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 716

_id 5166
authors Sass, Larry
year 2001
title Reconstructing Palladio’s Villas: A computational analysis of Palladio’s villa design and construction process
doi https://doi.org/10.52842/conf.acadia.2001.212
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. 212-226
summary This project is ongoing research focused on finding a method of reconstruction, using computational devices to build, represent and evaluate Palladio’s un-built villas in three-dimensions. The first of The Four Books of Architecture contains text and images explaining Palladio’s design and construction systems in the form of rules. These rules were written for masons and craftsmen of the 16th century, offering one and two-dimensional data on each of Palladio’s villas, palaces and churches. The Four Books offers a general treatment of the villas; however, it is missing most of the physical construction data needed to execute a full reconstruction of an un-built building. Many architects and historians have attempted to reconstruct Palladio’s work in drawings, wooden models and computer imagery. This project presents a new method of reconstruction through the definition of construction rules, in addition to shape and proportional rules defined by previous scholars. In also uses 3D printing and texture mapped renderings as design tools. This study uses the Villa Trissino in Meledo as a test case for the process. The end product is a presentation of a method for reconstruction in the form of a three-dimensional analysis of Palladio’s design and construction rules. The goal is to recreate all 24 of the villas found in the Four Books with the same method and rules as a demonstration of qualitative and quantitative input and output from a computational device.
keywords Palladio, Computer Modeling, 3D Printing, Computer Rendering
series ACADIA
email
last changed 2022/06/07 07:57

_id 17ba
authors Koutamanis, Alexander
year 2001
title Fuzzy Modeling of Floor Plan Layout
doi https://doi.org/10.52842/conf.acadia.2001.314
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. 314-321
summary Fuzzy modeling provides methods and techniques for qualifying and quantifying imprecise and uncertain information. The main advantages of fuzzy design representation are fluency, abstraction and continuity, at a level similar to that of analogue techniques, as well as the possibility of local autonomy, i.e. segmentation of a representation into self-regulating and cooperating components. The paper investigates the applicability of fuzziness to digital architectural sketching of floor plan layouts. Based on an analysis of the paradigmatic dimension in analogue floor plan sketches three alternative forms are proposed: (1) Canonical objects with tolerances, (2) objects described by minimal and maximal values, and (3) point sets which decompose the form of an object into a number of discrete, autonomous particles that describe the object by their position and spatial or structural relationships.
keywords Representation, Sketching, Floor Plan, Fuzziness
series ACADIA
email
last changed 2022/06/07 07:51

_id 993b
authors Seebohm, Thomas
year 2001
title The Ideal Digital Design Curriculumn: Its Bases and its Content
doi https://doi.org/10.52842/conf.ecaade.2001.180
source Architectural Information Management [19th eCAADe Conference Proceedings / ISBN 0-9523687-8-1] Helsinki (Finland) 29-31 August 2001, pp. 180-185
summary There is a potential for the computer to fundamentally change the design process towards a more holistically conceived architecture. One of these directions is the use of software to develop form and the other concerns the use of software that embodies specialist knowledge including design knowledge. Software embodying knowledge will be the capital of the future. As this software becomes more user-friendly it will give architects new power to bring together a multitude of issues in a holistic way without themselves being specialists. A prerequisite for this fundamental change in the design process is an architectural design curriculum that is broader than before and integrates computing across disciplines. In effect, the intention is to educate a new type of Renaissance architect
keywords Architectural Curriculum, Simulation Software, Expert Systems, Digital Design
series eCAADe
email
last changed 2022/06/07 07:56

_id 2005_787
id 2005_787
authors Veikos, Cathrine
year 2005
title The Post-Medium Condition
doi https://doi.org/10.52842/conf.ecaade.2005.787
source Digital Design: The Quest for New Paradigms [23nd eCAADe Conference Proceedings / ISBN 0-9541183-3-2] Lisbon (Portugal) 21-24 September 2005, pp. 787-794
summary Theorists in art, architecture and visual media have described the digital world as a world of mediumlessness and proclaimed that the medium of a work, once the ontological determinant for the classification of the arts, is rendered meaningless by recent technological and cultural developments (Krauss, 2000; Negroponte, 1995; Manovich, 2001). Although indebted to specific media-based techniques and their attendant ideologies, software removes the material reality of techniques to an immaterial condition where the effects of material operations are reproduced abstractly. This paper asserts that a productive approach for digital design can be found in the acknowledgement that the importance of the digital format is not that it de-materializes media, but that it allows for the maximum intermingling of media. A re-conceptualization of media follows from this, defined now as, a set of conventions derived from the material conditions of a given technical support, conventions out of which to develop a form of expressiveness that can be both projective and mnemonic (Krauss, 2000). The paper will focus on the identification of these conventions towards the development of new forms of expressiveness in architecture. Further demonstration of the intermingling of materially-based conventions is carried out in the paper through a comparative analysis of contemporary works of art and architecture, taking installation art as a particular example. A new design approach based on the maximum intermingling of media takes account of integrative strategies towards the digital and the material and sees them as inextricably linked. In the digital “medium” different sets of conventions derived from different material conditions transfer their informational assets producing fully formed, material-digital ingenuity.
keywords Expanded Architecture, Art Practice, Material, Information, ParametricTechniques, Evolutionary Logics
series eCAADe
email
last changed 2022/06/07 07:58

_id 7ff9
authors Choi, J.-W., Lee, H.-S., Hwang, J.-E. and Kim, M.-J.
year 2001
title The Wooden Construction data modeling of korean traditional architecture - Focused on the structure of Gongpo in Buseoksa MuRyangsujun
doi https://doi.org/10.52842/conf.caadria.2001.265
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. 265-274
summary Finding national identities from its traditional heritages might be an important research issue especially for Asian architects and researchers. Nevertheless, it is noticed that the structure of Korean traditional architecture has not been fully explored in a systematical or computational manner and its information is not shared efficiently. This study thus explores a computational way of structuring construction knowledge and building information of Korean traditional architecture.Ý To do this, we select a well-known old temple building, Buseoksa Muryangsujun, one of the oldest Buddhist temple in Korea, as a prototype. We first build an accurateÝ three-dimensional model of the building with an aid of a traditional building expert, categorize its building components, and then analyze their connectivity and the connectivity patterns and rules by especially focusing on the capital order system, called Gongpo. The result of the study shows several schema diagrams representing the wooden construction data model carefully designed for an intelligent building simulation and generative system that will be developed in the near future.Ý The paper also demonstrates a way of computationally describing some shape grammars that explain the components' connectivity.
series CAADRIA
email
last changed 2022/06/07 07:56

_id diss_duarte
id diss_duarte
authors Duarte, J. P.
year 2001
title Customizing mass housing: a discursive grammar for Siza’s Malagueira houses
source PhD dissertation, Department of Architecture, Massachusetts Institute of Technology, Cambridge, Mass
summary This thesis proposes a process of providing mass-customized housing based on computer-aided design and production systems. It focuses on the design part, which mainly consists of an interactive system for the generation of design solutions based on a mathematical model called discursive grammar. A discursive grammar includes a shape grammar, a description grammar, and a set of heuristics. The shape grammar provides the rules of formal composition, whereas the description grammar describes the design from other relevant viewpoints. The set of heuristics is used to guide the generation of designs by comparing the description of the evolving design with the description of the desired house. The generation of a design proceeds first by producing a design brief from the user-prompted requirements and then by finding a solution that satisfies this brief. Search is largely deterministic, which decreases the amount of time required to find a solution, thereby making it reasonable to develop Web-based implementations. The proposed model enables an enduring designer's dream, that of the mass customization of housing. The model is illustrated with a case study that includes a shape grammar developed for the houses designed by the architect Alvaro Siza at Malagueira, a description grammar based on the Portuguese housing regulations, and a set of heuristics inferred after a set of experiments. In these experiments, designers were asked to generate houses based on the Malagueira grammar for specific clients. It is argued that this discursive grammar provides a rigorous method for understanding and teaching Siza's design process and that similar grammars could be developed for other styles. A Web page for explaining the grammar and generating new designs on-line was developed as a prototype.
series thesis:PhD
email
last changed 2005/09/09 12:58

_id ga0122
id ga0122
authors Miranda Carranza, Pablo
year 2001
title Self-design and Ontogenetic evolution
source International Conference on Generative Art
summary The context and long term goal of the project is to develop design environments in which the computer becomes an active and creative partner in the design process. To try to set-up a system that would enhance the design process by suggesting possibilities, has been preferredto an approach that emphasises optimisation and problem-solving.The work develops around the general concept of morphogenesis, the process of development of a system's form or structure. Besides the obvious example of embryological growth, biological evolution, learning, and societal development can also be considered as morphogenetic processes.The aim is to set a foundation from where latter work can develop in the study of how form unravels, and the implications and possibilities of the utilisation of such processes in design. Some basic principles are established, regarding the idea of Ontogenesis, the study of thedevelopment of organisms, and Epigenesis, the mode Ontogenesis operates.Drawing on D’Arcy Thompson’s ideas and inspired on the models and approaches developed in the recent field of Artificial Life, this work explores the possibilities of using a model based in bone accretion to develop structural systems. The mechanisms by which bone is able toadapt are relatively known and simple, and at the same time they address a sensible problem, such as it is the case of the static performance of a structure. This may seem contradictory with what was mentioned above regarding problem solving. The problem is anyway approached not with the intention of finding optimal solutions, but challenging and creativeones. It is not answers the computer should provide, but questions about the problematic of the design. It is in this context of “problem-worrying” (as opposed to problem solving) that the work has been carried.
series other
email
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id sigradi2003_082
id sigradi2003_082
authors Sánchez Cavazos, María Estela
year 2003
title El proceso de Diseño y la representación digital de la arquitectura (The design process and the digital representation of architecture)
source SIGraDi 2003 - [Proceedings of the 7th Iberoamerican Congress of Digital Graphics] Rosario Argentina 5-7 november 2003
summary The following is a paper about a pseudoexperiment realized by the profesor in architectonic design, Ma. Estela Sánchez Cavazos with the tutory of the doctor in architecture, Adolfo Benito Narváez Tijerina in the Autonomy University of Nuevo León México, applied to students in architecture masters, with the finality of finding elements that permit to describe and interpret the transformations in the architectonic design process with the intoduction of digital representation. All of this is inside the studies that the professor is actually realizing in the Central University of Venezuela with the guidance of Dr. Isaac Abadí Abbo. Pseudoexperiment, action research in this case with a descriptive and interpretative approach (Maritza Barrios Yaselli, 2001, p.6). architectonic design process, Secuential whole of phases and activities of creating work to solve a design problem speeking in cronological form bat interactive in conceptual form.
series SIGRADI
email
last changed 2016/03/10 10:01

_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 ascaad2004_paper12
id ascaad2004_paper12
authors Al-Qawasmi, Jamal
year 2004
title Reflections on e-Design: The e-Studio Experience
source eDesign in Architecture: ASCAAD's First International Conference on Computer Aided Architectural Design, 7-9 December 2004, KFUPM, Saudi Arabia
summary The influence of digital media and information technology on architectural design education and practice is increasingly evident. The practice and learning of architecture is increasingly aided by and dependant on digital media. Digital technologies not only provide new production methods, but also expand our abilities to create, explore, manipulate and compose space. In contemporary design education, there is a continuous demand to deliver new skills in digital media and to rethink architectural design education in the light of the new developments in digital technology. During the academic years 2001-2003, I had the chance to lead the efforts to promote an effective use of digital media for design education at Department of Architecture, Jordan University of Science and Technology (JUST). Architectural curriculum at JUST dedicated much time for teaching computing skills. However, in this curriculum, digital media was taught in the form of "software use" education. In this context, digital media is perceived and used mainly as a presentation tool. Furthermore, Computer Aided Architectural Design and architectural design are taught in separate courses without interactions between the two.
series ASCAAD
email
last changed 2007/04/08 19:47

_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 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_10
id avocaad_2001_10
authors Bige Tunçer, Rudi Stouffs, Sevil Sariyildiz
year 2001
title Facilitating the complexity of architectural analyses
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 It is common practice for architecture students to collect documents on prominent buildings relevant to their design task in the early stage of design. While practitioners can rely on a body of design experience of their own, during the process of a new design, students can only draw from the examples of success and failure from other architects. In the past, such precedent based learning was implicit in the master-apprentice relationship common in the educational system. Nowadays academics commonly no longer have the possibility to maintain an extensive design practice, and instead introduce important outside precedents to the students. Thus, the study of important historical precedents or designs plays an important role in design instruction and in the students’ design processes. While there is no doubt that the most effective outcome of such a study would be achieved when the student does entire the study herself, students also benefit from a collaboration with peers, where they form groups to do an analysis of various aspects of a same building or over a group of buildings. By integrating the respective results into a common, extensible, library, students can draw upon other results for comparisons and relationships between different aspects or buildings. The complexity this introduces is best supported in a computer medium.The Web offers many examples of architectural analyses on a wide variety of subjects. Commonly, these analyses consist of a collection of documents, categorized and hyperlinked to support navigation through the information space. More sophisticated examples rely on a database for storage and management of the data, and offer a more complex categorization of the information entities and their relationships. These studies present effective ways of accessing and browsing information, however, it is precluded within these analyses to distinguish and relate different components within the project documents. If enabled, instead, this would offer a richer information structure presenting new ways of accessing, viewing, and interpreting this information. Hereto, documents can be decomposed by content. This implies both expanding the document structure, replacing document entities by detailed substructures, and augmenting the structure’s relatedness with content information. The relationships between the resulting components make the documents inherently related by content.We propose a methodology to integrate project documents into a single model, and present an application for the presentation of architectural analyses in an educational setting. This approach provides the students with a simple interface and mechanisms for the presentation of an analysis of design precedents, and possibly their own designs. Since all the information is integrated within a single environment, students will benefit from each others’ studies, and can draw new conclusions across analyses and presentations from their peers.
series AVOCAAD
email
last changed 2005/09/09 10:48

_id avocaad_2001_02
id avocaad_2001_02
authors Cheng-Yuan Lin, Yu-Tung Liu
year 2001
title A digital Procedure of Building Construction: A practical project
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 earlier times in which computers have not yet been developed well, there has been some researches regarding representation using conventional media (Gombrich, 1960; Arnheim, 1970). For ancient architects, the design process was described abstractly by text (Hewitt, 1985; Cable, 1983); the process evolved from unselfconscious to conscious ways (Alexander, 1964). Till the appearance of 2D drawings, these drawings could only express abstract visual thinking and visually conceptualized vocabulary (Goldschmidt, 1999). Then with the massive use of physical models in the Renaissance, the form and space of architecture was given better precision (Millon, 1994). Researches continued their attempts to identify the nature of different design tools (Eastman and Fereshe, 1994). Simon (1981) figured out that human increasingly relies on other specialists, computational agents, and materials referred to augment their cognitive abilities. This discourse was verified by recent research on conception of design and the expression using digital technologies (McCullough, 1996; Perez-Gomez and Pelletier, 1997). While other design tools did not change as much as representation (Panofsky, 1991; Koch, 1997), the involvement of computers in conventional architecture design arouses a new design thinking of digital architecture (Liu, 1996; Krawczyk, 1997; Murray, 1997; Wertheim, 1999). The notion of the link between ideas and media is emphasized throughout various fields, such as architectural education (Radford, 2000), Internet, and restoration of historical architecture (Potier et al., 2000). Information technology is also an important tool for civil engineering projects (Choi and Ibbs, 1989). Compared with conventional design media, computers avoid some errors in the process (Zaera, 1997). However, most of the application of computers to construction is restricted to simulations in building process (Halpin, 1990). It is worth studying how to employ computer technology meaningfully to bring significant changes to concept stage during the process of building construction (Madazo, 2000; Dave, 2000) and communication (Haymaker, 2000).In architectural design, concept design was achieved through drawings and models (Mitchell, 1997), while the working drawings and even shop drawings were brewed and communicated through drawings only. However, the most effective method of shaping building elements is to build models by computer (Madrazo, 1999). With the trend of 3D visualization (Johnson and Clayton, 1998) and the difference of designing between the physical environment and virtual environment (Maher et al. 2000), we intend to study the possibilities of using digital models, in addition to drawings, as a critical media in the conceptual stage of building construction process in the near future (just as the critical role that physical models played in early design process in the Renaissance). This research is combined with two practical building projects, following the progress of construction by using digital models and animations to simulate the structural layouts of the projects. We also tried to solve the complicated and even conflicting problems in the detail and piping design process through an easily accessible and precise interface. An attempt was made to delineate the hierarchy of the elements in a single structural and constructional system, and the corresponding relations among the systems. Since building construction is often complicated and even conflicting, precision needed to complete the projects can not be based merely on 2D drawings with some imagination. The purpose of this paper is to describe all the related elements according to precision and correctness, to discuss every possibility of different thinking in design of electric-mechanical engineering, to receive feedback from the construction projects in the real world, and to compare the digital models with conventional drawings.Through the application of this research, the subtle relations between the conventional drawings and digital models can be used in the area of building construction. Moreover, a theoretical model and standard process is proposed by using conventional drawings, digital models and physical buildings. By introducing the intervention of digital media in design process of working drawings and shop drawings, there is an opportune chance to use the digital media as a prominent design tool. This study extends the use of digital model and animation from design process to construction process. However, the entire construction process involves various details and exceptions, which are not discussed in this paper. These limitations should be explored in future studies.
series AVOCAAD
email
last changed 2005/09/09 10:48

_id ga0123
id ga0123
authors Coates P., Appels, T. Simon, C. and Derix, C.
year 2001
title Current work at CECA
source International Conference on Generative Art
summary The centre for environment computing and architecture continues to experiment with new ways to form, and this paper presents three recent projects from the MSc programme. The three projects all share underlying assumptions about the use of generative algorithms to constructform, using fractal decomposition, lindenmayer systems and the marching cubes algorithm respectively to construct three dimensional "architectural" objects. The data needed to drive the morphology however ranges from formal proportional systems and Genetic L systems programming through swarming systems to perceptive self organising neural nets. In all cases, the projects pose the question what is architectural form. While after Stanford Anderson (Anderson 66) we know it is simplistic to say that it is an automatic outcome of a proper definition of the brief, it is also difficult to accept that the form of a building is an entirely abstract geometrical object existing without recourse to social or contextual justification. In anattempt to resolve these issues we have turned to the study of systems and general system theory as a way of understanding the mechanics of emergence and morphogenesis generally, and the
series other
email
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id ecaade2014_153
id ecaade2014_153
authors David Morton
year 2014
title Augmented Reality in architectural studio learning:How Augmented Reality can be used as an exploratory tool in the design learning journey
doi https://doi.org/10.52842/conf.ecaade.2014.1.343
source Thompson, Emine Mine (ed.), Fusion - Proceedings of the 32nd eCAADe Conference - Volume 1, Department of Architecture and Built Environment, Faculty of Engineering and Environment, Newcastle upon Tyne, England, UK, 10-12 September 2014, pp. 343-356
summary The boundaries of augmented reality in the academic field are now being explored at an ever increasing level. In this paper we present the initial findings of an educational project focusing on the use of augmented reality in the design process of an architectural student. The study seeks to evaluate the use of AR as a tool in the design stages, allowing effective exploration of spatial qualities of design projects undertaken in the studio. The learning process is guided by the exploration and detection of a design idea in both form and function, with the virtual environment providing a dynamic environment (Mantovani, 2001). This is further reflected in the constructivist theory where the learning processes use conceptual models, which are used to create incremental stages that become the platform to attain the next [Winn, 1993]. The additional benefit of augmented reality within the learning journey is the ability of the students to visually explore the architectural forms they are creating in greater depth.
wos WOS:000361384700034
keywords Augmented reality; pedagogy; learning journey; exploration
series eCAADe
email
last changed 2022/06/07 07:55

_id ga0120
id ga0120
authors Devetakovic, M.
year 2001
title Communicating Generic Process – Some Issues of Representation Related to Architectural Design
source International Conference on Generative Art
summary It is commonly the intent of an architect to represent the development of an idea from the early sketches to the final artefact, as well as to explain particular functions of its parts or complex construction processes. But the opening of the secret of generic process to the public - presenting a range of possibilities instead of one final solution and even involving external participants in the creation process - is brand new. The contemporary communication of architectural ideas presumes both – visual/formal representation and interaction. As a result of research in the field of communication in architecture, this paper is focused ongeneric process phenomena, in particular on issues of its representation. It is based on analysis of a wide range of examples that have appeared in recent years, either in electronic, printed or physical form. It offers a systematization of approaches to representation and discusses thepotential and limitations of each type – series of physical objects, sequences of graphics (single, linear, planar and spatial) and animation, as well as their combinations (sequences of animations). A particular emphasis is placed on increasing the functionality of sequence-basedrepresentation (interacting, navigating…) and its interdependence with animation as a special case. Finally, the author proposes a rethinking of the role of both the architect, who defines a system of possibilities rather than a single solution, and the information recipient, who becomes not merely a passive spectator, but a creative participant in the design process.
series other
email
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id 5c22
authors Durmisevic, S., Ciftcioglu, Ö. and Sariyildiz, S.
year 2001
title Quantifying the Qualitative Design Aspects
doi https://doi.org/10.52842/conf.ecaade.2001.111
source Architectural Information Management [19th eCAADe Conference Proceedings / ISBN 0-9523687-8-1] Helsinki (Finland) 29-31 August 2001, pp. 111-116
summary Architecture is a mixture of art and technique. This implies that the architect deals not only with engineering aspects that can be easily quantified and thereafter processed, but deals with aesthetics as well which is in first place qualitative and therefore rather difficult to estimate and numerically represent. As an example, in such cases, these ‘qualitative quantities’ are expressed in linguistic form which should be somehow expressed in numerical form in order to treat such data by powerful and conclusive numerical analysis methods. Expressions such as: bright colour, light room, large space are some of these examples. These expressions are fuzzy concepts whose actual interpretation is hidden and all of them together attach a qualitative value to a certain space. To deal with such information the emerging technologies of the last decade can provide an important aid. One of them is the soft computing technology that can deal with such soft data. In this paper, based on the case studies, we explain the potential of using soft computing techniques.
keywords Qualitative Design Data, Information Processing, Soft Computing, Knowledge Modeling, Neuro-Fuzzy Network
series eCAADe
email
last changed 2022/06/07 07:55

_id ebd0
authors Eggink, Dustin
year 2001
title Smart Objects: Constraints and Behaviors in a Dimensional Design
source University of Washington, Design Machine Group
summary Each new design problem in architecture presents a new set of requirements .A designer must remain aware of these requirements and effectively communicate them to collaborators because the degree to which the requirements are met will determine the success of the solution. This thesis explores how design can be effectively presented in a medium that is both explorative of form and descriptive of the design problem’s requirements. To facilitate this, we present Smart Objects, a constraint-based three-dimensional(3D) computer program. In Smart Objects, design intentions of an architectural problem are embedded as constraints into the modeled objects that compose a formal solution. A model is presented through a 3DVirtual Reality Modeling Language (VRML) viewer and constrained by a software program we wrote in the Java language. Both the VRML viewer and the Java program are contained within a single web page. In Smart Objectsd. A designer meets or violates constraints, objects behave in a manner that reflects the requirements of the problem and intentions of the designer. SmartObjects communicates the design principles and guidelines that inform an architectural design to the collaborators involved in the project. It ensures that these principles and guidelines are maintained as the design progresses.
series thesis:MSc
email
more http://dmg.caup.washington.edu/xmlSiteEngine/browsers/stylin/publications.html
last changed 2004/06/02 19:12

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