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 717

_id 1b10
id 1b10
authors Bay, Joo-Hwa
year 2001
title Cognitive Biases - The case of tropical architecture
source Delft University of Technology
summary This dissertation investigates, i) How cognitive biases (or illusions) may lead to errors in design thinking, ii) Why architects use architectural precedents as heuristics despite such possible errors, and iii) Develops a design tool that can overcome this type of errors through the introduction of a rebuttal mechanism. The mechanism controls biases and improves accuracy in architectural thinking. // The research method applied is interdisciplinary. It employs knowledge from cognitive science, environmental engineering, and architectural theory. The case study approach is also used. The investigation is made in the case of tropical architecture. The investigation of architectural biases draws from work by A. Tversky and D. Kahneman in 1982 on “Heuristics and biases”. According to Tversky and Kahneman, the use of heuristics of representativeness (based on similarity) and availability (based on ease of recall and imaginability) for judgement of probability can result in cognitive biases of illusions of validity and biases due to imaginability respectively. This theory can be used analogically to understand how errors arise in the judgement of environmental behaviour anticipated from various spatial configurations, leading to designs with dysfunctional performances when built. Incomplete information, limited time, and human mental resources make design thinking in practice difficult and impossible to solve. It is not possible to analyse all possible alternative solutions, multiple contingencies, and multiple conflicting demands, as doing so will lead to combinatorial explosion. One of the ways to cope with the difficult design problem is to use precedents as heuristic devices, as shortcuts in design thinking, and at the risk of errors. This is done with analogical, pre-parametric, and qualitative means of thinking, without quantitative calculations. Heuristics can be efficient and reasonably effective, but may not always be good enough or even correct, because they can have associated cognitive biases that lead to errors. Several debiasing strategies are discussed, and one possibility is to introduce a rebuttal mechanism to refocus the designer’s thinking on the negative and opposite outcomes in his judgements, in order to debias these illusions. The research is carried out within the framework of design theory developed by the Design Knowledge System Research Centre, TUDelft. This strategy is tested with an experiment. The results show that the introduction of a rebuttal mechanism can debias and improve design judgements substantially in environmental control. The tool developed has possible applications in design practice and education, and in particular, in the designing of sustainable environments.
keywords Design bias; Design knowledge; Design rebuttal; Design Precedent; Pre-parametric design; Tropical architecture; Sustainability
series thesis:PhD
type normal paper
email
last changed 2006/05/28 07:42

_id cf2009_585
id cf2009_585
authors E. Swarts, Matthew; A. Sheward, Hugo
year 2009
title Using multi-level virtual environments as a medium for conducting design review through a shared IFC dataset
source T. Tidafi and T. Dorta (eds) Joining Languages, Cultures and Visions: CAADFutures 2009, PUM, 2009, pp. 585- 597
summary For a long time the Architecture-Engineering-Construction (AEC) community has had difficulty in communicating the content of their work, not only the various specialties involved, but also to their clients. Studies (Doorst and Cross 2001; Bakhtin 1994) suggest the importance of multi-role collaborative environments in supporting design processes. We are developing a Multi Level Design Review Tool for the AEC industry which allows multiple actors to congregate and interact as agents around a central Building Model. It merges real-time virtual 3D visualization technologies with Industry Foundation Classes (IFC) to support both high levels of semantic content and seamless interoperability.
keywords Design review, virtual environment, interoperability
series CAAD Futures
email
last changed 2009/06/08 20:53

_id 8af6
authors Hoffmann, O., Stumptner, M. and Chalabi, T.
year 2001
title Tolerating Inconsistencies. The Distributed Perspectives Model
source Proceedings of the Ninth International Conference on Computer Aided Architectural Design Futures [ISBN 0-7923-7023-6] Eindhoven, 8-11 July 2001, pp. 375-386
summary A new design model is presented. Information on the design is distributed over multiple self-contained design perspectives and translation functions between design perspectives. Inconsistencies between specifications in different design perspectives introduced by human designers are temporarily tolerated in order to support creative design processes. The implementation of a design support system currently under evaluation is outlined.
keywords CAD, Microstation, Artificial Intelligence, Creativity, Urban Design, Typology, Java, JATLite, JATLiteBean, Agent, JESS
series CAAD Futures
email
last changed 2006/11/07 07:22

_id caadria2007_233
id caadria2007_233
authors Hoseini, Ali Ghaffarian; Rahinah Ibrahim
year 2007
title Using Social Network Analysis for Visualising Spatial Planning During Conceptual Design Phase
source CAADRIA 2007 [Proceedings of the 12th International Conference on Computer Aided Architectural Design Research in Asia] Nanjing (China) 19-21 April 2007
doi https://doi.org/10.52842/conf.caadria.2007.x.i8r
summary Spatial diagramming exercises with clients are difficult when most clients are not able to visualize the end results of their requirements. This paper would like to introduce a computational tool—Social Network Analysis (SNA)—commonly used in the communications field to study relationships between people we believe can resolve this visualization problem. Our research intent is to affirm whether or not we can use SNA as a spatial planning tool during conceptual building design. We posit that since the nodes and structural relationships between the nodes may have similar architectural characteristics, the tool would enable architects to make changes by moving any spaces on a floor plan while safely maintaining their spatial relationships to other spaces. In this paper, we would like to develop a proof-of-concept model using an available SNA tool to facilitate spatial diagramming visualization during conceptual design phase. We tested the use of a SNA tool at four levels. The first level determined whether we could develop spatial relationship between functional spaces (such as the living room must be adjacent to the front entry). The second level is on setting priorities values for the different nodes and the linkages. The third level determined whether we could develop grouping relationship between several functional spaces that have a common characteristic (such as public versus private spaces) on one horizontal plane. The final fourth level determined whether we could develop multiple layers that are connected by one common connector (such as a staircase in a double-story house). Our models are validated intellectually by visual comparison between our model and another diagramming by Nooshin (2001) that was developed manually. We are most interested in the fourth level because complexity in the spatial diagramming exercises is caused by multi-layered spatial arrangements at the horizontal and vertical planes. We expect our study to provide us guidelines in developing a prototype for a spatial diagramming tool using SNA, which architects can use to resolve visualization problems when conducting the exercise with their clients.
series CAADRIA
email
last changed 2022/06/07 07:50

_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
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
doi https://doi.org/10.52842/conf.caadria.2001.291
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 4f37
authors Mahalingam, Ganapathy
year 2001
title POCHE' - Polyhedral Objects Controlled by Heteromorphic Effectors
source Proceedings of the Ninth International Conference on Computer Aided Architectural Design Futures [ISBN 0-7923-7023-6] Eindhoven, 8-11 July 2001, pp. 603-614
summary This paper takes the architectural concept of poche' and uses it to explore new possibilities in transforming polyhedra with effectors. In many computer-aided design systems, architectural entities are represented as well-formed polyhedra. Parameters and functions can be used to modify the forms of these polyhedra. For example, a cuboid can be transformed by changing its length, breadth and height, which are its parameters. In a more complex example, a polyhedron can be transformed by a set of user-defined functions, which control its vertices, edges and faces. These parameters and functions can further be embodied as effectors that control and transform the polyhedra in extremely complex ways. An effector is an entity, which has a transforming effect on another entity or system. An effector is more complex than a parameter or function. An effector can be a modelled as a virtual computer. Effectors can take on many roles that range from geometric transformation agents and constraints to performance criteria. The concept of the poche', made famous by Venturi is familiar to architects. The poche' is a device to mediate the differences between an interior and an exterior condition or between two interior conditions. In a poche', the role of the effector changes from being an agent that acts on a polyhedron from the outside, to an agent that acts as a mediator between an interior polyhedron and an exterior polyhedron, which represent interior and exterior environments respectively. This bi-directionality in the role of the effector allows a wide range of architectural responses to be modelled. The effector then becomes an interface in the true sense of the word. This concept will work best in a threedimensional or four-dimensional representational world but can be used effectively in a two-dimensional representational world as well. The application of this concept in design systems is explored with examples drawn from the work of the author, and practitioners who are using the concept of effectors in their work. A brief discussion of how this technique can evolve in the future is presented.
keywords Effectors, Abstract Machines, Design As Interface
series CAAD Futures
email
last changed 2006/11/07 07:22

_id sigradi2006_c012b
id sigradi2006_c012b
authors Rodriguez Barros, Diana and Carmena, Sonia
year 2006
title Estudio Descriptivo de Prácticas Padagógicas Mediadas por Tecnologías Digitales en Facultades de Arquitectura y Diseño asociadas a la buena Enseñanza [Descriptive study of pedagogical practices mediated by digital technologies in school of architecture and design, associated to the good education]
source SIGraDi 2006 - [Proceedings of the 10th Iberoamerican Congress of Digital Graphics] Santiago de Chile - Chile 21-23 November 2006, pp. 191-194
summary It is presented a descriptive type study link to the documentary investigation. It is considers to understand, interpretate and critically reconstruct the present practices of proyectual education in studio of school of architecture and design of the region in virtual surroundings, tie to good education. It was used the Burbules & Callister (2001) new emergent postecnocratic approach. It is boarded from the perspective of the authors, in its natural scenes, in its all complexity and its implicances. One worked with a quanti-qualitative methodology, where revision techniques, analysis, evaluation and interpretation of documental textual and visual materials from primary sources were integrated. One has been based on the selection of exposed works in Sigradi congresses, since its creation in 1997 to the present, with extended and updated versions of the authors. As conclusions are recognized professors that show expertise and disciplinar control, that develop investigation tasks tie to the education practices, that incorporate technologies valuating limitations and advantages, and that has recognized the multiple implicit effects in the technologically mediated practices.
series SIGRADI
email
last changed 2016/03/10 09:59

_id 454f
authors Schultz, Margarita
year 2001
title CAMBIO DE PARADIGMA E INTERACTIVIDAD ARTÍSTICA. LOS NUEVOS MEDIOS DIGITALES (Change of Paradigm and Artistic Interactivity. The New Digital Means)
source SIGraDi biobio2001 - [Proceedings of the 5th Iberoamerican Congress of Digital Graphics / ISBN 956-7813-12-4] Concepcion (Chile) 21-23 november 2001, pp. 240-242
summary Interactivity is a form in which the human being expands the self . Traditional causality contains a logic of previsible reactions; another type of causality takes place in virtual space. Digital art-works made for the Net have only a variable essence . A proposal promotes an answer and increases the meaning.Time in development is a key contributor to the process of interactivity in digital art-works, articulated with a non-forcible space. Hubert Reeves found out that the increase of interactions implies an enlargement of creativity in the universe. This is an argument to support interactivity in the digitalised creative intervention.
series SIGRADI
email
last changed 2016/03/10 09:59

_id ecaade2013_084
id ecaade2013_084
authors Stojanovic, Djordje and Cerovic, Milutin
year 2013
title Self-regulating Fields and Networks
source Stouffs, Rudi and Sariyildiz, Sevil (eds.), Computation and Performance – Proceedings of the 31st eCAADe Conference – Volume 1, Faculty of Architecture, Delft University of Technology, Delft, The Netherlands, 18-20 September 2013, pp. 633-642
doi https://doi.org/10.52842/conf.ecaade.2013.1.633
wos WOS:000340635300066
summary This paper will explore the connection between two theoretical models, initially identified as the Field and the Network Conditions (Allen, 1997; Wigley, 2001) and material based studies in architectural design, conducted as a sequence of experiments. A number of prototypical models have been produced to test the practical and theoretical dimensions of the design approach which employs elastic material performance to achieve highly versatile spatial organization. One of the concrete outcomes of the exploration is the specific software extension produced by the authors of this paper. Its purpose is to enable designers to maintain an indirect control of complex spatial models based on the use of two parallel sets of algorithmic protocols which define: a. geometric logic and b. intrinsic material behavior.
keywords Elasticity; material performance; self-regulating systems; prototypical models; physics based simulation.
series eCAADe
email
last changed 2022/06/07 07:56

_id bfec
authors Tserng, H.P., Ran, B. and Russell, J.S.
year 2001
title Erratum to ""Interactive path planning for multi-equipment landfill operations"" [Autom. Constr. 10 (2000) 155-168]"
source Automation in Construction 10 (4) (2001) pp. 541-541
summary A methodology and several algorithms for interactive motion planning are developed for multi-equipment landfill operations in an automated landfill system (ALS). A system for establishing ALS is also proposed in the paper. To develop a multi-truck/multi-compactor ALS, the major problems can he classified into three principal categories: (1) navigation system for multiple devices, (2) job-site geometric model, and (3) instantaneous motion planning and control system for equipment in the work site. To solve the problems from the three categories, this paper will present a methodology to simulate the operational processes of landfill vehicles and equipment in pre-planning a landfill project as well as finding efficient and collision-free motion patterns to control autonomous landfill equipment during the construction phase. Furthermore, by linking this system to a global positioning system (GPS), the efficient traffic routing and collision-free path for each piece of equipment can he calculated by using real-time positional data acquisition in a 3-D geometric model of a landfill site.
keywords Multi-equipment landfill operations; Automated landfill system; Global positioning system
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/06/02 09:33

_id 23e4
authors Tuzmen, Ayca
year 2001
title Self-Sustainability of Effective Team Performance in a Collaborative Design Environment
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. 122-131
doi https://doi.org/10.52842/conf.acadia.2001.122
summary A number of studies have contributed to the design and development of effective collaborative design environments. They have focused on the communication of interrelated team members, the creation of shared understanding and vision, and shared discovery of design solutions. However, only few studies have focused on the design or the development of collaborative design environments that would allow all the members of the design team to plan their processes, enact according to their plan, monitor and influence their performance in following the planned processes, and prevent them from deviating unconsciously from their desired performance. This paper introduces the constructs of a distributed process management environment (DPME) which was designed to stimulate self-sustainability of effective team performance in an collaborative design environment by supporting: (a) the shared creation of a process plan, (b) the enactment of a process according to its plan, (c) the monitoring of the outcome and process of the team, and (d) the control of the team performance. It presents the findings of a study conducted for evaluating the effectiveness of the DPME in meeting the conditions required for collaborative building design.
keywords Collaboration, Process Management, Sustaining Effective Team Performance
series ACADIA
email
last changed 2022/06/07 07:58

_id cf2003_m_026
id cf2003_m_026
authors WYELD, Theodor G.
year 2003
title An Object Server System for 3D Digital Design Collaboration
source Digital Design - Research and Practice [Proceedings of the 10th International Conference on Computer Aided Architectural Design Futures / ISBN 1-4020-1210-1] Tainan (Taiwan) 13–15 October 2003, pp. 235-248
summary Moving through and between computer generated 3D objects we experience a 'virtual world'. Virtual Worlds have created a dream-like landscape. They also have facilitated a paradigm shift for architects working with CAD tools where they now desire to “design three-dimensional spaces in an immersed way” (Strehlke and Engeli 2001). Architects are already working in computer-moderated collaborative networked organisations. A 3D Virtual World offers a different kind of collaboration. To understand how architects might design in an 'immersed way', three experiments are described. The experiments attempt to investigate how participants experience the 3D spaces within which they collaborated. In particular, the last experiment makes use of 'shared objects' in the scene. The software chosen to create these Virtual Worlds was VRML and JAVA due to their flexibility and rapid prototyping. Where VRML differs from most CAD languages is in its openness. This paper describes an object sharing client-server architecture based on a simple multi-user system providing navigation in CosmoPlayer 2.11 ported through Netscape. The Object Server System allows multiple clients, as avatars, and objects to be manipulated in a 3D Virtual World. The system updates the transforms of the objects explicitly allowing their transform values to be shared across multiple browser sessions.
keywords collaboration, multi-user, object sharing
series CAAD Futures
last changed 2003/09/22 12:21

_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 avocaad_2001_14
id avocaad_2001_14
authors Adam Jakimowicz
year 2001
title Non-Linear Postrationalisation: Architectural Values Emergence in a Teamwork Interpretation
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 paper presents the outcomes of the experiment being conducted at the Faculty of Architecture in Bialystok, which derives form three main sources: a new course of architectural composition by computer modelling, developed and conducted in Bialystok postrationalisation as a formulation platform for new architectural values and theories, applied by e.g. Bernard Tschumi the idea of new values emergence resulting form a teamwork, when placed in an appropriate environment; It is assumed that the work performed first intuitively, can be later seriously interpreted, and to some extent rationalised, verbalised, described. With no doubt we can state, that in creative parts of architectural activities, very often decision are taken intuitively (form design). So this ‘procedure’ of postrationalisation of intuitively undertaken efforts and results seems to be very important –when trying to explain ideas. This kind of activity is also very important during the first years of architectural education. In case of this experiment, the students’ works from the course of architectural composition are taken as a base and subjects for interpretation, and values research. However, when at first, individual works are being interpreted by their authors, at the latter stage, the teams are to be formed. The aim of the teamwork is to present individual works, analyse them, find common value(s), and represent it (them) in an appropriate, creative way. The ideal environment to perform this work is hypertext based internet, because the non-linearity of team interpretations is unavoidable. On the other hand, the digital input data (computer models) is a very appropriate initial material to be used for hypermedia development. The experiment is to analyse the specific of the following: the self-influence of the group on the individual work ‘qualification’, mutual influence of the team members on their own work interpretation, the influence of the digital non-linear environment on the final outcome definition. The added value of hypertext in architectural groupwork digital performance shall be examined and described. A new value of individualised, though group based, non-linearity of expression will be presented and concluded.
series AVOCAAD
email
last changed 2005/09/09 10:48

_id 4b30
authors Ahmad Rafi, M.E. and Mohd Fazidin, J.
year 2001
title ARMY WAR GAME SIMULATION (AWAS) system - Utilising architectural knowledge in virtual environments
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. 435-438
doi https://doi.org/10.52842/conf.caadria.2001.435
summary This research briefly examines the importance of collaborative design in developing a multi-user, multi-tiered, networked and real-time information base system. Aspects such as navigation, interaction, communication, movements (objects or virtual camera), control, level of details, spatial design and virtual spaces will be explained to show their importance in the development of virtual world. This paper will further explore the aspects of collaborative design in the context of Army War Game Simulation System (AWAS). A generic collaborative design-based framework will be demonstrated to simulate the overall operations of a war in command-control structure of the force.
series CAADRIA
email
last changed 2022/06/07 07:54

_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 avocaad_2001_05
id avocaad_2001_05
authors Alexander Koutamanis
year 2001
title Analysis and the descriptive approach
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 rise of consciousness concerning the quality of working and living conditions has been a permanent though frequently underplayed theme in architecture and building since the reconstruction period. It has led to an explosive growth of programmatic requirements on building behaviour and performance, thus also stimulating the development of design analysis. The first stage of development was characterized by the evolution of prescriptive systems. These reversed the structure of pre-existing proscriptive systems into sequences of known steps that should be taken in order to achieve adequate results. Prescriptive systems complemented rather than replaced proscriptive ones, thereby creating an uncertain mixture of orthodoxy and orthopraxy that failed to provide design guidance for improving design performance and quality.The second stage in the development of design analysis focuses on descriptive methods and techniques for analyzing and supporting evaluation. Technologies such as simulation and scientific visualization are employed so as to produce detailed, accurate and reliable projections of building behaviour and performance. These projections can be correlated into a comprehensive and coherent description of a building using representations of form as information carriers. In these representations feedback and interaction assume a visual character that fits both design attitudes and lay perception of the built environment, but on the basis of a quantitative background that justifies, verifies and refines design actions. Descriptive analysis is currently the most promising direction for confronting and resolving design complexity. It provides the designer with useful insights into the causes and effects of various design problems but frequently comes short of providing clear design guidance for two main reasons: (1) it adds substantial amounts of information to the already unmanageable loads the designer must handle, and (2) it may provide incoherent cues for the further development of a design. Consequently the descriptive approach to analysis is always in danger of been supplanted by abstract decision making.One way of providing the desired design guidance is to complement the connection of descriptive analyses to representations of form (and from there to synthesis) with two interface components. The first is a memory component, implemented as case-bases of precedent designs. These designs encapsulate integrated design information that can be matched to the design in hand in terms of form, function and performance. Comparison between precedents with a known performance and a new design facilitate identification of design aspects that need be improved, as well as of wider formal and functional consequences. The second component is an adaptive generative system capable of guiding exploration of these aspects, both in the precedents and the new design. The aim of this system is to provide feedback from analysis to synthesis. By exploring the scope of the analysis and the applicability of the conclusions to more designs, the designer generates a coherent and consistent collection of partial solutions that explore a relevant solution space. Development of the first component, the design case-bases, is no trivial task. Transformability in the representation of cases and flexible classification in a database are critical to the identification and treatment of a design aspect. Nevertheless, the state of the art in case-based reasoning and the extensive corpus of analysed designs provide the essential building blocks. The second component, the adaptive generative system, poses more questions. Existing generative techniques do not possess the necessary richness or multidimensionality. Moreover, it is imperative that the designer plays a more active role in the control of the process than merely tweaking local variables. At the same time, the system should prevent that redesigning degenerates into a blind trial-and-error enumeration of possibilities. Guided empirical design research arguably provides the means for the evolutionary development of the second component.
series AVOCAAD
email
last changed 2005/09/09 10:48

_id ga0118
id ga0118
authors Annunziato, Mauro and Pierucci, Piero
year 2001
title Learning and Contamination in Virtual Worlds
source International Conference on Generative Art
summary The most recent advances of artificial life scientific research are opening up a new frontier: the creation of simulated life environments populated by autonomous agents. In these environments artificial beings can interact, reproduce and evolve [4, 6, 15], and can be seen as laboratories whereto explore the emergence of social behaviors like competition, cooperation, relationships and communication [5, 7] . It is still not possible to approach a reasonable simulation of the incredible complexity of human or animal societies, but these environments can be used as a scientific orartistic tool to explore some basic aspects of the evolution [1, 2, 3, 9, 10, 11, 12, 13, 14]. The combination of these concepts with robotics technology or with immersive-interactive 3D environments (virtual reality) are changing quickly well known paradigms like digital life, manmachineinterface, virtual world. The virtual world metaphor becomes interesting when the artificial beings can develop some form of learning, increasing their performances, adaptation, and developing the ability to exchange information with human visitors. In this sense the evolution enhances the creative power and meaningful of these environments, and human visitors experience an emotion of a shift from a simplified simulation of the reality to a real immersion into an imaginary life. We may think that these realization are the first sparks of a new form of life: simulated for the soft-alife thinkers, real for the hard-alife thinkers, or a simple imaginary vision for the artists.
series other
email
more http://www.generativeart.com/
last changed 2003/11/21 15:15

_id 0bab
authors Araya, Hirokazu and Kagoshima, Masayuki
year 2001
title Semi-automatic control system for hydraulic shovel
source Automation in Construction 10 (4) (2001) pp. 477-486
summary A semi-automatic control system for a hydraulic shovel has been developed. Using this system, unskilled operators can operate a hydraulic shovel easily and accurately. A mathematical control model of a hydraulic shovel with a controller was constructed and a control algorithm was developed by simulation. This algorithm was applied to a hydraulic shovel and its effectiveness was evaluated. High control accuracy and high-stability performance were achieved by feedback plus feedforward control, nonlinear compensation, state feedback and gain scheduling according to the attitude.
series journal paper
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