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 693

_id 7b69
authors Borkowski, A., Branki, C., Grabska, E. and Palacz, W.
year 2001
title Towards collaborative creative design
source Automation in Construction 10 (5) (2001) pp. 607-616
summary The paper presents a design support system for collaborative work based upon the composite knowledge representation. It addresses the main challenges of distributed environment: ensuring a convenient access to the common data by multiple users and maintaining consistency of such data. The main idea is to couple the design support system implemented in C/C++ with the knowledge database using the ODBC library developed by the Microsoft. The ability of the proposed system is demonstrated on several examples.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:22

_id dd8c
authors Brazier, F.M.T., Jonker, C.M., Treur, J. and Wijngaards, N.J.E.
year 2001
title Compositional design of a generic design agent
source Design Studies 22 (5), pp. 439-471
summary This paper presents a generic architecture for a design agent, to be used in an Internet environment. The design agent is based on an existing generic agent model, and includes a refinement of a generic model for design, in which strategic reasoning and dynamic management of requirements are explicitly modelled. The generic architecture has been designed using the compositional development method DESIRE, and has been used to develop a prototype design agent for automated agent design.
series journal paper
last changed 2003/11/21 15:16

_id 4e8c
authors Chien, Sheng-Fen and Flemming, Ulrich
year 2001
title Design space navigation in generative design systems
source Automation in Construction 11 (1) (2002) pp. 1-22
summary Generative design systems make it easier for designers to generate and explore design alternatives, but the amount of information generated during a design session can become very large. Intelligent navigation aids are needed if designers wish to access the information they generate with ease. We present a comprehensive approach to support information navigation in requirement-driven generative design systems, which gain their power form explicit representations of design requirements, which in turn add to the information generated by the system. Our approach takes into account studies dealing with human spatial cognition, wayfinding in physical environments, and information navigation in electronic media. We structure the information to be accessed in terms of a five-dimensional design space model that applies across generative design systems of the type considered here. The model structure supports basic generic navigation operations along its five dimensions. We validated the model in the context of the SEED-Layout system and used it to extend the built-in navigation tools of the system through novel ones, which we subjected to a limited usability study. The study suggests that these tools have promise and warrant further investigation.
series journal paper
email
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:22

_id 9517
authors Deng, Z.M., Li, H., Tam, C.M., Shen, Q.P. and Love, P.E.D.
year 2001
title An application of the Internet-based project management system
source Automation in Construction 10 (2) (2001) pp. 239-246
summary The great advance in information technologies (IT) and the availability of a wide range of software in recent years have brought many changes in the construction industry. The Internet, a new member of IT, offers a medium with new opportunities to manage construction projects. This paper describes an Internet-based project management system called "Total Information Transfer System" (TITS). TITS comprises six major functions including data exchange, information exchange, Internet chat, live video-cam, search engine and auxiliary services. TITS is demonstrated for project monitoring with a real-life project.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:22

_id avocaad_2001_22
id avocaad_2001_22
authors Jos van Leeuwen, Joran Jessurun
year 2001
title XML for Flexibility an Extensibility of Design Information Models
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 The VR-DIS research programme aims at the development of a Virtual Reality – Design Information System. This is a design and decision support system for collaborative design that provides a VR interface for the interaction with both the geometric representation of a design and the non-geometric information concerning the design throughout the design process. The major part of the research programme focuses on early stages of design. The programme is carried out by a large number of researchers from a variety of disciplines in the domain of construction and architecture, including architectural design, building physics, structural design, construction management, etc.Management of design information is at the core of this design and decision support system. Much effort in the development of the system has been and still is dedicated to the underlying theory for information management and its implementation in an Application Programming Interface (API) that the various modules of the system use. The theory is based on a so-called Feature-based modelling approach and is described in the PhD thesis by [first author, 1999] and in [first author et al., 2000a]. This information modelling approach provides three major capabilities: (1) it allows for extensibility of conceptual schemas, which is used to enable a designer to define new typologies to model with; (2) it supports sharing of conceptual schemas, called type-libraries; and (3) it provides a high level of flexibility that offers the designer the opportunity to easily reuse design information and to model information constructs that are not foreseen in any existing typologies. The latter aspect involves the capability to expand information entities in a model with relationships and properties that are not typologically defined but applicable to a particular design situation only; this helps the designer to represent the actual design concepts more accurately.The functional design of the information modelling system is based on a three-layered framework. In the bottom layer, the actual design data is stored in so-called Feature Instances. The middle layer defines the typologies of these instances in so-called Feature Types. The top layer is called the meta-layer because it provides the class definitions for both the Types layer and the Instances layer; both Feature Types and Feature Instances are objects of the classes defined in the top layer. This top layer ensures that types can be defined on the fly and that instances can be created from these types, as well as expanded with non-typological properties and relationships while still conforming to the information structures laid out in the meta-layer.The VR-DIS system consists of a growing number of modules for different kinds of functionality in relation with the design task. These modules access the design information through the API that implements the meta-layer of the framework. This API has previously been implemented using an Object-Oriented Database (OODB), but this implementation had a number of disadvantages. The dependency of the OODB, a commercial software library, was considered the most problematic. Not only are licenses of the OODB library rather expensive, also the fact that this library is not common technology that can easily be shared among a wide range of applications, including existing applications, reduces its suitability for a system with the aforementioned specifications. In addition, the OODB approach required a relatively large effort to implement the desired functionality. It lacked adequate support to generate unique identifications for worldwide information sources that were understandable for human interpretation. This strongly limited the capabilities of the system to share conceptual schemas.The approach that is currently being implemented for the core of the VR-DIS system is based on eXtensible Markup Language (XML). Rather than implementing the meta-layer of the framework into classes of Feature Types and Feature Instances, this level of meta-definitions is provided in a document type definition (DTD). The DTD is complemented with a set of rules that are implemented into a parser API, based on the Document Object Model (DOM). The advantages of the XML approach for the modelling framework are immediate. Type-libraries distributed through Internet are now supported through the mechanisms of namespaces and XLink. The implementation of the API is no longer dependent of a particular database system. This provides much more flexibility in the implementation of the various modules of the VR-DIS system. Being based on the (supposed to become) standard of XML the implementation is much more versatile in its future usage, specifically in a distributed, Internet-based environment.These immediate advantages of the XML approach opened the door to a wide range of applications that are and will be developed on top of the VR-DIS core. Examples of these are the VR-based 3D sketching module [VR-DIS ref., 2000]; the VR-based information-modelling tool that allows the management and manipulation of information models for design in a VR environment [VR-DIS ref., 2000]; and a design-knowledge capturing module that is now under development [first author et al., 2000a and 2000b]. The latter module aims to assist the designer in the recognition and utilisation of existing and new typologies in a design situation. The replacement of the OODB implementation of the API by the XML implementation enables these modules to use distributed Feature databases through Internet, without many changes to their own code, and without the loss of the flexibility and extensibility of conceptual schemas that are implemented as part of the API. Research in the near future will result in Internet-based applications that support designers in the utilisation of distributed libraries of product-information, design-knowledge, case-bases, etc.The paper roughly follows the outline of the abstract, starting with an introduction to the VR-DIS project, its objectives, and the developed theory of the Feature-modelling framework that forms the core of it. It briefly discusses the necessity of schema evolution, flexibility and extensibility of conceptual schemas, and how these capabilities have been addressed in the framework. The major part of the paper describes how the previously mentioned aspects of the framework are implemented in the XML-based approach, providing details on the so-called meta-layer, its definition in the DTD, and the parser rules that complement it. The impact of the XML approach on the functionality of the VR-DIS modules and the system as a whole is demonstrated by a discussion of these modules and scenarios of their usage for design tasks. The paper is concluded with an overview of future work on the sharing of Internet-based design information and design knowledge.
series AVOCAAD
email
last changed 2005/09/09 10:48

_id 39ea
authors Maver, T., Harrison, C. and Grant, M.
year 2001
title Virtual Environments for Special Needs. Changing the VR Paradigm
source Proceedings of the Ninth International Conference on Computer Aided Architectural Design Futures [ISBN 0-7923-7023-6] Eindhoven, 8-11 July 2001, pp. 151-159
summary The normal application of Virtual Reality is to the simulation of environments, which are in some way special - remote, hazardous or purely imaginary. This paper describes research and development work which changes the paradigm by simulating perfectly ordinary buildings for special people. Some 15% of the population have some form of physical impairment - a proportion which is likely to rise in line with an ageing population. New legislation, such as the UK Disability Discrimination Act places additional responsibility on building owners to ensure adequate access for people with an impairment and this in turn will place additional responsibility on the architect. Current methods of auditing access for new building are primitive and require the auditor to interpret plans/sections of the proposed building against a checklist of requirements specific to the special need. This paper reports on progress in the use of an immersive VR facility to simulate access to buildings for two broad classes of user: i) those with a mobility impairment; ii) those with visual impairment. In the former case, a wheelchair motion platform has been designed which allows the wheelchair user to navigate the virtual building; a brake and motor connected to the rollers on which the wheelchair sits facilitate the effects of slope and surface resistance. In the latter case, the main categories and degrees of visual impairment can be simulated allowing architects to assess the contribution of form, colour and signage to safe access.
keywords Virtual Reality, Mobility Impairment, Visual Impairment, Access, Simulation
series CAAD Futures
email
last changed 2006/11/07 07:22

_id 3c71
authors Maver, Tom and Petric, Jelena
year 2001
title MEDIA in MEDIATION Prospects for Computer Assisted Design Participation
source Stellingwerff, Martijn and Verbeke, Johan (Eds.), ACCOLADE - Architecture, Collaboration, Design. Delft University Press (DUP Science) / ISBN 90-407-2216-1 / The Netherlands, pp. 121-134 [Book ordering info: m.c.stellingwerff@bk.tudelft.nl]
summary One of the most consistent, powerful and philosophical ideas which has run like a silk thread through the short and erratic history of the development of computer aided architectural design is that of user participation in the design decision-making process. It is not an idea with which the architectural profession is particularly comfortable but it is, the authors claim, one which is central to the professional ethic and, therefore, to be its ultimate survival. Design decision-making is, if addressed properly, a hugely, complex multi-variate, multi-person process on which precious little serious research has been focused. In the late 1960's the Design Methods Group in the USA and the Design Research Society in the UK formulated paper-based models of the design process and anticipated, in some regards with un-nerving accuracy, the way in which the application of information technologies would impinge beneficially on the process of design decision-making and, therefore, on the quality of the built environment. One concept expressed at that time was as follows: the application of computers to the modelling and prediction of the cost and performance behaviour of alternative design solutions allows subjective value judgements to be better informed and more explicitly audited, and that such subjective value judgements should be made by those most affected by them, i.e. the future owners and users of buildings. This paper is devoted to the critical re-examination of this concept, on the seminal research and development which has kept the notion alive over 30 years, and, how the current advances in multimedia, virtual reality and internet access make its ubiquitous adoption inevitable: in short, Media in Mediation.
series other
email
last changed 2003/04/16 11:52

_id avocaad_2001_07
id avocaad_2001_07
authors Stefan Wrona, Adam Gorczyca
year 2001
title Complexity in Architecture - How CAAD can be involved to Deal with it. - "Duality"
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 “Complexity “ is for us a very ambigous notion. It may be understood in two contexts.1.Thorough solution of a problem.Complexity means full recognition of design area, followed by appropriate work. That work must be thorough and interdisciplinary – if necessary, separated to different co-operatives. These trade designers reqiure a branch coordination and – the most important- all of them must have a „common denominator”. Such as a proper CAAD platform and office standards. That will reduce costs of changes, improve an interplay between designers and somtimes enable to face up a new challenge.Nowadays architects are no longer “solitary” individualists working alone – they must concern a team – they become a member, a part of a huge design machine. “Import/export”, compatibility, interplay – these words must appear and we have to put a stress on them. How to organize work for different trade-designers? How to join in common database architectural design ,engineering design, HVAC design, electricity design, technology design, computer network design and all other trades ?...A key to solve this range of problems is in good work organization. Universal prescription does not exist, but some evergreen rules can be observed. We are going to present a scheme of work in CAAD application ALLPLAN FT v.16 with a Group manager , which starts to conquest polish market and is widely spread in Germany. “Golden rules” of ALLPLAN FT There is one database – it is placed on server. It includes all projects. There is a well-developed office standard. It must be created at the beginning of collaboration, although it is possible to improve it later. It consist of hatches, fonts, symbols, macros, materials, pen-widths, and – the most important –layers . A layer set – predefined structure divided into functional groups – e.g. drafting, text, dimensioning, architecture, HVAC, engineering, urban design, etc.That stucture is a part of an office standard – all workers use a relevant part of it. No name duplicates, no misunderstandings... If however design extends, and a new group of layers is required, it can be easily added, e.g. computer networks, fireguard systems. Administrator of ALLPLAN network defines different users and gives them different permitions of access. For example – an electrician will be able to draft on layer “electricity”, but he won’t modify anything at layer “architecture – walls”, and he won’t even see a layer “engineering- slabs”, because he doesn’t need it..At the same time our electrician will be able to see , how architect moves some walls and how HVAC moved and started to cross with his wires. Every user is able to see relevant changes, after they are saved by author. Two different users can not access at the same time the same file. That excludes inconsistent or overlapping changes . All users operate on a 3D model. While putting some data into a model, they must remember about a “Z” coordinate at work-storey. But at the same time all create a fully-integrated, synchronous database, which can be used later for bills of quantities, specifications, and – of course – for visuaisation. That method can be described as “model-centric”. To simplify complex structure of architectural object -ALLPLAN offers files. Usually one file means one storey, but at special designs it might become a functional part of a storey, or whatever you wish. Files connected with layers easy enable to separate certain structural elements, e.g. if we want to glance only at concrete slabs and columns in the building – we will turn on all files with “layer filter” – “slabs” and “columns”. ALLPLAN is of course one of possible solutions. We described it , because we use it in our workshop. It seems to be stretchy enough to face up every demand and ever-increasing complexity of current projects. The essence of the matter, however, is not a name or version of application – it is a set of features, we mentioned above, which allows to deal with EVERY project. The number of solutions is infinite.2. Increasing difficulties during design process. It may be associated with more and more installations inside of new buildings, especially some “high-tech” examples. The number of these installations increases as well as their complexity. Now buildings are full of sensors, video-screens, computer networks, safety-guard systems... Difficulties are connected with some trends in contemporary architecture, for example an organic architecture, which conceives “morphed” shapes, “moving” surfaces, “soft” solids. This direction is specially supported by modelling or CAD applications. Sometimes it is good – they allow to realize all imaginations, but often they lead to produce “unbuildable” forms, which can exist only in virtual world.Obstacles appear, when we design huge cubatures with “dense” functional scheme. Multi-purposed objects, exhibition halls, olimpic stadium at Sydney – all of them have to be stretchy, even if it requires sliding thousands pound concrete blocks! Requirements were never so high.The last reason, why designs become so complex is obvious - intensifying changes due to specific requirements of clients/developers.We could say “ signum tempori” – everything gets more and more complicated , people have to become specialists, to face up new technology. But how CAAD can help us with it? How?! We have already answered that question. Sometimes CAAD is the only way to imagine and sketch something, to visualize something, to compute a construction , to prepare a simulation... So that human must “only” interprete ready solutions. Sometimes CAAD help us to notify a problem. It works exactly in the same way, as spy-glasses does. For example – without a real-time visualization we we would have never realised (until finished!) some strange interference of solids, which have occured in the upper roof part of our new appartment-house.ConclusionsTemporary CAAD is an integral part of design process – not only as a tool, but sometimes as an inspiration. It helps to organize our work, to define problems, to filter relevant elements and to render our visions. It becomes an integral part of our senses – and that will be a real complexity in architecture...
series AVOCAAD
email
last changed 2005/09/09 10:48

_id d52b
authors Zimring, C., Khan, S., Craig, D., Haq, S. and Guzdial, M.
year 2001
title CoOL Studio: using simple tools to expand the discursive space of the design studio
source Automation in Construction 10 (6) (2001) pp. 675-685
summary Collaborative On-line Studio for Architecture (CoOL Studio) was aimed at aiding the architecture studio by: (1) supporting input by distant critics; (2) providing access to on-line cases and reference materials; (3) encouraging students to be clear and articulate about their projects; (4) supporting collaboration among students. The project employed a Collaborative Website (CoWeb), which allowed easy creation and modification of webpages without any security measures. Students posted their designs at several points during the term and six distant expert consultants provided critiques. This project demonstrates that a relatively simple representation tool, one that allowed students and critics to interact on editable webpages, can usefully open up the design space of the architecture studio. However, care is needed in understanding how computer tools relate to the tasks and rituals of interaction that go on in everyday architecture studio pedagogy.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:23

_id 7897
authors Achten, Henri and De Vries, Bauke
year 2001
title Multiple Sketch Users in DDDoolz
source Stellingwerff, Martijn and Verbeke, Johan (Eds.), ACCOLADE - Architecture, Collaboration, Design. Delft University Press (DUP Science) / ISBN 90-407-2216-1 / The Netherlands, pp. 153-162 [Book ordering info: m.c.stellingwerff@bk.tudelft.nl]
summary This paper presents DDDoolz, a desktop-VR three-dimensional voxel sketchtool. DDDoolz is developed in the Design Systems Group to explore the use of Virtual Reality technology in the early design stage. The aim is to offer a sketch-like environment in VR with an unobtrusive interface. The paper presents DDDoolz, how it is used in education and with partners in architectural practice, and some future developments. As an extension to current functionality, the possibility of multiple users at the same time will be developed in the system for the {ACCOLADE} workshop.
series other
email
last changed 2001/09/14 21:30

_id 28b9
authors Achten, Henri
year 2001
title Future Scenario for a Collaborative Design Session
source Stellingwerff, Martijn and Verbeke, Johan (Eds.), ACCOLADE - Architecture, Collaboration, Design. Delft University Press (DUP Science) / ISBN 90-407-2216-1 / The Netherlands, pp. 163-168 [Book ordering info: m.c.stellingwerff@bk.tudelft.nl]
summary A collaborative design project consists of a team of design partners who are engaged during the period of the project in a particular design task. The group forms a short-lived community with the goal to create a design. The environment in which this is done today, consists of the participants office spaces, completed with equipment such as drawing tables, coffee machines, fax machines, CAD stations, etc. None of these elements reflect the existence of the (temporary) community that a design partner participates in. In this workshop paper we propose that the current two-dimensional desktop metaphor in a computer does not adequately support collaborative design. The typical 2D-desktop multiple open windows with different applications gives a fractured view of the design project in which by contrast the designer as a person conceives of himself as a whole. Moreover, the sense of place, or a consistent identity in which the design takes place is also lacking. The notion of _virtual environmentsÑ can assist in further developing design support for collaborative design in the future, as is sketched in the following outline.
series other
email
last changed 2001/09/14 21:30

_id 9c0c
authors Af Klercker, Jonas and HenrichsÈn, Jan
year 2001
title Can simulations in VE support architects in solving complex design problems?
source Stellingwerff, Martijn and Verbeke, Johan (Eds.), ACCOLADE - Architecture, Collaboration, Design. Delft University Press (DUP Science) / ISBN 90-407-2216-1 / The Netherlands, pp. 77-82 [Book ordering info: m.c.stellingwerff@bk.tudelft.nl]
summary Building design is facing development of industrialization of the production on the one hand and more complex 'One of a Kind' products on the other. This will be for rebuilding of a large stock of existing buildings and what can be left to new production. In both cases the results of the design process have to be solid to guarantee a successful product. In both cases an integrated and careful design process is absolutely crucial. The demands on the built environment make the systems of buildings more and more complex and have to be handled by a lot of different expertise. To avoid the 'Relay Race' of today the design teams of tomorrow must work much more integrated. To make integrated solutions, which means simultaneous constrains on all systems, the experts of different fields have to understand more of how all engaged systems relate and influence each other. Communication then consists of complex situations and processes that have to be understood and related to reality. In this aspect a multidimensional Virtual Environment interface has advantages and has been successfully used in design processes in other industries. In this paper the problems that have to be studied are for example Methodical, Conceptual, Technical and Process economical.
series other
email
last changed 2001/09/14 21:30

_id avocaad_2001_18
id avocaad_2001_18
authors Aleksander Asanowicz
year 2001
title The End of Methodology - Towards New Integration
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 The present paper is devoted to the deliberation on the genesis and development of designing from the point of view of the potential use of computers in the process. Moreover, it also presents the great hopes which were connected with the use of the systematic designing methods in the 1960’s, as well as the great disappointment resulting from the lack of concrete results. At this time a great deal of attention was paid to the process of design as a branch of a wider process of problem-solving. Many people believed that the intuitive methods of design traditionally used by architects were incapable of dealing with the complexity of the problems to be solved. Therefore, the basic problem was the definition of a vertical structure of the designing process, which would make it possible to optimise each process of architectural design. The studies of design methodology directed at the codification of the norms of actions have not brought about any solutions which could be commonly accepted, as the efforts to present the designing process as a formally logical one and one that is not internally “uncontrary” from the mathematical point of view, were doomed to fail. Moreover, the difficulties connected with the use of the computer in designing were caused by the lack of a graphic interface, which is so very characteristic of an architect’s workshop. In result, the methodology ceased to be the main area of the architect’s interest and efforts were focused on facilitating the method of the designer’s communication with the computer. New tools were created, which enabled both the automatic generation of diversity and the creation of forms on the basis of genetic algorithms, as well as the presentation of the obtained results in the form of rendering, animation and VRML. This was the end of the general methodology of designing and the beginning of a number of methods solving the partial problems of computer-supported design. The present situation can be described with the words of Ian Stewart as a “chaotic run in all directions”. An immediate need for new integration is felt. Cyber-real space could be a solution to the problem. C-R-S is not a virtual reality understood as an unreal world. Whilst VR could be indeed treated as a sort of an illusion, C-R-S is a much more realistic being, defining the area in which the creative activities are taking place. The architect gains the possibility of having a direct contact with the form he or she is creating. Direct design enables one to creatively use the computer technology in the designing process. The intelligent system of recognising speech, integrated with the system of virtual reality, will allow to create an environment for the designer – computer communication which will be most natural to the person. The elimination of this obstacle will facilitate the integration of the new methods into one designing environment. The theoretical assumptions of such an environment are described in the present paper.
series AVOCAAD
email
last changed 2005/09/09 10:48

_id avocaad_2001_13
id avocaad_2001_13
authors Alexander Koutamanis
year 2001
title Modeling irregular and complex forms
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 Computational technologies provide arguably the first real opportunity architectural design has had for a comprehensive description of built form. With the advent of affordable computer-aided design systems (including drafting, modeling, visualization and simulation tools), architects believe they can be in full control of geometric aspects and, through these, of a wide spectrum of other aspects that are implicit or explicit in the geometric representation. This belief is based primarily on the efficiency and effectiveness of computer systems, ranging from the richness and adaptability of geometric primitives to the utility of geometric representations in simulations of climatic aspects. Such capabilities support attempts to design and construct more irregular or otherwise complex forms. These fall under two main categories: (1) parsing of irregularity into elementary components, and (2) correlation of the form of a building with complex geometric structures.The first category takes advantage of the compactness and flexibility of computational representations in order to analyse the form of a design into basic elements, usually elementary geometric primitives. These are either arranged into simple, unconstrained configurations or related to each other by relationships that define e.g. parametric relative positioning or Boolean combinations. In both cases the result is a reduction of local complexity and an increase of implicit or explicit relationships, including the possibility of hierarchical structures.The second category attempts to correlate built form with constraints that derive usually from construction but can also be morphological. The correlation determines the applicability of complex geometric structures (minimally ruled surfaces) to the description of a design. The product of this application is generally variable in quality, depending upon the designer's grounding in geometry and his ability to integrate constraints from different aspects in the definition of the design's geometry.Both categories represent a potential leap forward but are also equally hampered by the rigidity of the implementation mechanisms upon which they rely heavily. The paper proposes an approach to making these mechanisms subordinate to the cognitive and technical aspects of architectural thinking through fuzzy modeling. This way of modeling involves a combination of (a) canonical forms, (b) tolerances around canonical forms and positions, (c) minimal and maximal values, (d) fuzzy boundaries, and (e) plastic interaction between elements based on the dual principles of local intelligence and autonomy. Fuzzy models come therefore closer to the intuitive manners of sketching, while facilitating transition to precise and complex forms. The paper presents two applications of fuzzy modeling. The first concerns the generation of schematic building layouts, including adaptive control of programmatic requirements. The second is a system for designing stairs that can adapt themselves to changes in their immediate environment through a fuzzy definition of geometric and topological parametrization.
series AVOCAAD
email
last changed 2005/09/09 10:48

_id 7c56
authors Alvarado, R.G., Parra Marquez, J.C. and Vildosola, G.V.
year 2001
title Qualitative contribution of a vr-system to architectural design: Why we failed?
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. 423-427
doi https://doi.org/10.52842/conf.caadria.2001.423
summary The paper exposes the development of a Virtual-Reality system for modeling timber structures, and evaluations with students about its contribution to the architectural project.
series CAADRIA
email
last changed 2022/06/07 07:54

_id cf2011_p127
id cf2011_p127
authors Benros, Deborah; Granadeiro Vasco, Duarte Jose, Knight Terry
year 2011
title Integrated Design and Building System for the Provision of Customized Housing: the Case of Post-Earthquake Haiti
source Computer Aided Architectural Design Futures 2011 [Proceedings of the 14th International Conference on Computer Aided Architectural Design Futures / ISBN 9782874561429] Liege (Belgium) 4-8 July 2011, pp. 247-264.
summary The paper proposes integrated design and building systems for the provision of sustainable customized housing. It advances previous work by applying a methodology to generate these systems from vernacular precedents. The methodology is based on the use of shape grammars to derive and encode a contemporary system from the precedents. The combined set of rules can be applied to generate housing solutions tailored to specific user and site contexts. The provision of housing to shelter the population affected by the 2010 Haiti earthquake illustrates the application of the methodology. A computer implementation is currently under development in C# using the BIM platform provided by Revit. The world experiences a sharp increase in population and a strong urbanization process. These phenomena call for the development of effective means to solve the resulting housing deficit. The response of the informal sector to the problem, which relies mainly on handcrafted processes, has resulted in an increase of urban slums in many of the big cities, which lack sanitary and spatial conditions. The formal sector has produced monotonous environments based on the idea of mass production that one size fits all, which fails to meet individual and cultural needs. We propose an alternative approach in which mass customization is used to produce planed environments that possess qualities found in historical settlements. Mass customization, a new paradigm emerging due to the technological developments of the last decades, combines the economy of scale of mass production and the aesthetics and functional qualities of customization. Mass customization of housing is defined as the provision of houses that respond to the context in which they are built. The conceptual model for the mass customization of housing used departs from the idea of a housing type, which is the combined result of three systems (Habraken, 1988) -- spatial, building system, and stylistic -- and it includes a design system, a production system, and a computer system (Duarte, 2001). In previous work, this conceptual model was tested by developing a computer system for existing design and building systems (Benr__s and Duarte, 2009). The current work advances it by developing new and original design, building, and computer systems for a particular context. The urgent need to build fast in the aftermath of catastrophes quite often overrides any cultural concerns. As a result, the shelters provided in such circumstances are indistinct and impersonal. However, taking individual and cultural aspects into account might lead to a better identification of the population with their new environment, thereby minimizing the rupture caused in their lives. As the methodology to develop new housing systems is based on the idea of architectural precedents, choosing existing vernacular housing as a precedent permits the incorporation of cultural aspects and facilitates an identification of people with the new housing. In the Haiti case study, we chose as a precedent a housetype called “gingerbread houses”, which includes a wide range of houses from wealthy to very humble ones. Although the proposed design system was inspired by these houses, it was decided to adopt a contemporary take. The methodology to devise the new type was based on two ideas: precedents and transformations in design. In architecture, the use of precedents provides designers with typical solutions for particular problems and it constitutes a departing point for a new design. In our case, the precedent is an existing housetype. It has been shown (Duarte, 2001) that a particular housetype can be encoded by a shape grammar (Stiny, 1980) forming a design system. Studies in shape grammars have shown that the evolution of one style into another can be described as the transformation of one shape grammar into another (Knight, 1994). The used methodology departs takes off from these ideas and it comprises the following steps (Duarte, 2008): (1) Selection of precedents, (2) Derivation of an archetype; (3) Listing of rules; (4) Derivation of designs; (5) Cataloguing of solutions; (6) Derivation of tailored solution.
keywords Mass customization, Housing, Building system, Sustainable construction, Life cycle energy consumption, Shape grammar
series CAAD Futures
email
last changed 2012/02/11 19:21

_id a469
authors Brown, Andre and Berridge, Phil
year 2001
title Games One : Two : Three A triangle of virtual game scenarios for architectural collaboration
source Stellingwerff, Martijn and Verbeke, Johan (Eds.), ACCOLADE - Architecture, Collaboration, Design. Delft University Press (DUP Science) / ISBN 90-407-2216-1 / The Netherlands, pp. 95-120 [Book ordering info: m.c.stellingwerff@bk.tudelft.nl]
summary This paper is split into three parts, each of which deals with different aspects of, and approaches to, the collaboration process. Each of the approaches shares a common root in an aspect of games or gaming. Together the three approaches represent a tripartite attack on the spectrum of problems that need to be addressed to achieve successful collaboration. The first technique is dealt with in Game One One. This deals with the issue of encouraging collaboration. It is based on work using a role playing game scenario and is intended to allow construction industry professionals and clients to develop a common framework for discussion. It originally existed as a paper based game and is now being tested in a web-based environment. Game Two is based on work that has evolved from contemporary game and meeting place environments that have been attracting attention recently. Here internet-based three-dimensional worlds are used as a virtual replacement of real spaces and participants meet as avatars. In the architectural context we have investigated the potential for application of such 3D worlds as meeting, and discussion places where architectural information and ideas can be exchanged. In Game Three we take the idea that currently, virtual environments are still rather uncomfortable and unnatural in terms of human interaction, and in particular in the way that we move around and display architectural scenes. We develop the idea that games software incorporates techniques that make the representation of animated, interactive 3D architectural environments computationally efficient. We have augmented the software used in games environments and have considered how we construct architectural models and man-machine interfaces to improve the effectiveness of such environments in an architectural context.
series other
email
last changed 2001/09/14 21:30

_id 0277
authors Brusilovsky, P.
year 2001
title Adaptive hypermedia
source User modelling and User-Adapted Interaction, volume 11, pp. 87-110, Kluwer
summary Hypertext/hypermedia systems and user-model-based adaptive systems in the areas of learning and information retrieval have for a long time been considered as two mutually exclusive approaches to information access. Adaptive systems tailor information to the user and may guide the user in the information space to present the most relevant material, taking into account a model of the user's goals, interests and preferences. Hypermedia systems, on the other hand, are `user neutral': they provide the user with the tools and the freedom to explore an information space by browsing through a complex network of information nodes. Adaptive hypertext and hypermedia systems attempt to bridge the gap between these two approaches. Adaptation of hypermedia systems to each individual user is increasingly needed. With the growing size, complexity and heterogeneity of current hypermedia systems, such as the World Wide Web, it becomes virtually impossible to impose guidelines on authors concerning the overall organization of hypermedia information. The networks therefore become so complex and unstructured that the existing navigational tools are no longer powerful enough to provide orientation on where to search for the needed information. It is also not possible to identify appropriate pre-defined paths or subnets for users with certain goals and knowledge backgrounds since the user community of hypermedia systems is usually quite inhomogeneous. This is particularly true for Web-based applications which are expected to be used by a much greater variety of users than any earlier standalone application. A possible remedy for the negative effects of the traditional `one-size-fits-all' approach in the development of hypermedia systems is to equip them with the ability to adapt to the needs of their individual users. A possible way of achieving adaptivity is by modeling the users and tailoring the system's interactions to their goals, tasks and interests. In this sense, the notion of adaptive hypertext/hypermedia comes naturally to denote a hypertext or hypermedia system which reflects some features of the user and/or characteristics of his system usage in a user model, and utilizes this model in order to adapt various behavioral aspects of the system to the user. This book is the first comprehensive publication on adaptive hypertext and hypermedia. It is oriented towards researchers and practitioners in the fields of hypertext and hypermedia, information systems, andpersonalized systems. It is also an important resource for the numerous developers of Web-based applications. The design decisions, adaptation methods, and experience presented in this book are a unique source of ideas and techniques for developing more usable and more intelligent Web-based systems suitable for a great variety of users. The practitioners will find it important that many of the adaptation techniques presented in this book have proved to be efficient and are ready to be used in various applications.
series other
email
last changed 2003/04/23 15:14

_id 0f49
authors Burry, M., Coulson, J., Preston, J. and Rutherford, E.
year 2001
title Computer-aided design decision support: interfacing knowledge and information
source Automation in Construction 10 (2) (2001) pp. 203-215
summary Computer-aided design decision support has proved to be an elusive and intangible project for many researchers as they seek to encapsulate information and knowledge-based systems as useful multifunctional data structures. Definitions of `knowledge', `information', `facts', and `data' become semantic footballs in the struggle to identify what designers actually do, and what level of support would suit them best, and how that support might be offered. The Construction Primer is a database-drivable interactive multimedia environment that provides readily updated access to many levels of information aimed to suit students and practitioners alike. This is hardly a novelty in itself. The innovative interface and metadata structures, however, combine with the willingness of national building control legislators, standards authorities, materials producers, building research organisations, and specification services to make the Construction Primer a versatile design decision support vehicle. It is both compatible with most working methodologies while remaining reasonably future-proof. This paper describes the structure of the project and highlights the importance of sound planning and strict adhesion to library-standard metadata protocols as a means to avoid the support becoming too specific or too paradigmatic.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:22

_id 54c0
authors Cabezas, M., Mariano, C., Oliva, G. and Oliva, S.
year 2001
title New Technologies Applied toTraining - Evaluation of a New Teaching Methodology for the Descriptive Geometry
source Architectural Information Management [19th eCAADe Conference Proceedings / ISBN 0-9523687-8-1] Helsinki (Finland) 29-31 August 2001, pp. 275-281
doi https://doi.org/10.52842/conf.ecaade.2001.275
summary The purpose of this paper is to point out the most relevant aspects of an experience which gathers research processes and teaching practices at a University level, activities in which the authors hereof have been involved for many years. Even though this question has already been widely discussed – being its analysis extremely broad and varied – it is still quite interesting. This issue deals with the incorporation of new technologies in the teaching and learning processes and in the case of this specific experience, it refers to its trial implementation in the classroom.
keywords Evaluation, Teaching, Geometry, Informatics
series eCAADe
email
last changed 2022/06/07 07:54

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