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 66

_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 f95f
authors Angulo, A.H., Davidson, R.J. and Vásquez de Velasco, G.P.
year 2001
title Digital Visualization in the Teaching of Cognitive Visualization
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. 292-301
doi https://doi.org/10.52842/conf.acadia.2001.292
summary Professional design offices claim that our graduates have difficulties with their free-hand perspective drawing skills. This fact, which has become obvious over the last 5 years, is parallel to a clear tendency towards the use of 3-dimensional digital imagery in the projects of our students. Frequently, faculty tends to blame the computer for the shortcomings of our students in the use of traditional media, yet there is no clear evidence on the source of the blame. At a more fundamental level, the visualization skills of our students are questioned. This paper will explain how faculty teaching design communication techniques, with traditional and digital media, are working together in the development of a teaching methodology that makes use of computers in support of our student’s training on cognitive visualization skills, namely; “The Third-Eye Method”. The paper describes the Third-Eye Method as an alternative to traditional methods. As evidence of the benefits offered by the Third-Eye Method, the paper presents the results of testing it against traditional methods among freshman students. At the end, the paper draws as conclusion that computers are not the main source of the problem but a potential solution.
keywords Pedagogy, Visualization, Media
series ACADIA
email
last changed 2022/06/07 07:54

_id 66f8
authors Asanowicz, Alexander
year 2001
title Information at Early Design Stages
source Architectural Information Management [19th eCAADe Conference Proceedings / ISBN 0-9523687-8-1] Helsinki (Finland) 29-31 August 2001, pp. 105-110
doi https://doi.org/10.52842/conf.ecaade.2001.105
summary This paper concentrates on information at the early stages of the design process. However those do not concern all the information regarding the task available to the designer or the already existing solutions, but the information generated by the designer during the process of problem solving. The creative nature of architectural design and the lack of complete information during the process determine the role and the place of the information system in the design. It is necessary that the information system correspond to the raw form of expression of the designer as it appears at the early design stages. In the traditional creative activity, an image of the architectural form is developed through graphic expression such as sketches, words and sentences. Changing the design environment from analog to digital does not solve the design problems at all. IT creates new possibilities for generating design information thanks to new tools as well as new software. The multiplicity of methods only makes the problem of the amount and accessibility of information more complicated.
keywords Early Design Stages, Hybrid Design Environment
series eCAADe
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 cf2011_p127
id cf2011_p127
authors Benros, Deborah; Granadeiro Vasco, Duarte Jose, Knight Terry
year 2011
title Integrated Design and Building System for the Provision of Customized Housing: the Case of Post-Earthquake Haiti
source Computer Aided Architectural Design Futures 2011 [Proceedings of the 14th International Conference on Computer Aided Architectural Design Futures / ISBN 9782874561429] Liege (Belgium) 4-8 July 2011, pp. 247-264.
summary The paper proposes integrated design and building systems for the provision of sustainable customized housing. It advances previous work by applying a methodology to generate these systems from vernacular precedents. The methodology is based on the use of shape grammars to derive and encode a contemporary system from the precedents. The combined set of rules can be applied to generate housing solutions tailored to specific user and site contexts. The provision of housing to shelter the population affected by the 2010 Haiti earthquake illustrates the application of the methodology. A computer implementation is currently under development in C# using the BIM platform provided by Revit. The world experiences a sharp increase in population and a strong urbanization process. These phenomena call for the development of effective means to solve the resulting housing deficit. The response of the informal sector to the problem, which relies mainly on handcrafted processes, has resulted in an increase of urban slums in many of the big cities, which lack sanitary and spatial conditions. The formal sector has produced monotonous environments based on the idea of mass production that one size fits all, which fails to meet individual and cultural needs. We propose an alternative approach in which mass customization is used to produce planed environments that possess qualities found in historical settlements. Mass customization, a new paradigm emerging due to the technological developments of the last decades, combines the economy of scale of mass production and the aesthetics and functional qualities of customization. Mass customization of housing is defined as the provision of houses that respond to the context in which they are built. The conceptual model for the mass customization of housing used departs from the idea of a housing type, which is the combined result of three systems (Habraken, 1988) -- spatial, building system, and stylistic -- and it includes a design system, a production system, and a computer system (Duarte, 2001). In previous work, this conceptual model was tested by developing a computer system for existing design and building systems (Benr__s and Duarte, 2009). The current work advances it by developing new and original design, building, and computer systems for a particular context. The urgent need to build fast in the aftermath of catastrophes quite often overrides any cultural concerns. As a result, the shelters provided in such circumstances are indistinct and impersonal. However, taking individual and cultural aspects into account might lead to a better identification of the population with their new environment, thereby minimizing the rupture caused in their lives. As the methodology to develop new housing systems is based on the idea of architectural precedents, choosing existing vernacular housing as a precedent permits the incorporation of cultural aspects and facilitates an identification of people with the new housing. In the Haiti case study, we chose as a precedent a housetype called “gingerbread houses”, which includes a wide range of houses from wealthy to very humble ones. Although the proposed design system was inspired by these houses, it was decided to adopt a contemporary take. The methodology to devise the new type was based on two ideas: precedents and transformations in design. In architecture, the use of precedents provides designers with typical solutions for particular problems and it constitutes a departing point for a new design. In our case, the precedent is an existing housetype. It has been shown (Duarte, 2001) that a particular housetype can be encoded by a shape grammar (Stiny, 1980) forming a design system. Studies in shape grammars have shown that the evolution of one style into another can be described as the transformation of one shape grammar into another (Knight, 1994). The used methodology departs takes off from these ideas and it comprises the following steps (Duarte, 2008): (1) Selection of precedents, (2) Derivation of an archetype; (3) Listing of rules; (4) Derivation of designs; (5) Cataloguing of solutions; (6) Derivation of tailored solution.
keywords Mass customization, Housing, Building system, Sustainable construction, Life cycle energy consumption, Shape grammar
series CAAD Futures
email
last changed 2012/02/11 19:21

_id d9f0
authors Bhavnani, S.K., Reif, F. and John, B.E.
year 2001
title Beyond Command Knowledge: Identifying and Teaching Strategic Knowledge for Using Complex Computer Applications
source Proceedings of CHI' 01 (2001), 229-236
summary Despite experience, many users do not make efficient use of complex computer applications. We argue that this is caused by a lack of strategic knowledge that is difficult to acquire just by knowing how to use commands. To address this problem, we present efficient and general strategies for using computer applications, and identify the components of strategic knowledge required to use them. We propose a framework for teaching strategic knowledge, and show how we implemented it in a course for freshman students. In a controlled study, we compared our approach to the traditional approach of just teaching commands. The results show that efficient and general strategies can in fact be taught to students of diverse backgrounds in a limited time without harming command knowledge. The experiment also pinpointed those strategies that can be automatically learned just from learning commands, and those that require more practice than we provided. These results are important to universities and companies that wish to foster more efficient use of complex computer applications.
keywords Strategies; Training; Instruction; GOMS
series other
email
last changed 2003/11/21 15:16

_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

_id 5ac1
authors Bourdakis, Vassilis
year 2001
title On Developing Standards for the Creation of VR City Models
source Architectural Information Management [19th eCAADe Conference Proceedings / ISBN 0-9523687-8-1] Helsinki (Finland) 29-31 August 2001, pp. 404-409
doi https://doi.org/10.52842/conf.ecaade.2001.404
summary The paper is an inclusive summary of research work on creating VR city models carried out over the last six years in the UK and Greece aiming to put into discussion the guidelines/ rules developed by the author. The paper is structured in three sections referring to the main stages in terms of either technical expertise and problem solving or conceptual structuring of information: creation of 3D city models, CAAD versus VR in digital city modelling and finally utilizing digital city models. The expected outcome of the work presented is the establishment of a body of knowledge that will facilitate the development of standards and guidelines for the creation of city models. There are obvious advantages in having a compatible set of city 3D models. On the other hand, there are different rules to be followed and issues to be solved, according to the scale of the model, level of detail that is needed—all these rules relate to the projected use of the model.
keywords Digital City Models, 3D Modelling, Virtual Reality, Urban Planning
series eCAADe
email
last changed 2022/06/07 07:54

_id 2006_182
id 2006_182
authors Bridges, Alan
year 2006
title A Critical Review of Problem Based Learning in Architectural Education
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. 182-189
doi https://doi.org/10.52842/conf.ecaade.2006.182
summary There is limited research and discussion on pedagogical approaches in architectural education, simply because it is considered as one of the “unimportant” areas that researchers “do not bother studying” (Teymur, 2001). Problem Based Learning has been known to provide competent graduates in other professional disciplines, and, consequently, there have been attempts to utilise the same pedagogical approach in architectural education where PBL is seen as a potential solution to the problems encountered in architectural education. This paper critically reviews PBL implementations at TU Delft Netherlands and Newcastle University, N.S.W. Australia and draws conclusions with particular respect to the teaching of architectural computing
keywords PBL; architecture; computing
series eCAADe
email
last changed 2022/06/07 07:54

_id 0ca1
id 0ca1
authors Calderon, C, Cavazza., M
year 2001
title USING GAMES ENGINES TO IMPLEMENT INTELLIGENT VIRTUAL ENVIRONMENTS.
source Game-On 2001, Holiday Inn London Docks, London, United Kingdom , November 30 - December 1, 2001. http://hobbes.rug.ac.be/~scs/conf/gameon2001/index.php3
summary In this paper we present an Intelligent Virtual Environment (IVE) obtained by incorporating a problem solving mechanism (AI technique) into a Virtual Environment. In particular, in this paper, we will discuss the implementation of the interaction with the problem solving mechanism by using the following metaphor: the visual space provided by the Virtual Environment is seen as the search space
keywords Game Engines, Artificial Intelligence
series other
type normal paper
email
last changed 2005/12/02 11:19

_id 3e51
authors Cerulli, C., Peng, C. and Lawson, B.
year 2001
title Capturing Histories of Design Processes for Collaborative Building Design Development. Field Trial of the ADS Prototype
source Proceedings of the Ninth International Conference on Computer Aided Architectural Design Futures [ISBN 0-7923-7023-6] Eindhoven, 8-11 July 2001, pp. 427-437
summary The ADS Project - Advanced Design Support for the Construction Design Process - builds on the technological results of the previous COMMIT Project to exploit and demonstrate the benefits of a CAD based Design Decision Support System. COMMIT provides a system for storing knowledge about knowledge within the design process. It records design decisions, the actors who take them and the roles they play when doing so. ADS links COMMIT to an existing object-oriented CAD system, MicroStation/J from Bentley Systems. The project focuses on tackling the problem of managing design information without intruding too much on the design process itself. It provides the possibility to effectively link design decisions back to requirements, to gather rationale information for later stages of the building lifecycle, and to gather knowledge of rationale for later projects. The system enables members of the project team, including clients and constructors, to browse and search the recorded project history of decision making both during and after design development. ADS aims to facilitate change towards a more collaborative process in construction design, to improve the effectiveness of decision-making throughout the construction project and to provide clients with the facility to relate design outcomes to design briefs across the whole building life cycle. In this paper we will describe the field trials of the ADS prototype carried out over a three-month period at the Building Design Partnership (BDP) Manchester office. The objective of these trials is to assess the extent, to which the approach underlying ADS enhances the design process, and to gather and document the views and experiences of practitioners. The ADS prototype was previously tested with historical data of real project (Peng, Cerulli et al. 2000). To gather more valuable knowledge about how a Decision Support System like ADS can be used in practice, the testing and evaluation will be extended to a real project, while it is still ongoing. The live case study will look at some phases of the design of a mixed residential and retail development in Leeds, UK, recording project information while it is created. The users’ feedback on the system usability will inform the continuous redevelopment process that will run in parallel to the live case study. The ADS and COMMIT Projects were both funded by EPSRC.
keywords Design Rationale, Design Support Systems, Usability Evaluation
series CAAD Futures
email
last changed 2006/11/07 07:22

_id 539d
authors Chateau, H.B., Vergara, R.L., Jorquera, J.H. and Viveros, C.M.
year 2001
title EL ESPACIO INTER-MEDIO (The Inter-Media Space)
source SIGraDi biobio2001 - [Proceedings of the 5th Iberoamerican Congress of Digital Graphics / ISBN 956-7813-12-4] Concepcion (Chile) 21-23 november 2001, pp. 153-155
summary This paper explores the juxtaposition between architectonic space and virtual environments. It establishes the hypothesis that the intersection of virtual environments with our common life causes a break-up of time and space. Virtual environments are the last and most integral part of the technological revolution, becoming a parallel world, an unlimited extension of our limited world. The spatial and temporal juxtaposition of these two realities creates a new reality of being “inbetween”, it reveals the “inter-media”. This “inter-media” reality is the problem for architecture of our time, and it still lacks of responses.
series SIGRADI
email
last changed 2016/03/10 09:48

_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 4533
authors Datta, S., Morison, D. and Roberts, K.
year 2001
title Pedagogical Templates: A Comparative Study of Higher Order Reflective Making, Playful Design Learning Forum
source Adelaide University School of Architecture, Landscape Architecture and Urban Design, Adelaide
summary Schon's notion of reflection-in-action implies a constructivist process of learning, especially valid in the teaching of professional disciplines such as architecture. Action becomes the instrument of conjecture and learning arises in the context of reflection upon the act. Such a process of interleaving action and reflection constitutes a "higher-order" process of reflective making. Research in design studies has shown that strategies for making differ markedly between professional and novitiate designers. Further, such studies have shown that skilled designers employ past experience and precedents to create context for new problem situations. To address the lack of context in novitiate learning situations, we propose the use of "pedagogical templates" for the promotion of "higher-order" strategies in design learning contexts for supporting beginning design students. We focus on the use of digital media, specifically for the design, implementation and delivery of constructive learning situations. This paper presents the use of a pedagogical template in the creation of constructivist contexts for two complementary courses, a traditional design studio and a computermodelling course at Deakin University. The resulting implications for design learning and the integration of physical and digital forms of making through the use of a pedagogical template are discussed.
series other
last changed 2003/04/23 15:50

_id ddss9829
id ddss9829
authors De Hoog, J., Hendriks, N.A. and Rutten, P.G.S.
year 1998
title Evaluating Office Buildings with MOLCA(Model for Office Life Cycle Assessment)
source Timmermans, Harry (Ed.), Fourth Design and Decision Support Systems in Architecture and Urban Planning Maastricht, the Netherlands), ISBN 90-6814-081-7, July 26-29, 1998
summary MOLCA (Model for Office Life Cycle Assessment) is a project that aims to develop a tool that enables designers and builders to evaluate the environmental impact of their designs (of office buildings) from a environmental point of view. The model used is based on guidelinesgiven by ISO 14000, using the so-called Life Cycle Assessment (LCA) method. The MOLCA project started in 1997 and will be finished in 2001 resulting in the aforementioned tool. MOLCA is a module within broader research conducted at the Eindhoven University of Technology aiming to reduce design risks to a minimum in the early design stages.Since the MOLCA project started two major case-studies have been carried out. One into the difference in environmental load caused by using concrete and steel roof systems respectively and the role of recycling. The second study focused on biases in LCA data and how to handle them. For the simulations a computer-model named SimaPro was used, using the world-wide accepted method developed by CML (Centre for the Environment, Leiden, the Netherlands). With this model different life-cycle scenarios were studied and evaluated. Based on those two case studies and a third one into an office area, a first model has been developed.Bottle-neck in this field of study is estimating average recycling and re-use percentages of the total flow of material waste in the building sector and collecting reliable process data. Another problem within LCA studies is estimating the reliability of the input data and modelling uncertainties. All these topics will be subject of further analysis.
keywords Life-Cycle Assessment, Office Buildings, Uncertainties in LCA
series DDSS
last changed 2003/08/07 16:36

_id bbfa
authors Donath, D., Beetz, J., Grether, K., Petzold, F. and Seichter, H.
year 2001
title Augmented Reality Techniques for Design and Revitalisation in Existing Built Environments
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. 322-329
doi https://doi.org/10.52842/conf.acadia.2001.322
summary Building activity in Germany is moving increasingly toward combined newbuild and renovation projects. Essential for effective computer-aided planning within an existing context is not only the use of on-site computer-aided measurement tools but also an integrative cooperation between the different disciplines involved via an information and communication system. Interdisciplinary cooperation needs to be tailored to the integrative aspects in renovation and revitalisation work. Economic factors determine the viability of an architectural project, and reliable costing information is vital. Existing IT-approaches to this problem are not yet sufficiently exploited. In ongoing research at our university (collaborative research center ”Materials and Structure in the Revitalisation of Buildings”) methods and techniques of revitalisation are being investigated. A special branch of the collaborative research center is investigating possibilities of computer-aided building measurement and communication platforms for professional disciplines (www.uni-weimar.de/sfb). The aim is to develop a general approach to the revitalisation of buildings. This paper discusses possible application areas of AR/VR techniques in the revitalisation of buildings from the point of view of the user and are based on the real project “Cooling factory Gera”. Based on the necessities of revitalisation projects, technical requirements are developed. The project is funded by the Deutsche Forschungsgesellschaft (DFG).
keywords Augmented Reality, Architecture, Modernization, Measurement
series ACADIA
email
last changed 2022/06/07 07:55

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

_id c596
authors Ekholm, Anders
year 2001
title Modelling of User Activities in Building Design
source Architectural Information Management [19th eCAADe Conference Proceedings / ISBN 0-9523687-8-1] Helsinki (Finland) 29-31 August 2001, pp. 67-72
doi https://doi.org/10.52842/conf.ecaade.2001.067
summary Architects manage not only information about the building but also about the user organisation. Therefore, information systems for architectural design must be able to handle both building and organisational data. The paper describes architectural design as a creative problem solving process, and presents a recently developed prototype application for user activity modelling built as an add-on to ArchiCAD.
keywords Architectural Design, Problem Solving, User Activity Modelling, Model Based CAD
series eCAADe
email
last changed 2022/06/07 07:55

_id 270d
authors Elezkurtaj, Tomor and Franck, Georg
year 2001
title Evolutionary Algorithms in Urban Planning
source CORP 2001, Vienna, pp. 269-272
summary The functions supported by commercial CAD software are drawing, construction and presentation. Until now, no programssupporting the creative part of architectural and urban problem solving are on the market. The grand hopes of symbolic AI ofprogramming creative architectural and urban design have been disappointed. In the meantime, methods called New AI are available.Among these methods, evolutionary algorithms are particularly promising for solving design problems. The paper presents anapproach to town panning and architectural problem solving that combines an evolutionary strategy (ES), a genetic algorithm (GA)and a Particle System. The problem that remains incapable of being solved algorithmically has to do with the fact that in architectureand urbanizm form as well as function count. Because function relates to comfort, easiness of use, and aesthetics as well, it ishopeless to fully specify the fitness function of architecture. The approach presented circumvents a full specification through dividinglabor between the software and its user. The fitness function of town plans is defined in terms only of proportions of the shapes, areasand buildings to be accommodated and topological relations between them. The rest is left to the human designer who interactivelyintervenes in the evolution game as displayed on the screen.
series other
email
more www.corp.at
last changed 2002/12/19 12:17

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