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 532

_id 737e
authors Riegler, A. (ed.)
year 2001
title Virtual Science: Virtuality and Knowledge Acquisition in Science and Cognition
source Virtual Reality: Cognitive Foundations, Technological Issues & Philosophical Implications. Frankfurt am Main: Peter Lang
summary The focus of this paper is the process of knowledge acquisition (KA) and which role virtuality plays in this context. We argue that there are three different modes of knowledge acquisition which can be identified both in the domains of cognition and science: the empirical, the "constructive", and the "synthetic" mode. We show that the method of constructing knowledge in the virtual domain (i.e., the synthetic mode of KA) is not only a principal mode of KA in our cognition (e.g., thought experiments, making plans, etc.). It becomes increasingly important in the field of (natural) science in the form of simulations and virtual experiments. The attempt to find an answer to the question of whether simulation can be an information source for science, and to validate the computational approach in science, leads to a new interpretation of the nature of virtual models. This new perspective renders the problem of "feature extraction" obsolete.
series other
last changed 2003/04/23 15:50

_id 34d2
authors Rottensteiner, Franz
year 2001
title Semi-automatic extraction of buildings based on hybrid adjustment using 3D surface models and management of building data in a TIS
source Vienna University of Technology
summary A new method for semi-automatic building extraction together with a concept for storing building models alongside with terrain data in a topographical information system (TIS) is presented. A user interface based on Constructive Solid Geometry is combined with an internal data structure completely based on boundary representation. Each building can be de-composed into a set of simple primitives which are reconstructed individually. After selecting a primitive from a data base of common building shapes, the primitive parameters can be modified by interactive measurement in digital images in order to provide approximate values for automatic fine measurement. In all phases, the properties of the boundary models are directly connected to parameter estimation: the parameters of the building primitives are determined in a hybrid adjustment of camera co-ordinates and fictitious observations of points being situated on building faces. Automatic fine measurement is an application of a general framework for object surface reconstruction using hierarchical feature based object space matching. The integration of object space into the matching process is achieved by the new modeling technique. The management of both building and terrain data in a TIS is based on a unique principle. Meta data are managed in a relational data base, whereas the actual data are treated as binary large objects. The new method is evaluated in a test project (image scale: 1:4500, 70 % overlap, 50 % side lap). The automatic tool gives results with an accuracy of +-2-5 cm in planimetric position and +-5-10 cm in height.
keywords Building Extraction; Semi-automatic building extraction; Object modelling; 3D City models; Data acquisition; Spatial Information Systems; Image matching; Photogrammetry
series thesis:PhD
email
more http://www.ipf.tuwien.ac.at/fr/buildings/diss/node5.html
last changed 2003/02/12 22:37

_id acadia16_140
id acadia16_140
authors Nejur, Andrei; Steinfeld, Kyle
year 2016
title Ivy: Bringing a Weighted-Mesh Representations to Bear on Generative Architectural Design Applications
source ACADIA // 2016: POSTHUMAN FRONTIERS: Data, Designers, and Cognitive Machines [Proceedings of the 36th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-0-692-77095-5] Ann Arbor 27-29 October, 2016, pp. 140-151
doi https://doi.org/10.52842/conf.acadia.2016.140
summary Mesh segmentation has become an important and well-researched topic in computational geometry in recent years (Agathos et al. 2008). As a result, a number of new approaches have been developed that have led to innovations in a diverse set of problems in computer graphics (CG) (Sharmir 2008). Specifically, a range of effective methods for the division of a mesh have recently been proposed, including by K-means (Shlafman et al. 2002), graph cuts (Golovinskiy and Funkhouser 2008; Katz and Tal 2003), hierarchical clustering (Garland et al. 2001; Gelfand and Guibas 2004; Golovinskiy and Funkhouser 2008), primitive fitting (Athene et al. 2004), random walks (Lai et al.), core extraction (Katz et al.) tubular multi-scale analysis (Mortara et al. 2004), spectral clustering (Liu and Zhang 2004), and critical point analysis (Lin et al. 20070, all of which depend upon a weighted graph representation, typically the dual of a given mesh (Sharmir 2008). While these approaches have been proven effective within the narrowly defined domains of application for which they have been developed (Chen 2009), they have not been brought to bear on wider classes of problems in fields outside of CG, specifically on problems relevant to generative architectural design. Given the widespread use of meshes and the utility of segmentation in GAD, by surveying the relevant and recently matured approaches to mesh segmentation in CG that share a common representation of the mesh dual, this paper identifies and takes steps to address a heretofore unrealized transfer of technology that would resolve a missed opportunity for both subject areas. Meshes are often employed by architectural designers for purposes that are distinct from and present a unique set of requirements in relation to similar applications that have enjoyed more focused study in computer science. This paper presents a survey of similar applications, including thin-sheet fabrication (Mitani and Suzuki 2004), rendering optimization (Garland et al. 2001), 3D mesh compression (Taubin et al. 1998), morphin (Shapira et al. 2008) and mesh simplification (Kalvin and Taylor 1996), and distinguish the requirements of these applications from those presented by GAD, including non-refinement in advance of the constraining of mesh geometry to planar-quad faces, and the ability to address a diversity of mesh features that may or may not be preserved. Following this survey of existing approaches and unmet needs, the authors assert that if a generalized framework for working with graph representations of meshes is developed, allowing for the interactive adjustment of edge weights, then the recent developments in mesh segmentation may be better brought to bear on GAD problems. This paper presents work toward the development of just such a framework, implemented as a plug-in for the visual programming environment Grasshopper.
keywords tool-building, design simulation, fabrication, computation, megalith
series ACADIA
type paper
email
last changed 2022/06/07 07:58

_id 22ec
authors Bechthold, Martin
year 2001
title Complex shapes in wood: Computer-aided design and manufacture of wood-sandwich roof shells
source Harvard University
summary Computer-Aided-Design, Engineering and Manufacturing (CAD/CAE/CAM) technology has changed the way consumer products, automobiles or airplanes are designed and made. The emerging applications for CAD/CAE/CAM technology in architecture, and the way this technology impacts how we design and construct the built environment, are yet unclear. This thesis investigates the relation between advanced digital design tools and the making of physical objects by focusing on an exemplary architectural element—wooden roof shells. The research objective is to expand the scope of architectural design through the application of CAD/CAE/CAM technology rather than to use this technology to streamline existing processes. The thesis develops a specific technical solution that allows the design and manufacture of new types of wooden roof shells. These are complexly shaped multifunctional construction elements that are manufactured off-site. Based on the close connection between digital design tools and the new Computer-Numerically-Controlled manufacturing process the author proposes a theoretical model of shared digital environments for collaborative design in architecture. The proposed manufacturing process treats wood as a modern composite material. Thin wood strips and foams combine into structural sandwich panels that can then be joined into a roof shell. The geometrically complex panels are generated by a combination of subtractive Computer-Numerically-Controlled machining processes and manual work. Infrastructure elements can be embedded into the sandwich build-up in order to enhance the functionality of the roof as a building envelope. Numerical tools are proposed that allow the determination of manufacturing-related parameters in the digital design environment. These inform the architectural and structural design in the early design phases. The digital collaborative design environment is based on a shared parametric solid model and an associated database. This collectively owned, feature-based design model is employed throughout the design and manufacturing process and constitutes the means of concurrent design coordination of all participants. The new manufacturing process for wood/foam sandwich shells is verified by designing and manufacturing prototypes. Design guidelines and a cost estimation are presented as the practical basis for architects and engineers to incorporate new types of roof shells into architectural projects.
keywords Architecture; Agriculture; Wood Technology; Design and Decorative Arts
series thesis:PhD
last changed 2003/02/12 22:37

_id c10f
authors Chase, Scott C. and Liew, PakSan
year 2001
title A framework for redesign using FBS models and grammar adaptation
source Proceedings of the Ninth International Conference on Computer Aided Architectural Design Futures [ISBN 0-7923-7023-6] Eindhoven, 8-11 July 2001, pp. 467-477
summary This paper describes a framework for redesign. Stylistic change in the form of rule modification is used to transform grammars to produce designs conforming to new requirements. The mechanism that enables this modification is based on the Function-Behaviour-Structure (FBS) model of design. The framework provides a formal mechanism for redesign and defines a means to generate and link structures with different behaviour and functions within the FBS model of design. Redesign of a wall illustrates this framework.
keywords Redesign, Stylistic Change, Feature Grammars, Function-Behaviour-Structure Models
series CAAD Futures
email
last changed 2006/11/07 07:22

_id b534
authors Chase, Scott C. and Liew, Paksan
year 2001
title A Systematic Method for Redesign - Using function, behaviour and structure to facilitate grammar transformation
source Architectural Information Management [19th eCAADe Conference Proceedings / ISBN 0-9523687-8-1] Helsinki (Finland) 29-31 August 2001, pp. 18-24
doi https://doi.org/10.52842/conf.ecaade.2001.018
summary We present a formal framework for redesign. Stylistic change, defined by grammar rule modifications, serves as the basis for rule replacement with ones that produce designs satisfying revised requirements. Each grammar rule has an associated description that adds functional or behavioural information to the geometric representation of the design using Function-Behaviour-Structure representations. This method provides a formal mechanism for redesign and defines a means to generate and link structures with different behaviour and functions within the FBS model of design. We demonstrate this with an example of redesign of a wall responding to changing functional requirements, and also discuss its usage in other types of redesign problems.
keywords Redesign, Design Grammars, Function-Behaviour-Structure Models, Feature Based Design
series eCAADe
email
last changed 2022/06/07 07:55

_id ec4d
authors Croser, J.
year 2001
title GDL Object
source The Architect’s Journal, 14 June 2001, pp. 49-50
summary It is all too common for technology companies to seek a new route to solving the same problem but for the most part the solutions address the effect and not the cause. The good old-fashioned pencil is the perfect example where inventors have sought to design-out the effect of the inherent brittleness of lead. Traditionally different methods of sharpening were suggested and more recently the propelling pencil has reigned king, the lead being supported by the dispensing sleeve thus reducing the likelihood of breakage. Developers convinced by the Single Building Model approach to design development have each embarked on a difficult journey to create an easy to use feature packed application. Unfortunately it seems that the two are not mutually compatible if we are to believe what we see emanating from Technology giants Autodesk in the guise of Architectural Desktop 3. The effect of their development is a feature rich environment but the cost and in this case the cause is a tool which is far from easy to use. However, this is only a small part of a much bigger problem, Interoperability. You see when one designer develops a model with one tool the information is typically locked in that environment. Of course the geometry can be distributed and shared amongst the team for use with their tools but the properties, or as often misquoted, the intelligence is lost along the way. The effect is the technological version of rubble; the cause is the low quality of data-translation available to us. Fortunately there is one company, which is making rapid advancements on the whole issue of collaboration, and data sharing. An old timer (Graphisoft - famous for ArchiCAD) has just donned a smart new suit, set up a new company called GDL Technology and stepped into the ring to do battle, with a difference. The difference is that GDL Technology does not rely on conquering the competition, quite the opposite in fact their success relies upon the continued success of all the major CAD platforms including AutoCAD, MicroStation and ArchiCAD (of course). GDL Technology have created a standard data format for manufacturers called GDL Objects. Product manufacturers such as Velux are now able to develop product libraries using GDL Objects, which can then be placed in a CAD model, or drawing using almost any CAD tool. The product libraries can be stored on the web or on CD giving easy download access to any building industry professional. These objects are created using scripts which makes them tiny for downloading from the web. Each object contains 3 important types of information: · Parametric scale dependant 2d plan symbols · Full 3d geometric data · Manufacturers information such as material, colour and price Whilst manufacturers are racing to GDL Technologies door to sign up, developers and clients are quick to see the benefit too. Porsche are using GDL Objects to manage their brand identity as they build over 300 new showrooms worldwide. Having defined the building style and interior Porsche, in conjunction with the product suppliers, have produced a CD-ROM with all of the selected building components such as cladding, doors, furniture, and finishes. Designing and detailing the various schemes will therefore be as straightforward as using Lego. To ease the process of accessing, sizing and placing the product libraries GDL Technology have developed a product called GDL Object Explorer, a free-standing application which can be placed on the CD with the product libraries. Furthermore, whilst the Object Explorer gives access to the GDL Objects it also enables the user to save the object in one of many file formats including DWG, DGN, DXF, 3DS and even the IAI's IFC. However, if you are an AutoCAD user there is another tool, which has been designed especially for you, it is called the Object Adapter and it works inside of AutoCAD 14 and 2000. The Object Adapter will dynamically convert all GDL Objects to AutoCAD Blocks during placement, which means that they can be controlled with standard AutoCAD commands. Furthermore, each object can be linked to an online document from the manufacturer web site, which is ideal for more extensive product information. Other tools, which have been developed to make the most of the objects, are the Web Plug-in and SalesCAD. The Plug-in enables objects to be dynamically modified and displayed on web pages and Sales CAD is an easy to learn and use design tool for sales teams to explore, develop and cost designs on a Notebook PC whilst sitting in the architects office. All sales quotations are directly extracted from the model and presented in HTML format as a mixture of product images, product descriptions and tables identifying quantities and costs. With full lifecycle information stored in each GDL Object it is no surprise that GDL Technology see their objects as the future for building design. Indeed they are not alone, the IAI have already said that they are going to explore the possibility of associating GDL Objects with their own data sharing format the IFC. So down to the dirty stuff, money and how much it costs? Well, at the risk of sounding like a market trader in Petticoat Lane, "To you guv? Nuffin". That's right as a user of this technology it will cost you nothing! Not a penny, it is gratis, free. The product manufacturer pays for the license to host their libraries on the web or on CD and even then their costs are small costing from as little as 50p for each CD filled with objects. GDL Technology has come up trumps with their GDL Objects. They have developed a new way to solve old problems. If CAD were a pencil then GDL Objects would be ballistic lead, which would never break or loose its point. A much better alternative to the strategy used by many of their competitors who seek to avoid breaking the pencil by persuading the artist not to press down so hard. If you are still reading and you have not already dropped the magazine and run off to find out if your favorite product supplier has already signed up then I suggest you check out the following web sites www.gdlcentral.com and www.gdltechnology.com. If you do not see them there, pick up the phone and ask them why.
series journal paper
email
last changed 2003/04/23 15:14

_id 8599
authors Heylighen, Ann and Neuckermans, Herman
year 2001
title Baptism of fire of a Web-based design assistant
source Proceedings of the Ninth International Conference on Computer Aided Architectural Design Futures [ISBN 0-7923-7023-6] Eindhoven, 8-11 July 2001, pp. 111-124
summary DYNAMO – a Dynamic Architectural Memory On-line – is a Web-based design assistant to support architectural design education. The tool is conceived as an (inter-)active workhouse rather than a passive warehouse: it is interactively developed by and actively develops its users' design knowledge. Its most important feature is not merely that it presents students with design cases, but that those cases trigger in-depth explorations, stimulate reflection and prime discussions between students, design teachers and professional architects. Whereas previous papers have focused on the theoretical ideas behind DYNAMO and on how Web-technology enabled us to translate these ideas into a working prototype, this paper reports on the prototype's baptism of fire in a 4th year design studio. It describes the setting and procedure of the baptism, the participation of the studio teaching staff, and the reactions and appreciation of the students. Based on students' responses to a questionnaire and observations of the tool in use, we investigated whether DYNAMO succeeded in engaging students and what factors stimulated/hampered this engagement. Despite the prototype nature of the system, students were noticeably enthusiastic about the tool. Moreover, DYNAMO turned out to be fairly 'democratic', in the sense that it did not seem to privilege students with private access to or prior knowledge of computer technology. However, the responses to the questionnaire raise questions about the nature of students' engagement. Three factors revealed themselves as major obstacles to student (inter-)action: lack of time, lack of encouragement by the teachers and lack of studio equipment. Although these obstacles may not relate directly to DYNAMO itself, they might have prevented the tool from functioning the way it was originally meant to. The paper concludes with lessons learned for the future of DYNAMO and, more in general, of ICT in architectural design education.
keywords Design Studios, Utilization Of Internet, Design Support, Case-Based Design
series CAAD Futures
email
last changed 2006/11/07 07:22

_id avocaad_2001_22
id avocaad_2001_22
authors Jos van Leeuwen, Joran Jessurun
year 2001
title XML for Flexibility an Extensibility of Design Information Models
source AVOCAAD - ADDED VALUE OF COMPUTER AIDED ARCHITECTURAL DESIGN, Nys Koenraad, Provoost Tom, Verbeke Johan, Verleye Johan (Eds.), (2001) Hogeschool voor Wetenschap en Kunst - Departement Architectuur Sint-Lucas, Campus Brussel, ISBN 80-76101-05-1
summary The VR-DIS research programme aims at the development of a Virtual Reality – Design Information System. This is a design and decision support system for collaborative design that provides a VR interface for the interaction with both the geometric representation of a design and the non-geometric information concerning the design throughout the design process. The major part of the research programme focuses on early stages of design. The programme is carried out by a large number of researchers from a variety of disciplines in the domain of construction and architecture, including architectural design, building physics, structural design, construction management, etc.Management of design information is at the core of this design and decision support system. Much effort in the development of the system has been and still is dedicated to the underlying theory for information management and its implementation in an Application Programming Interface (API) that the various modules of the system use. The theory is based on a so-called Feature-based modelling approach and is described in the PhD thesis by [first author, 1999] and in [first author et al., 2000a]. This information modelling approach provides three major capabilities: (1) it allows for extensibility of conceptual schemas, which is used to enable a designer to define new typologies to model with; (2) it supports sharing of conceptual schemas, called type-libraries; and (3) it provides a high level of flexibility that offers the designer the opportunity to easily reuse design information and to model information constructs that are not foreseen in any existing typologies. The latter aspect involves the capability to expand information entities in a model with relationships and properties that are not typologically defined but applicable to a particular design situation only; this helps the designer to represent the actual design concepts more accurately.The functional design of the information modelling system is based on a three-layered framework. In the bottom layer, the actual design data is stored in so-called Feature Instances. The middle layer defines the typologies of these instances in so-called Feature Types. The top layer is called the meta-layer because it provides the class definitions for both the Types layer and the Instances layer; both Feature Types and Feature Instances are objects of the classes defined in the top layer. This top layer ensures that types can be defined on the fly and that instances can be created from these types, as well as expanded with non-typological properties and relationships while still conforming to the information structures laid out in the meta-layer.The VR-DIS system consists of a growing number of modules for different kinds of functionality in relation with the design task. These modules access the design information through the API that implements the meta-layer of the framework. This API has previously been implemented using an Object-Oriented Database (OODB), but this implementation had a number of disadvantages. The dependency of the OODB, a commercial software library, was considered the most problematic. Not only are licenses of the OODB library rather expensive, also the fact that this library is not common technology that can easily be shared among a wide range of applications, including existing applications, reduces its suitability for a system with the aforementioned specifications. In addition, the OODB approach required a relatively large effort to implement the desired functionality. It lacked adequate support to generate unique identifications for worldwide information sources that were understandable for human interpretation. This strongly limited the capabilities of the system to share conceptual schemas.The approach that is currently being implemented for the core of the VR-DIS system is based on eXtensible Markup Language (XML). Rather than implementing the meta-layer of the framework into classes of Feature Types and Feature Instances, this level of meta-definitions is provided in a document type definition (DTD). The DTD is complemented with a set of rules that are implemented into a parser API, based on the Document Object Model (DOM). The advantages of the XML approach for the modelling framework are immediate. Type-libraries distributed through Internet are now supported through the mechanisms of namespaces and XLink. The implementation of the API is no longer dependent of a particular database system. This provides much more flexibility in the implementation of the various modules of the VR-DIS system. Being based on the (supposed to become) standard of XML the implementation is much more versatile in its future usage, specifically in a distributed, Internet-based environment.These immediate advantages of the XML approach opened the door to a wide range of applications that are and will be developed on top of the VR-DIS core. Examples of these are the VR-based 3D sketching module [VR-DIS ref., 2000]; the VR-based information-modelling tool that allows the management and manipulation of information models for design in a VR environment [VR-DIS ref., 2000]; and a design-knowledge capturing module that is now under development [first author et al., 2000a and 2000b]. The latter module aims to assist the designer in the recognition and utilisation of existing and new typologies in a design situation. The replacement of the OODB implementation of the API by the XML implementation enables these modules to use distributed Feature databases through Internet, without many changes to their own code, and without the loss of the flexibility and extensibility of conceptual schemas that are implemented as part of the API. Research in the near future will result in Internet-based applications that support designers in the utilisation of distributed libraries of product-information, design-knowledge, case-bases, etc.The paper roughly follows the outline of the abstract, starting with an introduction to the VR-DIS project, its objectives, and the developed theory of the Feature-modelling framework that forms the core of it. It briefly discusses the necessity of schema evolution, flexibility and extensibility of conceptual schemas, and how these capabilities have been addressed in the framework. The major part of the paper describes how the previously mentioned aspects of the framework are implemented in the XML-based approach, providing details on the so-called meta-layer, its definition in the DTD, and the parser rules that complement it. The impact of the XML approach on the functionality of the VR-DIS modules and the system as a whole is demonstrated by a discussion of these modules and scenarios of their usage for design tasks. The paper is concluded with an overview of future work on the sharing of Internet-based design information and design knowledge.
series AVOCAAD
email
last changed 2005/09/09 10:48

_id ga0109
id ga0109
authors Lewis, Chak Chan
year 2001
title Defects Defined by Form Making Method for Improving Generative Design System
source International Conference on Generative Art
summary Evolutionary-based Generative Design System (GDS) is generally designed for industrial designers during the early stage of conceptual design. Although “additive” Rapid Prototyping (RP) methods are commonly applied for the physical realization, grown Surfaces Object (SO) created from these GDS still has room to be considered to a combined workable volume,especially for the more complex design. The inarticulate processes from GDS to Generative Production System (GPS) are linking up with different aspects and contexts as well as the conventional Computer-Aided Design (CAD)/RP integration, which has been conducted for along time. There are design constraints existing between 3D SO in industry design representation and feasible 3D production solution. Perception to object designing with knowledge is limited at SO forming by incomplete interpretations. Meanwhile, it is difficult to discern the problemsof incomplete object generation as hidden illegal design occurred from time to time because of the design constraints, despite the completion of the design representation. It has led to some of the invalidity of surface feature at the end. The reconstruction of the RP process ofthe SO pre-processing procedure can help to clarify these defects with thickness requirement in generative production. The aim of this paper is to verify an effective generative design strategy as a possibility ofimplementing method(s) or tool. They will be built within a surface-oriented GDS by mapping a valid object directly accepted by any RP system without any influence on generative object creating. Through the involvement of Form Making processes of RP from selected instants with their solid phenomena, evidences are used for defending this viewpoint.Throughout the process, generative design method and CAD method have been utilized for the creation of virtual form. The 3D printer and Fused Deposition Modeling (FDM) technology with “trial and error” method were employed in the RP processes.
series other
email
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id avocaad_2001_03
id avocaad_2001_03
authors M.K.D. Coomans, J.P. van Leeuwen, H.J.P. Timmermans
year 2001
title Abstract but Tangible, Complex but Manageable
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 VR-DIS research program, an innovative design-information modelling technique has been proposed that is based on features. In this modelling technique, the designer is invited not only to model the form and spatial aspects of his or her design, but also to model the structure of the data behind the design. The designer is offered a way to control how abstract design data is structured and stored. In this way, the designer is given the power to model concepts like conformity, contrast, and scale on the formal data level, and this for both graphical and non-graphical design characteristics. Further, the designer is invited to input formal descriptions of own design concepts, and use these personal concepts during the design process. With this new information modelling technique, we expect that the designers will be better capable to handle the complexity of linking diverse kinds of information involved in a design process. This new way of computer aided design offers a unique design freedom: any design concept becomes addressable. On the other hand, this technique also puts the responsibility for the content of the CAD database entirely in the hands of the designer. In order to be able to enjoy the design freedom fully and at the same time handle the responsibility over the design database, a computer tool is needed that shows the precise content of the database, and that is easy and quick to interact with. Only with such a tool, the designer will be capable of keeping the complex data model in pace with his or her design reasoning. To realise this requirement, a “feature browser” has been developed with a 3D graphical user interface. It shows the data objects as 3D blocks, mutually linked by rubber-band arrows that closely reflect the database structure. The whole forms an interactive 3D graph. The intuitiveness and user friendliness of the interface was improved by adding features like the visualisation of the browsing history, the visualisation of link-semantics, and animated visual feedback effects. The hardware part of the interface is worked out as a Fish Tank VR set-up. This hardware configuration improves the experienced realism of the displayed 3D objects up to a feeling of physical presence. The interface as a whole therefore provides a highly attractive display of the abstract design data; abstract but tangible. It is a tool in which complex data structures can be explored and controlled: complex but manageable.
series AVOCAAD
email
last changed 2005/09/09 10:48

_id 2a58
authors Orzechowski, M.A., Timmermans, H.J.P. and De Vries, B.
year 2001
title MuseV2 - THE VIRTUAL REALITY APPLICATION TO COLLECT USER PREFERENCE DATA
source SIGraDi biobio2001 - [Proceedings of the 5th Iberoamerican Congress of Digital Graphics / ISBN 956-7813-12-4] Concepcion (Chile) 21-23 november 2001, pp. 162-164
summary In this research project, we are creating an AI environment that helps architects to identify user preferences through a Virtual Reality Interface. At the current stage of development, the project has resulted in a VR application – MuseV2 that allows users to instantly modify an architectural design. The distinctive feature of this application is that a space is considered as a base for all user modifications and as a connection between all design elements. To gather preference information, AI agents observe user-induced modifications in VR. The system that we envision should not become an automated design tool, but an adviser and viewer for novice users.
series SIGRADI
email
last changed 2016/03/10 09:57

_id 13b3
authors Van Leeuwen, Jos P. and Jessurun, A.J.
year 2001
title XML for flexibility and extensibility of design information models
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. 491-501
doi https://doi.org/10.52842/conf.caadria.2001.491
summary This paper reports on a research project that aims to develop a design support system for early design stages. The dynamic way of handling information during early design imposes special requirements on the information modelling approach for which XML-Schema appears to provide promising solutions. The paper discusses the XML-Schema implementation of the so-called Feature-Based Modelling framework.
series CAADRIA
email
last changed 2022/06/07 07:58

_id 97bd
authors Wu, J., Zhang, T. Zhang, X. and Zhou, J.
year 2001
title A face based mechanism for naming, recording and retrieving topological entities
source Computer-Aided Design, Vol. 33 (10) (2001) pp. 687-698
summary One of the principal tasks of history based parametric modeling is to maintain the design history of parts. When some constrains or definitions of a feature on the part aremodified, it should be guaranteed that its design history could be replayed automatically and correctly. Thus the users can get the desired part expediently, quickly andunambiguously. Topological naming mechanism is one of the main important technologies to fulfill this task. In order to solve this problem, this paper first analyzes thedesign history of parts, then presents a face based mechanism for naming, recording and retrieving topological entity and finally proposes a method named parametricspace information to solve ambiguity when recording and retrieving entities. This mechanism, which provides a solid basis for replaying the design history precisely, hasbeen implemented in InteSolid, a history and feature based modeling system.
keywords Topological Name, Design History, Feature And History Based Design
series journal paper
email
last changed 2003/05/15 21:33

_id 7c0e
authors Koutamanis, Alexander and Den Hartog, Peter
year 2001
title Simulation and representation. Learning from airflow analyses in buildings
source Proceedings of the Ninth International Conference on Computer Aided Architectural Design Futures [ISBN 0-7923-7023-6] Eindhoven, 8-11 July 2001, pp. 657-666
summary The simulation of environmental aspects is a current priority in design research and practice. The availability of relatively efficient and reliable simulation systems and the emphasis on environmental aspects throughout a building’s lifecycle combine to stimulate exploration of aspects such as lighting and air quality by computational means. Nevertheless, a frequent complaint is that the addition of such simulations makes design information processing timeconsuming and cumbersome, thereby increasing uncertainty and indecision. Therefore, it is imperative that simulation is integrated in the strategies and tools normally used by the digitally-minded architect. In this respect a central issue is the relations between the simulation and the design representation used as connecting tissue for the whole design environment. Input of design information in the simulation means identification of relevant objects, aspects, parts and properties of these objects, as well as relationships between objects. The explicit description of objects such as spaces, doors and windows in the design representation allows for ready extraction of relevant information, including automatic recognition of relationships such as adjacency between a window and a space. The addition of information specific to the airflow analysis was resolved by the extension of the representation to cover front-end service components such as inlets and outlets and general properties (annotations) such as activities accommodated in a space and the primary choice of cooling and heating subsystems. The design representation is also the obvious target for the output of the simulation (feedback). Visualization of airflow in terms of the resulting voxels makes effortless and enjoyable viewing but merely allowing the visualization to coexist with the representation of spaces and building elements does not provide design guidance. One way of achieving that is by treating spaces not as integral entities but as containers of relevant surfaces. These surfaces determine the adaptive subdivision of the space and function as attractors for voxel clustering.
keywords Simulation, Representation, Visualization
series CAAD Futures
email
last changed 2006/11/07 07:22

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

_id 2b53
authors Rico, Esteban Javier
year 2001
title Y EN TODO ESTO DÓNDE ESTÁ EL DISEÑO? LA ILUSIÓN DE LOS CONTENIDOS O LOS CONTENIDOS DE LA ILUSIÓN (And in all this, Where Is the Design? The Illusion of the Content or the Content of the Illusion)
source SIGraDi biobio2001 - [Proceedings of the 5th Iberoamerican Congress of Digital Graphics / ISBN 956-7813-12-4] Concepcion (Chile) 21-23 november 2001, pp. 22-24
summary The illusion of the contents or the contents of the illusion. Our sensory universe is stimulated before a growing and unstoppable manifestation of visual communications in which a language complexity is noticed, where with too much frequency is observed an unpunished use of “ pyrotechnics and visual artifices “ for a quite dissimilar audience between which are some to be eager for noise and others of superficial sensations. When analyzing habitually good part of the production of the present design we found associate the adjectives experimental, transgressor, postmodern, fashion, funny and unstructured. The perplexity appears when analyzing those productions we only found that the order of the design is so chaotic and that he is so insubstantial, that surely it has some relation with the crisis of the language and of the content.
series SIGRADI
email
last changed 2016/03/10 09:58

_id avocaad_2001_15
id avocaad_2001_15
authors Henri Achten, Jos van Leeuwen
year 2001
title Scheming and Plotting your Way into Architectural Complexity
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 problem of complexity underlies all design problems. With the advent of CAD however, our ability to truly represent complexity has increased considerably. Following the four waves of design methodology as distinguished by Cross (1984), we see changing architectural design attitudes with respect to complexity. Rather than viewing it as problematic issue, designers such as Koolhaas, van Berkel, Lynn, and Franke embrace complexity and make it a focus in their design work. The computer is an indispensable instrument in this approach. The paper discusses the current state of the art in architectural design positions on complexity and CAAD, and reflects in particular on the role of design representations in this discussion. It is advanced that a number of recent developments are based on an intensified use of design representations such as schema’s, diagrams, and interactive modelling techniques. Within the field of possibilities in this field, the authors discuss Feature-Based Modelling (FBM) as a formalism to represent knowledge of the design. It is demonstrated how the FBM approach can be used to describe graphic representations as used in design, and how other levels and kinds of design knowledge can be incorporated, in particular the less definite qualitative information in the early design phase. The discussion section concludes with an extrapolation of the current role of design representation in the design process, and advances a few positions on the advantage and disadvantage of this role in architectural design.
series AVOCAAD
email
last changed 2005/09/09 10:48

_id ga0132
id ga0132
authors Abe, Yoshiyuki
year 2001
title Beyond the math visualization - Geometrica and Stochastica
source International Conference on Generative Art
summary Mathematically controlled imaging process provides attractive results because of its infinite scaling capabilities with some other elements that contribute to the visualization. Its global/local and precise manipulation of parameters holds potential for realizing an unpredictable horizon of imagery. When it meets the artist's taste, this method could be a strong enough system of creation, and I have been producing images using the surfaces of hyperbolic paraboloid. On the other hand, a method absolutely free from the geometric parameter manipulation is possible with a stochastic process [1]. Like the technique of pendulum in photography, while its production rate of acceptable result is very low, its potential of generating a strong visual message is also very attractive. It is possible to set stochastic elements at any stage of the process, and conditional probability on those elements, or the hierarchy of probability management characterizes the probability distribution. Math space has no light. No gravity. No color on the math surfaces. And the math equation providesonly the boundary in 3D or higher mathematical dimensions. The fact means that artists can keep artistic reality with their unique tastes in colors on the surface and light sources, and this is the most important element of the math based imaging. Being able to give artists' own choice of colors and that the artist may take only right ones from the results of a stochastic process guarantee the motif and aesthetics of artist could be reflected onto the work.
series other
email
more http://www.generativeart.com/
last changed 2003/11/21 15:15

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

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