, under guidance of Prof. H. Neuckermans, aims at developing a new integrated design environment for architects. The paper starts with a discussion of lighting as a design issue. Next the specifications for the new tool are given. The paper ends with a brief development status.
series DDSS
last changed 2003/08/07 16:36

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