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 575

_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 caadria2003_b3-1
id caadria2003_b3-1
authors Stipech, Alfredo and Morahan, Thomas
year 2003
title Digital Media Its Incorporation into the Education of Architects and Graphic Designers
doi https://doi.org/10.52842/conf.caadria.2003.397
source CAADRIA 2003 [Proceedings of the 8th International Conference on Computer Aided Architectural Design Research in Asia / ISBN 974-9584-13-9] Bangkok Thailand 18-20 October 2003, pp. 397-410
summary Here we introduce a pedagogic experience in the Universidad Nacional del Litoral, Santa Fe, Argentina. It has begun about ten years ago, with the first intents of incorporating the computer into the design and teaching process , until current days with the setting of a Class for Introduction to Digital Media (IMD), as an obligatory subject in the first course of careers such as Architecture and Urbanism (AU) and Graphic Design of Visual Communication (DGCV). The introduction of "Computing Science" in this university resembled the process of other Universities (Pentill‰ Hannu, 2001), Today we can see that this was not adjusted to the necessities of these professions neither in the educational process nor in the professional production. In our case we will address particular experiences that enabled us to evolve in a pedagogic model towards the concept of Digital Media (DM) that we currently practice.
series CAADRIA
email
last changed 2022/06/07 07:56

_id ecaade2015_217
id ecaade2015_217
authors Davis, Felecia and Dumitrescu, Delia
year 2015
title What and When Is the Textile? Extending the Reach of Computation through Textile Expression
doi https://doi.org/10.52842/conf.ecaade.2015.2.417
source Martens, B, Wurzer, G, Grasl T, Lorenz, WE and Schaffranek, R (eds.), Real Time - Proceedings of the 33rd eCAADe Conference - Volume 2, Vienna University of Technology, Vienna, Austria, 16-18 September 2015, pp. 417-426
summary The authors of this article argue for 'making time appear' in computational materials and objects so that it can be used to help people become aware of their relation to their environments. [Hallnäs & Redström 2001] As more computational and responsive materials come into play when designing architectural spaces designers might consider opening up the dimension of time to 'make time appear' rather than disappear. [Hallnäs & Redström 2001] Computational materials are materials which transform expression and respond to inputs read by computer programs. Making time appear can have many uses particularly in applications where people can be helped by the awareness of unfolding of time, where the temporality is linked to transformative body experience rather than project efficiency or collapsing distance. If architects, designers, engineers and others could begin to consider and use time as a way to promote reflection then it would be possible to design materials which could expand human thinking through the material itself.
wos WOS:000372316000048
series eCAADe
email
more https://mh-engage.ltcc.tuwien.ac.at/engage/ui/watch.html?id=44daf674-70d7-11e5-8041-1b36fa35af4a
last changed 2022/06/07 07:56

_id 89fe
authors Ferrar, Steve
year 2001
title The Nature of Non-Physical Space - Or how I learned to love cyberspace wherever it may be
doi https://doi.org/10.52842/conf.ecaade.2001.208
source Architectural Information Management [19th eCAADe Conference Proceedings / ISBN 0-9523687-8-1] Helsinki (Finland) 29-31 August 2001, pp. 208-213
summary More designers are concerned with the occupation of the virtual world, through immersive techniques, for example, than in using it as a means for conceptualising and theorising architectural space. The paper examines how architects think about space and how our consideration of nonphysical space might assist in spatial theory and in teaching. It also considers cyberspace fiction both in writing and film to see how it might help us think about space in a more liberating way. Architects and architectural teaching tends to focus on space as an element of construction rather than a theoretical proposition. By discussing imaginary spaces in greater depth we could encourage students to think about space and spatial concepts in a less rigid way. In particular the paper addresses the issues of interaction and transactions in these environments and how information is represented and accessed in an apparently threedimensional manner. In his book ‘Snow Crash’, Neil Stephenson deals with many ideas concerning not only architectural space but also universal space and its organisation in space and time. He uses metaphor in his depiction of the ultimate in information gathering and management. These are compelling ways in which to communicate ideas about threedimensional thinking, and information collection and management to students of architecture as well as helping architects with the theory and visualisation of non-physical space.
keywords Space: Virtual Reality, Cyberspace, Film, Literature
series eCAADe
email
last changed 2022/06/07 07:56

_id 48db
authors Proctor, George
year 2001
title CADD Curriculum - The Issue of Visual Acuity
doi https://doi.org/10.52842/conf.ecaade.2001.192
source Architectural Information Management [19th eCAADe Conference Proceedings / ISBN 0-9523687-8-1] Helsinki (Finland) 29-31 August 2001, pp. 192-200
summary Design educators attempt to train the eyes and minds of students to see and comprehend the world around them with the intention of preparing those students to become good designers, critical thinkers and ultimately responsible architects. Over the last eight years we have been developing the digital media curriculum of our architecture program with these fundamental values. We have built digital media use and instruction on the foundation of our program which has historically been based in physical model making. Digital modeling has gradually replaced the capacity of physical models as an analytical and thinking tool, and as a communication and presentation device. The first year of our program provides a foundation and introduction to 2d and 3d design and composition, the second year explores larger buildings and history, the third year explores building systems and structure through design studies of public buildings, fourth year explores urbanism, theory and technology through topic studios and, during the fifth year students complete a capstone project. Digital media and CADD have and are being synchronized with the existing NAAB accredited regimen while also allowing for alternative career options for students. Given our location in the Los Angeles region, many students with a strong background in digital media have gone on to jobs in video game design and the movie industry. Clearly there is much a student of architecture must learn to attain a level of professional competency. A capacity to think visually is one of those skills and is arguably a skill that distinguishes members of the visual arts (including Architecture) from other disciplines. From a web search of information posted by the American Academy of Opthamology, Visual Acuity is defined as an ability to discriminate fine details when looking at something and is often measured with the Snellen Eye Chart (the 20/20 eye test). In the context of this paper visual acuity refers to a subject’s capacity to discriminate useful abstractions in a visual field for the purposes of Visual Thinking- problem solving through seeing (Arnheim, 1969, Laseau 1980, Hoffman 1998). The growing use of digital media and the expanding ability to assemble design ideas and images through point-and-click methods makes the cultivation and development of visual skills all the more important to today’s crop of young architects. The advent of digital media also brings into question the traditional, static 2d methods used to build visual skills in a design education instead of promoting active 3d methods for teaching, learning and developing visual skills. Interactive digital movies provide an excellent platform for promoting visual acuity, and correlating the innate mechanisms of visual perception with the abstractions and notational systems used in professional discourse. In the context of this paper, pedagogy for building visual acuity is being considered with regard to perception of the real world, for example the visual survey of an environment, a site or a street scene and how that visual survey works in conjunction with practice.
keywords Curriculum, Seeing, Abstracting, Notation
series eCAADe
email
last changed 2022/06/07 08:00

_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 9f24
authors Do, Ellen Yi-Luen
year 2001
title Graphics Interpreter of Design Actions. The GIDA system of diagram sorting and analysis
source Proceedings of the Ninth International Conference on Computer Aided Architectural Design Futures [ISBN 0-7923-7023-6] Eindhoven, 8-11 July 2001, pp. 271-284
summary This paper describes the background and research for a diagram sorting and analysis system called GIDA – Graphics Interpreter of Design Actions. The GIDA system explores how spatial relations between graphic symbols in a design drawing may be extracted and the transformations of the graphic elements between different drawings in a design process may be tracked.
keywords Diagrams, Design Action, Graphics Interpreter, Design Thinking, Diagram Sorting
series CAAD Futures
email
last changed 2006/11/07 07:22

_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 0f18
authors Bailey, Rohan
year 2001
title A Digital Design Coach for Young Designers
doi https://doi.org/10.52842/conf.acadia.2001.330
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. 330-335
summary The present use of digital media in architectural practice and education is primarily focused on representation, communication of ideas and production. Designers, however, still use pencil and paper to assist the early conception of ideas. Recently, research into providing digital tools for designers to use in conceptual designing has focused on enhancing or assisting the designer. Rarely has the computer been regarded as a potential teaching tool for design skills. Based on previous work by the author about visual thinking and the justification for a digital design assistant, the intention of this paper is to illustrate to the reader the feasibility of a digital design coach. Reference is made to recent advances in research about design computability. In particular, research by Mark Gross and Ellen Do with respect to their Electronic Cocktail Napkin project is used as a basis on which to determine what such a digital coach may look and feel like.
keywords Design Education, Protocol Analysis, CADD, Sketching
series ACADIA
email
last changed 2022/06/07 07:54

_id 1543
authors Bailey, Rohan O.
year 2001
title A digital design coach for young designers
doi https://doi.org/10.52842/conf.caadria.2001.311
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. 311-314
summary It is the intention of this paper is to construct for the reader a suitable foundation on which to determine a digital design coach. It seeks to define this possibility by examining two ideas. The first is visual thinking, as used by designers in the process of design. The second idea, that of providing students with expert partners for the learning of design is supported by evidence from a variation on protocol analysis (developed by the author) and a related design studio conducted in New Zealand and Jamaica. Using these concepts in relation to recent advances in the development of digital tools the paper proposes what a digital coach may look like.
series CAADRIA
email
last changed 2022/06/07 07:54

_id cf2003_m_040
id cf2003_m_040
authors BAY, Joo-Hwa
year 2003
title Making Rebuttals Available Digitally for Minimising Biases in Mental Judgements
source Digital Design - Research and Practice [Proceedings of the 10th International Conference on Computer Aided Architectural Design Futures / ISBN 1-4020-1210-1] Tainan (Taiwan) 13–15 October 2003, pp. 147-156
summary The problem of heuristic biases (illusions) discussed by Tversky and Kahneman (1982) that can lead to errors in judgement by human designers, when they use precedent knowledge presented graphically (Bay 2001). A Cognitive framework of belief, goal, and decision, and a framework of representation of architectural knowledge by Tzonis are used to map out the problem of heuristic biases in the human mind. These are used to discuss what aspects of knowledge can be presented explicitly and digitally to users to make rebuttal more available for human thinking at the cognitive level. The discussion is applicable to both inductive and analytic digital knowledge systems that use precedent knowledge. This discussion is targeted directly at means of addressing bias in the human mind using digital means. The problem of human bias in machine learning and generalisation are discussed in a different paper, and the problems of international or non-intentional machine bias are not part of discussion in this paper.
keywords analogy, bias, design thinking, environmental design, heuristics
series CAAD Futures
last changed 2003/11/22 07:26

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

_id 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 57b1
authors Glanville, Ranulph
year 2001
title Not Aping the Past: Mirror Men
source Stellingwerff, Martijn and Verbeke, Johan (Eds.), ACCOLADE - Architecture, Collaboration, Design. Delft University Press (DUP Science) / ISBN 90-407-2216-1 / The Netherlands, pp. 29-42 [Book ordering info: m.c.stellingwerff@bk.tudelft.nl]
summary To collaborate is to work together. To work, in my thinking, together presumes participation. When I talk of collaboration, I talk with the notion of participation in mind. I shall often write of participation as an alternative term to collaboration, in this paper. I am interested in anything that may enhance our creativity (as designers). There are those whose interest in collaboration is different, and equally justifiable. The main part of the title is from a quote by the composer Harrison Birtwistle, who said: ìTradition is not aping the past but making the future.î The intention in what I write is to suggest ways in which Information and Communication Technology can be used, not to ape the past, but to make the future, especially by enhancing our potential to act creatively. I do this by introducing facets of ideas in fragments, so they can interact with each other, rather than forming the great, separate arches of traditional arguments, one after the other. For me, collaboration is more than co-operation or co-ordination. It must involve novelty, the creation of something beyond the expected and more than an improvement a quantum step.
series other
last changed 2001/09/14 21:30

_id 6eda
authors Logie, Robert H.
year 2001
title Working Memory: A Mental Space for Design and Discovery
source J. S. Gero, B. Tversky and T. Purcell (eds), 2001, Visual and Spatial Reasoning in Design, II - Key Centre of Design Computing and Cognition, University of Sydney, Australia
summary The design process can be viewed as the product of human creativethinking; the skills of generating new knowledge from old within theexternal constraints of the items to be designed. Expert designers have highlevel skills that assist them in this process. However design effectivenessand the training of design skills could benefit from an understanding of howhuman cognition undertakes the process of creative thinking without suchspecialist training, and what aspects of human cognition impede or enhancethis process. In this paper, I shall discuss some of the empirical researchand theoretical developments that have contributed to an understanding ofon-line visual and spatial cognition that might support creative thinking.The paper starts with a discussion of a particular theoretical frameworkreferred to as working memory, and some of the empirical work that hasused this framework to explore visual and spatial cognitive functions. Thisdiscussion will set the background of the general thesis for the chapter thatvisual and spatial aspects of working memory might play important roles increative thinking and design. This will lead to a discussion of the ways inwhich human working memory and the use of external aids to thinkingmight facilitate or constrain aspects of the creative process. The paper willend with a discussion of why human beings might have developed a workingmemory system, with the possibility that its primary purpose is to supportthe process of generating new knowledge.
series other
email
more http://www.arch.usyd.edu.au/kcdc/conferences/vr01/
last changed 2003/05/02 11:12

_id avocaad_2001_21
id avocaad_2001_21
authors Martijn Stellingwerff
year 2001
title Visual Cues in the CYBER-REAL Complex
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 Current Computer Aided Architectural Design deals with issues of complexity in creation and interpretation of the built environment, complexity of the computer systems and complexity of the representations of the design object. The term ‘CYBER-REAL Complex’ in this paper is defined as the whole (un)conscious state of the architectural design project in the heads of the design-group and as how it is maintained in CAAD systems. The ‘CYBER-REAL Complex’ contains the design, its context and all related information such as planning, product specifications and design ideas. An Intranet is an interesting means for storage and approach of such complex project-data. However the knowledge and data of the project participants remains in their heads and new methods have to be developed in order to get each participant to share his or her personal information about the project. Meetings and intense data retrieval by an Intranet can establish a useful ‘CYBER-REAL Complex’. Then, as a designer wants to approach and change the information in the ‘CYBER-REAL Complex’, a very good set of tools, methods and media has to be at hand. The complexity of all the information can be overwhelming and it can take much effort to re-understand and re-interpret the information before new decisions and design-steps can be made. Currently, the understanding of CAAD representations by the designer and the deliberate execution of operations on increasingly complex datasets through increasingly complex user interfaces takes too much time and effort. An enhanced way of representation in the ‘CYBER-REAL Complex’ could help the approach and understanding of the information. Therefore the visual language of information systems needs further research and development. This paper explores several limits of human perception and ways to adhere to the human way of visual thinking in order to find and add new visual cues in CAAD, VR interfaces and in the ‘CYBER-REAL Complex’ as a whole. Successively the perceptive aspects of complex information, the role of visual cues in complex information and several examples of visual cues in research tests are presented. The paper draws from knowledge of the Gestalt Theory, Perception Research and findings of a PhD research project about Visual Language for Context Related Architectural Design. Findings of this research show that designers use distinct views to get overview and insight in the project data and that different kinds of data representation are needed for different phases in the design process. Finally it showed that abstract represented and filtered information can be very useful for remaining focus in the otherwise overwhelming dataset.
series AVOCAAD
email
last changed 2005/09/09 10:48

_id 0865
authors Mishima, Yoshitaka and Szalapaj, Peter John
year 2001
title Architectural Design Development through Multimedia Interaction
source Proceedings of the Ninth International Conference on Computer Aided Architectural Design Futures [ISBN 0-7923-7023-6] Eindhoven, 8-11 July 2001, pp. 299-314
summary This paper describes the development of a multimedia system aimed at architects and architectural students for the purpose of helping them to understand the basic concepts of architectural analysis. Analytical features in the system that we have developed include many design-theoretic concepts such as massing, balance and circulation. Other concepts are more directly related to the built environment and include elements such as lighting, structure and construction. The system illustrates architectural analysis carried out on a range of building types dynamically, and allows users to navigate architectural analyses interactively. Users can learn about the differences between buildings and their corresponding analyses in a supportive non-linear learning process, and can explore building types depending upon their own interests or needs. The prototype system contains analyses of three British building projects. They show different types of architecture in order to demonstrate important design theoretic and environmental differences. Conceptual models in the system show important aspects of a particular analysis simply, and each analysis is additionally described with text, animations, video clips and interviews with architects (talking heads). Most of the models were generated by the use of architectural CAD software. Animation techniques were used to describe the analyses of buildings clearly and dynamically. Users can visualise how whole buildings were designed from an analytical point of view, and the system illustrates design thinking by showing dynamic presentations of analyses. Users can structure their own design learning processes through a series of interactions. These interactions are supported with flexible cross-referencing mechanisms implemented in Macromedia Director 8.0 exploiting Frame Markers, Event Handling, Navigation, and Buttons in the context of the object-oriented Lingo programming language. The navigation component of this system has a logical matrix structure reflecting the fact that analytical information is interrelated across building types, giving rise to vertical and horizontal patterns of access. The features of Director 8.0 can control this navigation in a flexible yet structured way. Users not only learn about analysis, but also how to present their own designs to the public through the use of different kinds of presentation techniques, particularly through the use of conceptual models. We intend that users can show their projects from their own analytical viewpoints instead of simply showing realistic images of final designs. Presentations can also be recorded in the system, and these can in turn be used as reference material for other users. This system is currently being developed further by storing presentations and translating them into different languages (e.g. Japanese) so that foreign users in other institutions can interact with these presentations. This system has been evaluated in the context of an undergraduate CAD course at the School of Architecture, University of Sheffield, UK. We are currently examining the usefulness of the system based upon an evaluation process, in addition to including more building types for future study.
keywords Analysis Of Form, Dynamic Interaction, Conceptual Models
series CAAD Futures
email
last changed 2006/11/07 07:22

_id avocaad_2001_09
id avocaad_2001_09
authors Yu-Tung Liu, Yung-Ching Yeh, Sheng-Cheng Shih
year 2001
title Digital Architecture in CAD studio and Internet-based competition
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 Architectural design has been changing because of the vast and creative use of computer in different ways. From the viewpoint of designing itself, computer has been used as drawing tools in the latter phase of design (Mitchell 1977; Coyne et al. 1990), presentation and simulation tools in the middle phase (Liu and Bai 2000), and even critical media which triggers creative thinking in the very early phase (Maher et al. 2000; Liu 1999; Won 1999). All the various roles that computer can play have been adopted in a number of professional design corporations and so-called computer-aided design (CAD) studio in schools worldwide (Kvan 1997, 2000; Cheng 1998). The processes and outcomes of design have been continuously developing to capture the movement of the computer age. However, from the viewpoint of social-cultural theories of architecture, the evolvement of design cannot be achieved solely by designers or design processes. Any new idea of design can be accepted socially, culturally and historically only under one condition: The design outcomes could be reviewed and appreciated by critics in the field at the time of its production (Csikszentmihalyi 1986, 1988; Schon and Wiggins 1992; Liu 2000). In other words, aspects of design production (by designers in different design processes) are as critical as those of design appreciation (by critics in different review processes) in the observation of the future trends of architecture.Nevertheless, in the field of architectural design with computer and Internet, that is, so-called computer-aided design computer-mediated design, or internet-based design, most existing studies pay more attentions to producing design in design processes as mentioned above. Relatively few studies focus on how critics act and how they interact with designers in the review processes. Therefore, this study intends to investigate some evolving phenomena of the interaction between design production and appreciation in the environment of computer and Internet.This paper takes a CAD studio and an Internet-based competition as examples. The CAD studio includes 7 master's students and 2 critics, all from the same countries. The Internet-based competition, held in year 2000, includes 206 designers from 43 counties and 26 critics from 11 countries. 3 students and the 2 critics in the CAD studio are the competition participating designers and critics respectively. The methodological steps are as follows: 1. A qualitative analysis: observation and interview of the 3 participants and 2 reviewers who join both the CAD studio and the competition. The 4 analytical criteria are the kinds of presenting media, the kinds of supportive media (such as verbal and gesture/facial data), stages of the review processes, and interaction between the designer and critics. The behavioral data are acquired by recording the design presentation and dialogue within 3 months. 2. A quantitative analysis: statistical analysis of the detailed reviewing data in the CAD studio and the competition. The four 4 analytical factors are the reviewing time, the number of reviewing of the same project, the comparison between different projects, and grades/comments. 3. Both the qualitative and quantitative data are cross analyzed and discussed, based on the theories of design thinking, design production/appreciation, and the appreciative system (Goodman 1978, 1984).The result of this study indicates that the interaction between design production and appreciation during the review processes could differ significantly. The review processes could be either linear or cyclic due to the influences from the kinds of media, the environmental discrepancies between studio and Internet, as well as cognitive thinking/memory capacity. The design production and appreciation seem to be more linear in CAD studio whereas more cyclic in the Internet environment. This distinction coincides with the complementary observations of designing as a linear process (Jones 1970; Simon 1981) or a cyclic movement (Schon and Wiggins 1992). Some phenomena during the two processes are also illustrated in detail in this paper.This study is merely a starting point of the research in design production and appreciation in the computer and network age. The future direction of investigation is to establish a theoretical model for the interaction between design production and appreciation based on current findings. The model is expected to conduct using revised protocol analysis and interviews. The other future research is to explore how design computing creativity emerge from the process of producing and appreciating.
series AVOCAAD
email
last changed 2005/09/09 10:48

_id bb5f
authors Ahmad Rafi, M.E. and Mohd Fazidin, J.
year 2001
title Creating a City Administration System (CAS) using Virtual Reality in an Immersive Collaborative Environment (ICE)
doi https://doi.org/10.52842/conf.ecaade.2001.449
source Architectural Information Management [19th eCAADe Conference Proceedings / ISBN 0-9523687-8-1] Helsinki (Finland) 29-31 August 2001, pp. 449-453
summary Current problems in administration of a city are found to be decentralized and noninteractive for an effective city management. This usually will result in inconsistencies of decision-making, inefficient services and slow response to a particular action. City administration often spends more money, time and human resource because of these problems. This research demonstrates our research and development of creating a City Administration System (CAS) to solve the problems stated above. The task of the system is to use information, multimedia and graphical technologies to form a database in which the city administrators can monitor, understand and manage an entire city from a central location. The key technology behind the success of the overall system uses virtual reality and immersive collaborative environment (ICE). This system employs emerging computer based real-time interactive technologies that are expected to ensure effective decisionmaking process, improved communication, and collaboration, error reduction, (Rafi and Karboulonis, 2000) between multi disciplinary users and approaches. This multi perspective approach allows planners, engineers, urban designers, architects, local authorities, environmentalists and general public to search, understand, process and anticipate the impact of a particular situation in the new city. It is hoped that the CAS will benefit city administrators to give them a tool that gives them the ability to understand, plan, and manage the business of running the city.
keywords City Administration System (CAS), Virtual Reality, Immersive Collaborative Environment (ICE), Database
series eCAADe
email
last changed 2022/06/07 07:54

_id 81ba
authors Bilda, Zafer
year 2001
title Designers‚ Cognition in Traditional versus Digital Media during Conceptual Design
source Bilkent University Ankara Turkey
summary Designers depend on representations to externalize their design thoughts. External representations are usually in the form of sketches (referred to as traditional media) in architectural design during the conceptual design. There are also attempts to integrate the use of digital representations into the conceptual design in order to construct a digital design medium. This thesis aims at gaining an insight on designers’ cognitive processes while sketching in digital versus traditional media. The analysis of cognitive processes of designers based on their protocols is necessary to reveal their design behavior in both media. An experiment was designed employing six interior architects (at Bilkent University) solving an interior space planning problem by changing the design media they work with. In order to encode the design behavior, a coding scheme was utilized so that inspecting both the design activity and the responses to media transition was possible in terms of primitive cognitive actions of designers. The analyses of the coding scheme constituents, which are namely segmentation and cognitive action categories enabled a comparative study demonstrating the effect of the use of different media in conceptual design phase. The results depicted that traditional media had advantages over the digital media such as supporting perception of visual-spatial features, and organizational relations of the design, production of alternative solutions and better conception of the design problem. These results also emerged implications for the computer aid in architectural design to support the conceptual phase of the design process. 
keywords Design Cognition; Protocol Analysis; Sketching; Digital Media
series thesis:MSc
email
last changed 2003/05/01 20:14

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