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 13 of 13

_id f7ec
authors Jeng, T., Chen, S.-C., Lee, C.-H., Chiang, J.-Y. and Huang, .-Y.
year 2001
title Developing asynchronous collaborative design environments: An experimental study
doi https://doi.org/10.52842/conf.caadria.2001.291
source CAADRIA 2001 [Proceedings of the Sixth Conference on Computer Aided Architectural Design Research in Asia / ISBN 1-86487-096-6] Sydney 19-21 April 2001, pp. 291-294
summary Our interest is in the development of design environments that incorporate means for representing ill-structured design knowledge and processes for use in design education. This paper describes the experiment in developing the foundations for generating a new paradigm for digital design studios, allowing significant movement toward coordination and process design.
series CAADRIA
email
last changed 2022/06/07 07:52

_id de98
authors Wong, C.-H. , Liu, Y.-T., Chen, S.-C., Chang, K.-W., Lai, T., Lee, H.L. and Chang, Y.-Y.
year 2001
title Is cyberspace a space? A preliminary exploration of the spatial phenomena in the internat
doi https://doi.org/10.52842/conf.caadria.2001.189
source CAADRIA 2001 [Proceedings of the Sixth Conference on Computer Aided Architectural Design Research in Asia / ISBN 1-86487-096-6] Sydney 19-21 April 2001, pp. 189-194
summary This study attempts to join the current interdisciplinary discussion on the issue of ëëspaceíí, and to obtain new definition as well as insightful understanding of "space". As a preliminary exploration, the main objective of this study is to discover the elements involved in Internet space creation and to examine the relationship between human participants and Internet spaces. In addition, this study also attempts to investigate whether participants from different academic disciplines define or experience Internet spaces in different ways, and to find what spatial elements of Internet they emphasize the most. We hope that our findings would ultimately be also useful for contemporary architectural designers and scholars in their designs in the real world and virtual world.
series CAADRIA
email
last changed 2022/06/07 07:57

_id 6b40
authors Huang, Y.H., Liu, Y.T., Lin, C.Y., Chen, Y.T., Chiu, Y.-C., Oh, S., Kaga, A. and Sasada, T.
year 2001
title The comparison of animation, virtual reality, and scenario scripting in the design process
doi https://doi.org/10.52842/conf.caadria.2001.231
source CAADRIA 2001 [Proceedings of the Sixth Conference on Computer Aided Architectural Design Research in Asia / ISBN 1-86487-096-6] Sydney 19-21 April 2001, pp. 231-239
summary Evolved from freehand sketches, physical models to computerized drafting, modeling, animations, and virtual reality, different media are used to communicate to designers or users with different conceptual levels. This study investigates the similarities and variances among computing techniques, interacting principles, and their applications. Different computerized media in the design process are also adopted to explore related phenomenon by using these three media in the renew project of old Hsinchu, Taiwan. Finally, similarity and variance among these computerized media are discussed. This study not only provides insight into the fundamental characteristics of the three computerized media discussed herein, but also enables designers to adopt different media in the design stages.
series CAADRIA
email
last changed 2022/06/07 07:49

_id a808
authors Cheng, M.-Y. Liang, Y., Wey, C,-M. and Chen, J.-C.
year 2001
title Technological enhancement and creation of a computer-aided construction system for the shotcreting robot
source Automation in Construction 10 (4) (2001) pp. 517-526
summary This paper addresses the technological enhancement of the shotcreting robot. The shotcreting robot has an arm with six degrees of freedoms, which is remotely controlled by an operator. Due to current utilization drawbacks, an improvement plan has been developed in two stages. First, the control system of the semi-automated robot was improved by reducing the number of joysticks from six to two, incorporating a real-time computer simulation model enhanced to identify model feasibility. Second, the robot was enhanced from semi-automated to fully automated. Thus, an automated profile measuring instrument is used to measure the excavated surface and a simulation model calculates the nozzle path for shotcreting. The automated shotcreting robot was completed by integrated the graphical model with the robot control system.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:22

_id a015
authors Leu, S.-S., Chen, C.-N. and Chang, S.-L.
year 2001
title Data mining for tunnel support stability: neural network approach
source Automation in Construction 10 (4) (2001) pp. 429-441
summary This paper presents a data mining approach to the prediction of tunnel support stability using artificial neural networks (ANN). The case data of a railway tunnel recently finished in Taiwan were used to establish the model. The main rock type was sedimentary rock. Rock mechanical and construction-related parameters with significant influences on support stability were filtered to train and test the ANN. Validation was also performed to show that the ANN outperformed the discriminant analysis and the multiple non-linear regression method in predicting tunnel support stability status.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:22

_id caadria2007_659
id caadria2007_659
authors Chen, Zi-Ru
year 2007
title The Combination of Design Media and Design Creativity _ Conventional and Digital Media
doi https://doi.org/10.52842/conf.caadria.2007.x.w5x
source CAADRIA 2007 [Proceedings of the 12th International Conference on Computer Aided Architectural Design Research in Asia] Nanjing (China) 19-21 April 2007
summary Creativity is always interested in many fields, in particular, creativity and design creativity have many interpretations (Boden, 1991; Gero and Maher, 1992, 1993; Kim, 1990; Sternberg, 1988; Weisberg, 1986). In early conceptual design process, designers used large number of sketches and drawings (Purcell and Gero, 1998). The sketch can inspire the designer to increase the creativity of the designer’s creations(Schenk, 1991; Goldschmidt, 1994; Suwa and Tversky, 1997). The freehand sketches by conventional media have been believed to play important roles in processes of the creative design thinking(Goldschmidt, 1991; Schon and Wiggins, 1992; Goel, 1995; Suwa et al., 2000; Verstijnen et al., 1998; Elsas van and Vergeest, 1998). Recently, there are many researches on inspiration of the design creativity by digital media(Liu, 2001; Sasada, 1999). The digital media have been used to apply the creative activities and that caused the occurrenssce of unexpected discovery in early design processes(Gero and Maher, 1993; Mitchell, 1993; Schmitt, 1994; Gero, 1996, 2000; Coyne and Subrahmanian, 1993; Boden, 1998; Huang, 2001; Chen, 2001; Manolya et al. 1998; Verstijinen et al., 1998; Lynn, 2001). In addition, there are many applications by combination of conventional and digital media in the sketches conceptual process. However, previous works only discussed that the individual media were related to the design creativity. The cognitive research about the application of conceptual sketches design by integrating both conventional and digital media simultaneously is absent.
series CAADRIA
email
last changed 2022/06/07 07:50

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

_id af65
authors Akleman, E., Chen, J. and Sirinivasan, V.
year 2001
title An Interactive Shape Modeling System for Robust Design of Functional 3D Shapes
doi https://doi.org/10.52842/conf.acadia.2001.248
source Reinventing the Discourse - How Digital Tools Help Bridge and Transform Research, Education and Practice in Architecture [Proceedings of the Twenty First Annual Conference of the Association for Computer-Aided Design in Architecture / ISBN 1-880250-10-1] Buffalo (New York) 11-14 October 2001, pp. 248-257
summary In Architecture, it is essential to design functional and topologically complicated 3D shapes (i.e. shapes with many holes, columns and handles). In this paper, we present a robust and interactive system for the design of functional and topologically complicated 3D shapes. Users of our system can easily change topology (i.e. they can create and delete holes and handles, connect and disconnect surfaces). Our system also provide smoothing operations (subdivision schemes) to create smooth surfaces. Moreover, the system provides automatic texture mapping during topology and smoothing operations. We also present new design approaches with the new modeling system. The new design approaches include blending surfaces, construction of crusts and opening holes on these crusts.
keywords Modeling, Shape Design, Sculpting, Computer Aided Geometric Design
series ACADIA
email
last changed 2022/06/07 07:54

_id 2411
authors Chen, Sheng-Chih
year 2001
title Analysis of the use of computer media by expert and novice designers
doi https://doi.org/10.52842/conf.caadria.2001.071
source CAADRIA 2001 [Proceedings of the Sixth Conference on Computer Aided Architectural Design Research in Asia / ISBN 1-86487-096-6] Sydney 19-21 April 2001, pp. 71-80
summary This paper is based on an experiment of protocol analysis. In order to investigate the differences in models designed under various circumstances, the paper attempts to find out how expert and novice designers develop their designs with computer media. It also compares expert designers with their novice counterparts by analyzing and generalizing some cases in their thinking and designing process. Thus a designer who is very familiar with software and have expertise in design must apply different strategies to their design. This is indeed the cause of changes in the process of promoting from a novice to an expert designer. Therefore, the differences between novices and experts can be one of the foci of educating novice designers.
series CAADRIA
email
last changed 2022/06/07 07:55

_id 43ec
authors Chen, Sheng-Chih
year 2001
title The Role of Design Creativity in Computer Media
doi https://doi.org/10.52842/conf.ecaade.2001.226
source Architectural Information Management [19th eCAADe Conference Proceedings / ISBN 0-9523687-8-1] Helsinki (Finland) 29-31 August 2001, pp. 226-231
summary This study discusses the use of design media and design creativity in design education. By combining cognitive studies with educational psychology, it analyzes the cognitive processes involved in the use of the computer by experts and novices, and compares the effects of the computer on the design process of both subjects. In doing so, it discusses computer design media as well as creative thinking.
keywords Computer Media, Creativity, Expert And Novice, Creative Thinking
series eCAADe
email
last changed 2022/06/07 07:55

_id 1ac6
authors Cheng, Min-Yuan and Chen, Jiann-Chyun
year 2001
title Integrating barcode and GIS for monitoring construction progress
source Automation in Construction 11 (1) (2002) pp. 23-33
summary This study focuses on developing an automated schedule monitoring system for precast building construction. Erection of prefabricated structural components is the major critical activity for precast building construction. An efficient lifting schedule and control plan can significantly reduce construction conflicts and project delay. In this research, the system ArcSched was developed to assist engineers in controlling and monitoring the erection process in a real time basis. ArcSched is composed of a Geographic Information System (GIS) integrated with a database management system. Through systematic monitoring of the construction process and representation of the erection progress in graphics and colors, the scheduled components for erection are repetitively tracked and well controlled to implement the lifting schedule as planned.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:22

_id acadia16_140
id acadia16_140
authors Nejur, Andrei; Steinfeld, Kyle
year 2016
title Ivy: Bringing a Weighted-Mesh Representations to Bear on Generative Architectural Design Applications
doi https://doi.org/10.52842/conf.acadia.2016.140
source ACADIA // 2016: POSTHUMAN FRONTIERS: Data, Designers, and Cognitive Machines [Proceedings of the 36th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-0-692-77095-5] Ann Arbor 27-29 October, 2016, pp. 140-151
summary Mesh segmentation has become an important and well-researched topic in computational geometry in recent years (Agathos et al. 2008). As a result, a number of new approaches have been developed that have led to innovations in a diverse set of problems in computer graphics (CG) (Sharmir 2008). Specifically, a range of effective methods for the division of a mesh have recently been proposed, including by K-means (Shlafman et al. 2002), graph cuts (Golovinskiy and Funkhouser 2008; Katz and Tal 2003), hierarchical clustering (Garland et al. 2001; Gelfand and Guibas 2004; Golovinskiy and Funkhouser 2008), primitive fitting (Athene et al. 2004), random walks (Lai et al.), core extraction (Katz et al.) tubular multi-scale analysis (Mortara et al. 2004), spectral clustering (Liu and Zhang 2004), and critical point analysis (Lin et al. 20070, all of which depend upon a weighted graph representation, typically the dual of a given mesh (Sharmir 2008). While these approaches have been proven effective within the narrowly defined domains of application for which they have been developed (Chen 2009), they have not been brought to bear on wider classes of problems in fields outside of CG, specifically on problems relevant to generative architectural design. Given the widespread use of meshes and the utility of segmentation in GAD, by surveying the relevant and recently matured approaches to mesh segmentation in CG that share a common representation of the mesh dual, this paper identifies and takes steps to address a heretofore unrealized transfer of technology that would resolve a missed opportunity for both subject areas. Meshes are often employed by architectural designers for purposes that are distinct from and present a unique set of requirements in relation to similar applications that have enjoyed more focused study in computer science. This paper presents a survey of similar applications, including thin-sheet fabrication (Mitani and Suzuki 2004), rendering optimization (Garland et al. 2001), 3D mesh compression (Taubin et al. 1998), morphin (Shapira et al. 2008) and mesh simplification (Kalvin and Taylor 1996), and distinguish the requirements of these applications from those presented by GAD, including non-refinement in advance of the constraining of mesh geometry to planar-quad faces, and the ability to address a diversity of mesh features that may or may not be preserved. Following this survey of existing approaches and unmet needs, the authors assert that if a generalized framework for working with graph representations of meshes is developed, allowing for the interactive adjustment of edge weights, then the recent developments in mesh segmentation may be better brought to bear on GAD problems. This paper presents work toward the development of just such a framework, implemented as a plug-in for the visual programming environment Grasshopper.
keywords tool-building, design simulation, fabrication, computation, megalith
series ACADIA
type paper
email
last changed 2022/06/07 07:58

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

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