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 711

_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 7180
authors Therakomen, Preechaya
year 2001
title Mouse.class: Experiments for Exploring Dynamic Behaviors in Urban Places
source University of Washington, Design Machine Group
summary Urban space comprises not only physical forms - buildings, streets, plazas, trees, etc. – but also the people 'acting on them'. The purpose of this thesis is to increase our awareness of behavior and environment relationships, focusing on local movement at the individual level in a pedestrian environment. The thesis describes the experiment Mouse.class, as a concept demonstration model, which allows users to create a 2D-virtual environment for accommodating autonomous agents, Mouse, to explore (pedestrian) dynamic behavior in relation to (urban) space. The program uses multi-agent technology to construct an individual-based simulation in which each agent employs individual behaviors. The agents have abilities to navigate through the environment using a behavior rule set derived from a wide range of research – both theoretical and empirical approaches – on spatial behavior in small-scale urban space. These simulated individuals also have the ability to improvise their actions according to the situations they find themselves in. In the simulation, each agent reacts to the space configuration, to specific attractions in the environment, as well as to other mice. The local movement of an individual is, therefore, the result of the interaction of its visual perception, motivation, and social actions. The program then tracks each movement – path of use – revealing patterns that emerge from interactions among the components of the environment. The exploration seeks to develop a way urban designers think of 'space' as fluid processes and recognize that objects in the urban environment can have radically differing effects, depending on the circumstances and contexts in which they exist. Indeed, people are parts of the environment.
series thesis:MSc
email
more http://dmg.caup.washington.edu/xmlSiteEngine/browsers/stylin/publications.html
last changed 2004/06/02 19:12

_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 4a1a
authors Laird, J.E.
year 2001
title Using Computer Game to Develop Advanced AI
source Computer, 34 (7), July pp. 70-75
summary Although computer and video games have existed for fewer than 40 years, they are already serious business. Entertainment software, the entertainment industry's fastest growing segment, currently generates sales surpassing the film industry's gross revenues. Computer games have significantly affected personal computer sales, providing the initial application for CD-ROMs, driving advancements in graphics technology, and motivating the purchase of ever faster machines. Next-generation computer game consoles are extending this trend, with Sony and Toshiba spending $2 billion to develop the Playstation 2 and Microsoft planning to spend more than $500 million just to market its Xbox console [1]. These investments have paid off. In the past five years, the quality and complexity of computer games have advanced significantly. Computer graphics have shown the most noticeable improvement, with the number of polygons rendered in a scene increasing almost exponentially each year, significantly enhancing the games' realism. For example, the original Playstation, released in 1995, renders 300,000 polygons per second, while Sega's Dreamcast, released in 1999, renders 3 million polygons per second. The Playstation 2 sets the current standard, rendering 66 million polygons per second, while projections indicate the Xbox will render more than lOO million polygons per second. Thus, the images on today's $300 game consoles rival or surpass those available on the previous decade's $50,000 computers. The impact of these improvements is evident in the complexity and realism of the environments underlying today's games, from detailed indoor rooms and corridors to vast outdoor landscapes. These games populate the environments with both human and computer controlled characters, making them a rich laboratory for artificial intelligence research into developing intelligent and social autonomous agents. Indeed, computer games offer a fitting subject for serious academic study, undergraduate education, and graduate student and faculty research. Creating and efficiently rendering these environments touches on every topic in a computer science curriculum. The "Teaching Game Design " sidebar describes the benefits and challenges of developing computer game design courses, an increasingly popular field of study
series journal paper
last changed 2003/04/23 15:50

_id 9bbb
authors Lees, B., Branki, C. and Aird, I.
year 2001
title A framework for distributed agent-based engineering design support
source Automation in Construction 10 (5) (2001) pp. 631-637
summary Concurrent engineering draws together team working and cooperation, with the aim of reducing the need for costly design modifications in the later stages of design and product development. However, the complexities arising in the process of design, in general, defy formal analysis and computational support is required. In providing intelligent computational support for concurrent engineering, a combination of various problem-solving strategies may be required for complex design situations. It is proposed that an appropriate model for such provision is in the form of a set of interacting autonomous intelligent agents, possessing different problem-solving capabilities and differing degrees of intelligence. The requirements for such agent-based design support are discussed and possibilities for its realisation, with the aid of Web technology, in a distributed design environment are explored.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:22

_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 7313
authors Mahdavi, A., Brahme, R. and Gupta, S.
year 2001
title Performance-based computational design via differential modeling and two-staged mapping
source Proceedings of the Ninth International Conference on Computer Aided Architectural Design Futures [ISBN 0-7923-7023-6] Eindhoven, 8-11 July 2001, pp. 667-680
summary Computational performance-based building design support faces a conflict. It is important to provide building performance feed back to the designer as early as possible in the design process. But many aspects of building performance are significantly affected by the design of the building’s technical systems, which are typically configured in detail only in the later stages of design. The challenge is thus to find a method to use detailed simulation tools even during the early stages of design when values for many of the variables for the building’s technical sub-systems are not yet available. In this paper, we demonstrate how this problem can be partially solved by combining two levels of automation. The first level consists of differential building representation involving a number of domain (application-specific) object models that are derived from a shared object model automatically. The second level uses generative agents that create reference designs for the technical sub-systems of the building. To demonstrate the feasibility of the proposed approach, we use the building energy systems domain (heating, cooling, ventilation, and air-conditioning) as a case in point.
keywords Building Performance Simulation, Homology-Based Mapping, Intelligent Design Agents
series CAAD Futures
email
last changed 2006/11/07 07:22

_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 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 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
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:22

_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 5d19
authors Gómez Arvelo, Susana Carolina
year 2001
title Simulador de proyecciones de sombras sobre modelos computarizados en 3d. Herramienta para evaluar la eficiencia de modelos de proteccion solar. [Shade simulator On 3D Computer Models. A Tool to Evaluate the Efficiency of Models for Solar Protection]
source 2da Conferencia Venezolana sobre Aplicación de Computadores en Arquitectura, Maracaibo (Venezuela) december 2001, pp. 156-165
summary A Program of Graphic Computing, developed in the Language of Programming AUTOLISP and run in AUTOCAD 2000, which is guided toward the Investigation in Bioclimatic Architecture, is presented. Before a model of solar protection in 3D, and loading the input data of the geographical localization and orientation, time and evaluation date (chosen by the user), the program calculates and projects the simulation of the corresponding shade contours on every plane that constitutes the 3D pattern (openings, walls, protections, floor...). In this research different areas of knowledge concur: Plane and spherical trigonometry applied to the solar ray and to the Bioclimatic Architecture, space geometry, plane graphical representation of three-dimensional objects, a concept of the transformation of vision for the three-dimensional representation of the objects in computers, and modern programming techniques.
keywords Bioclimatic Architecture; Heat Gaining Control; 3D Shades Simulator; Solar Protection
series other
email
last changed 2003/02/14 08:29

_id 6795
id 6795
authors KOUZELEAS Stelios
year 2005
title DEFINITION OF A METHOD OF LIMITS OF THE SIMPLIFICATION OF A HALL MODEL IN A CAD SYSTEM TO DIMINISH FALSIFICATION OF ACOUSTIC SIMULATION RESULTS
source International Congress eCAADe 2005 (Education and research in Computer Aided Architectural Design in Europe), subject : “Digital Desing : the quest for new paradigms”, ISBN 0-9541183-2-4, pp. 695-704, Technical University of Lisbon, Portugal, 21-24 September 2005
summary During the modelling, because of the sometimes complex architectural shape of halls, we were forced to introduce simplifications in order to carry out calculations and simulation operations on these halls, as the calculation software requires plane surfaces. This paper presents a developed tool adapted on a CAD modelling system (AutoCAD), which defines an “average limits” of the model simplification operation in order to control and diminish the falsification of calculation and simulation results on this model, such as the architectural acoustic simulation. The process of the elaboration and the adjustment of the simplified models of the Grand Theatre of Bordeaux (GTB) based on acoustical measurements and their calculation results are described in detail in a previous article (Kouzeleas and Semidor, 2001). The analysis process of the consequences of the hall model simplification on the acoustical simulation results and the applied simplification methods are described in a PhD thesis (Kouzeleas, 2002). This article is based on this analysis process in order to apply it on several simplified models of the Amphitheatre of the Architecture School of Bordeaux (Amphi-EAPB). The comparison in a CAD system (AutoCAD) of the acoustical calculation results and the areas after simplification of the simplified models of these two halls made with AutoCAD, via the developed tool adapted on the AutoCAD, permit to define a “limits average of a hall model simplification” before the falsification of these calculation results.
series other
type normal paper
email
more http://www.civil.ist.utl.pt/ecaade05/
last changed 2005/10/25 12:19

_id 2005_695
id 2005_695
authors Kouzeleas, Stelios Th.
year 2005
title Definition of a Method of Limits of the Simplification of a Hall Model in a CAD System to Diminish Falsification of Acoustic Simulation Results
source Digital Design: The Quest for New Paradigms [23nd eCAADe Conference Proceedings / ISBN 0-9541183-3-2] Lisbon (Portugal) 21-24 September 2005, pp. 695-704
doi https://doi.org/10.52842/conf.ecaade.2005.695
summary During the modelling, because of the sometimes complex architectural shape of halls, we were forced to introduce simplifications in order to carry out calculations and simulation operations on these halls, as the calculation software requires plane surfaces. This paper presents a developed tool adapted on a CAD modelling system (AutoCAD), which defines an “average limits” of the model simplification operation in order to control and diminish the falsification of calculation and simulation results on this model, such as the architectural acoustic simulation. The process of the elaboration and the adjustment of the simplified models of the Grand Theatre of Bordeaux (GTB) based on acoustical measurements and their calculation results are described in detail in a previous article (Kouzeleas and Semidor, 2001). The analysis process of the consequences of the hall model simplification on the acoustical simulation results and the applied simplification methods are described in a PhD thesis (Kouzeleas, 2002). This article is based on this analysis process in order to apply it on several simplified models of the Amphitheatre of the Architecture School of Bordeaux (Amphi- EAPB). The comparison in a CAD system (AutoCAD) of the acoustical calculation results and the areas after simplification of the simplified models of these two halls made with AutoCAD, via the developed tool adapted on the AutoCAD, permit to define a “limits average of a hall model simplification” before the falsification of these calculation results.
keywords Calculation Cad Program Integrated Development ; Design Process ; 3D Modeling ; Performance Simulation ; Acoustic Simulation Results
series eCAADe
email
last changed 2022/06/07 07:52

_id avocaad_2001_19
id avocaad_2001_19
authors Shen-Kai Tang, Yu-Tung Liu, Yu-Sheng Chung, Chi-Seng Chung
year 2001
title The visual harmony between new and old materials in the restoration of historical architecture: A study of computer simulation
source AVOCAAD - ADDED VALUE OF COMPUTER AIDED ARCHITECTURAL DESIGN, Nys Koenraad, Provoost Tom, Verbeke Johan, Verleye Johan (Eds.), (2001) Hogeschool voor Wetenschap en Kunst - Departement Architectuur Sint-Lucas, Campus Brussel, ISBN 80-76101-05-1
summary In the research of historical architecture restoration, scholars respectively focus on the field of architectural context and architectural archeology (Shi, 1988, 1990, 1991, 1992, 1995; Fu, 1995, 1997; Chiu, 2000) or on architecture construction and the procedure of restoration (Shi, 1988, 1989; Chiu, 1990). How to choose materials and cope with their durability becomes an important issue in the restoration of historical architecture (Dasser, 1990; Wang, 1998).In the related research of the usage and durability of materials, some scholars deem that, instead of continuing the traditional ways that last for hundreds of years (that is to replace new materials with old ones), it might be better to keep the original materials (Dasser, 1990). However, unavoidably, some of the originals are much worn. Thus we have to first establish the standard of eliminating components, and secondly to replace identical or similar materials with the old components (Lee, 1990). After accomplishing the restoration, we often unexpectedly find out that the renewed historical building is too new that the sense of history is eliminated (Dasser, 1990; Fu, 1997). Actually this is the important factor that determines the accomplishment of restoration. In the past, some scholars find out that the contrast and conflict between new and old materials are contributed to the different time of manufacture and different coating, such as antiseptic, pattern, etc., which result in the discrepancy of the sense of visual perception (Lee, 1990; Fu, 1997; Dasser, 1990).In recent years, a number of researches and practice of computer technology have been done in the field of architectural design. We are able to proceed design communication more exactly by the application of some systematic softwares, such as image processing, computer graphic, computer modeling/rendering, animation, multimedia, virtual reality and so on (Lawson, 1995; Liu, 1996). The application of computer technology to the research of the preservation of historical architecture is comparatively late. Continually some researchers explore the procedure of restoration by computer simulation technology (Potier, 2000), or establish digital database of the investigation of historical architecture (Sasada, 2000; Wang, 1998). How to choose materials by the technology of computer simulation influences the sense of visual perception. Liu (2000) has a more complete result on visual impact analysis and assessment (VIAA) about the research of urban design projection. The main subjects of this research paper focuses on whether the technology of computer simulation can extenuate the conflict between new and old materials that imposed on visual perception.The objective of this paper is to propose a standard method of visual harmony effects for materials in historical architecture (taking the Gigi Train Station destroyed by the earthquake in last September as the operating example).There are five steps in this research: 1.Categorize the materials of historical architecture and establish the information in digital database. 2.Get new materials of historical architecture and establish the information in digital database. 3.According to the mixing amount of new and old materials, determinate their proportion of the building; mixing new and old materials in a certain way. 4.Assign the mixed materials to the computer model and proceed the simulation of lighting. 5.Make experts and the citizens to evaluate the accomplished computer model in order to propose the expected standard method.According to the experiment mentioned above, we first address a procedure of material simulation of the historical architecture restoration and then offer some suggestions of how to mix new and old materials.By this procedure of simulation, we offer a better view to control the restoration of historical architecture. And, the discrepancy and discordance by new and old materials can be released. Moreover, we thus avoid to reconstructing ¡§too new¡¨ historical architecture.
series AVOCAAD
email
last changed 2005/09/09 10:48

_id avocaad_2001_20
id avocaad_2001_20
authors Shen-Kai Tang
year 2001
title Toward a procedure of computer simulation in the restoration of historical architecture
source AVOCAAD - ADDED VALUE OF COMPUTER AIDED ARCHITECTURAL DESIGN, Nys Koenraad, Provoost Tom, Verbeke Johan, Verleye Johan (Eds.), (2001) Hogeschool voor Wetenschap en Kunst - Departement Architectuur Sint-Lucas, Campus Brussel, ISBN 80-76101-05-1
summary In the field of architectural design, “visualization¨ generally refers to some media, communicating and representing the idea of designers, such as ordinary drafts, maps, perspectives, photos and physical models, etc. (Rahman, 1992; Susan, 2000). The main reason why we adopt visualization is that it enables us to understand clearly and to control complicated procedures (Gombrich, 1990). Secondly, the way we get design knowledge is more from the published visualized images and less from personal experiences (Evans, 1989). Thus the importance of the representation of visualization is manifested.Due to the developments of computer technology in recent years, various computer aided design system are invented and used in a great amount, such as image processing, computer graphic, computer modeling/rendering, animation, multimedia, virtual reality and collaboration, etc. (Lawson, 1995; Liu, 1996). The conventional media are greatly replaced by computer media, and the visualization is further brought into the computerized stage. The procedure of visual impact analysis and assessment (VIAA), addressed by Rahman (1992), is renewed and amended for the intervention of computer (Liu, 2000). Based on the procedures above, a great amount of applied researches are proceeded. Therefore it is evident that the computer visualization is helpful to the discussion and evaluation during the design process (Hall, 1988, 1990, 1992, 1995, 1996, 1997, 1998; Liu, 1997; Sasada, 1986, 1988, 1990, 1993, 1997, 1998). In addition to the process of architectural design, the computer visualization is also applied to the subject of construction, which is repeatedly amended and corrected by the images of computer simulation (Liu, 2000). Potier (2000) probes into the contextual research and restoration of historical architecture by the technology of computer simulation before the practical restoration is constructed. In this way he established a communicative mode among archeologists, architects via computer media.In the research of restoration and preservation of historical architecture in Taiwan, many scholars have been devoted into the studies of historical contextual criticism (Shi, 1988, 1990, 1991, 1992, 1995; Fu, 1995, 1997; Chiu, 2000). Clues that accompany the historical contextual criticism (such as oral information, writings, photographs, pictures, etc.) help to explore the construction and the procedure of restoration (Hung, 1995), and serve as an aid to the studies of the usage and durability of the materials in the restoration of historical architecture (Dasser, 1990; Wang, 1998). Many clues are lost, because historical architecture is often age-old (Hung, 1995). Under the circumstance, restoration of historical architecture can only be proceeded by restricted pictures, written data and oral information (Shi, 1989). Therefore, computer simulation is employed by scholars to simulate the condition of historical architecture with restricted information after restoration (Potier, 2000). Yet this is only the early stage of computer-aid restoration. The focus of the paper aims at exploring that whether visual simulation of computer can help to investigate the practice of restoration and the estimation and evaluation after restoration.By exploring the restoration of historical architecture (taking the Gigi Train Station destroyed by the earthquake in last September as the operating example), this study aims to establish a complete work on computer visualization, including the concept of restoration, the practice of restoration, and the estimation and evaluation of restoration.This research is to simulate the process of restoration by computer simulation based on visualized media (restricted pictures, restricted written data and restricted oral information) and the specialized experience of historical architects (Potier, 2000). During the process of practicing, communicates with craftsmen repeatedly with some simulated alternatives, and makes the result as the foundation of evaluating and adjusting the simulating process and outcome. In this way we address a suitable and complete process of computer visualization for historical architecture.The significance of this paper is that we are able to control every detail more exactly, and then prevent possible problems during the process of restoration of historical architecture.
series AVOCAAD
email
last changed 2005/09/09 10:48

_id ddss2004_d-77
id ddss2004_d-77
authors Tangari, L., M. Ottomanelli, and D. Sassanelli
year 2004
title The Project Planning of Urban Decongestion
source Van Leeuwen, J.P. and H.J.P. Timmermans (eds.) Developments in Design & Decision Support Systems in Architecture and Urban Planning, Eindhoven: Eindhoven University of Technology, ISBN 90-6814-155-4, p. 77-92
summary This study introduces a methodology for the evaluation, among a set of possible plans and/or policies, of a transport system which could reduce the effects of the network congestion on an urban area. Hence it is proposed a procedure which contains a new element compared with the current methodologies that is the final user’s evaluation of the examined system by turning to the application of the contingent valuation method, a technique like stated preferences. The approach we propose is based on the necessity for a determination of an optimal solution to the urban congestion to be established on the politic acceptability by the final user. Solutions which result virtually feasible for a public administration both on a technique and economic point of view often meet hostility by individuals. Consequently, it would be interesting for policy makers to adopt a process of valuation which could let to understand the user’s sensitivity and hostility towards specific configurations of the system, chosen as solution to decongestion (traffic calming, roadpricing, auto-free zones) and consequently to make less unpleasant the strategy to be carried out to control congestion (Harrington et al., 2001). In this way, a user does not judge the implementation of a set of projects made by a decision-maker as imposition and he is willing to pay in order to fulfil the chosen scenario. Finally we describe an application of the proposed methodology relating the definition of the integrated transport system in the metropolitan area of Bari, chief town of Apulia.
keywords Contingent Valuation, Transportation Planning, Urban Decongestion
series DDSS
last changed 2004/07/03 22:13

_id 3501
authors Wang, Shengwei and Zheng, Ling
year 2001
title Dynamic and real-time simulation of BMS and air-conditioning system as a `living' environment for learning/training
source Automation in Construction 10 (4) (2001) pp. 487-505
summary Dynamic and real-time simulation models are developed to simulate the thermal, hydraulic, mechanical, environmental and energy performance of building a variable air volume (VAV) air-conditioning system and its building management system (BMS). On-line direct digital control (DDC) and supervisory strategies of the BMS controlling the dynamic air-conditioning system are simulated. A window-based users interface is developed to simulate the man–machine interface of a BMS, through which users can monitor the on-line operation, tune the local control loops, and reset the supervisory control strategies. This paper presents models, simulation software, and examples that users practice on the simulated on-line BMS and air-conditioning system using the software.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:23

_id 3e6a
authors Wittkopf, Stephen
year 2001
title I-Light, a webbased learning system for architectural lighting design
source TU Darmstadt
summary With the rising meaning of architectural lighting also the requirement at appropriate light planning rises. The possibilities of digital instruments were realized by several lamp manufacturers, which use 3D-CAD to present visualizations and use the Internet for their distribution. However in the field of universities it is important to offer instruments and methods with which the interaction of light and architecture can be learned descriptive, comprehensibly and interactively. Introductory in a theoretical section the bases of light planning and learn-educational concepts are pointed out. Parallel the state of the art in the areas of computer-aided learning and the light simulation is presented and evaluated regarding the learn-educational suitability. Thereupon an action requirement is formulated, which designates a new integration of the individual areas. It flows into the development of an interactive Web-based training system for the design with light - I-Light - whose concept and implementation in the following sections is described. In an application of examples the author points out finally, how this innovative connection of the Internet, 3D-CAD and simulation supports a better understanding of the medium light in the architecture perception. A new virtual light laboratory forms the core of this training system, in which architectural planning examples can be represented three-dimensional and changed interactively. A developed semantic scene model ensures for the fact that lighting, materials and delimitation surfaces are varied didactically appropriately and compared, so that visual effects and important interrelation can be assumed and checked. The author orients itself at the methodology by simulation and merges 3D-CAD and light simulation programs into the training system. The calculated photo-realistic picture is regarded not - as otherwise usual - as presentation material, but as interactive tools. Since 3D-CAD and light simulation programs presuppose much application knowledge, the author does not pursue to confront the user with these complex programs. He developed a new system with a Web-based graphic surface, that enables 3D-scenes to be loaded, be changed and stored easily (front-end). Furthermore it enables the remote control to an automatic, photo-realistic simulation on push of a button on an external high end render machine, that is connected via Internet, where at least all files are externally stored. For the operation of the front-end is only an average PC with a standard Webbrowser necessary. For the receiving station the author develops a new interface, which extends a standard Web server by the new possibility of storing and executing lighting simulations (back-end). The system presented by the author differs in the didactical concept and in the technical implementation from the solutions existing so far in similar areas. The interactive virtual light laboratories of the architectural planning examples represent a new beginning of Web-based learning environments. To the selected tools (HTML, Java, VRML, Web server, Lightscape) there yet exist no matured alternatives.
series thesis:PhD
email
more http://elib.tu-darmstadt.de/diss/000131/
last changed 2003/02/12 22:37

_id 1f37
authors Alpha, Lee W.K. and Iki, Kazuhisa
year 2001
title Moving Architecture and Transiting Landscape. Interactive Rendering System for Animated Assessment
source Proceedings of the Ninth International Conference on Computer Aided Architectural Design Futures [ISBN 0-7923-7023-6] Eindhoven, 8-11 July 2001, pp. 739-752
summary In this paper, an Interactive Rendering System for Animated Assessment (IRSA2) is proposed. Using IRSA2, different to the usual process that the respondents are allowed only to select alternatives designed by planners, they are allowed to participate in the design process and create alternatives as proposals in a web-based collaborative environment. This gives roads to an autonomous process in landscape planning and design. The system efficiency was verified by a case study of its use in a wind farm project in Japan.
keywords Collaborative Design, Utilization Of Internet, Overall Design Strategy,
series CAAD Futures
email
last changed 2006/11/07 07:22

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