CumInCAD is a Cumulative Index about publications in Computer Aided Architectural Design
supported by the sibling associations ACADIA, CAADRIA, eCAADe, SIGraDi, ASCAAD and CAAD futures

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Hits 1 to 20 of 716

_id ef5d
authors Huang, Y.H. (et al.)
year 2001
title The comparison of animation, virtual reality, and scenario scripting in the design process
source International Journal of design computing 2001, 3
summary What role does visual impact play in different design stages of these media? What are the similarities and variances of computing techniques, principles of interaction, and practical applications among three computerized media?
series journal paper
last changed 2003/04/23 15:50

_id 6b40
authors Huang, Y.H., Liu, Y.T., Lin, C.Y., Chen, Y.T., Chiu, Y.-C., Oh, S., Kaga, A. and Sasada, T.
year 2001
title The comparison of animation, virtual reality, and scenario scripting in the design process
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. 231-239
doi https://doi.org/10.52842/conf.caadria.2001.231
summary Evolved from freehand sketches, physical models to computerized drafting, modeling, animations, and virtual reality, different media are used to communicate to designers or users with different conceptual levels. This study investigates the similarities and variances among computing techniques, interacting principles, and their applications. Different computerized media in the design process are also adopted to explore related phenomenon by using these three media in the renew project of old Hsinchu, Taiwan. Finally, similarity and variance among these computerized media are discussed. This study not only provides insight into the fundamental characteristics of the three computerized media discussed herein, but also enables designers to adopt different media in the design stages.
series CAADRIA
email
last changed 2022/06/07 07:49

_id avocaad_2001_17
id avocaad_2001_17
authors Ying-Hsiu Huang, Yu-Tung Liu, Cheng-Yuan Lin, Yi-Ting Cheng, Yu-Chen Chiu
year 2001
title The comparison of animation, virtual reality, and scenario scripting in design process
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 Design media is a fundamental tool, which can incubate concrete ideas from ambiguous concepts. Evolved from freehand sketches, physical models to computerized drafting, modeling (Dave, 2000), animations (Woo, et al., 1999), and virtual reality (Chiu, 1999; Klercker, 1999; Emdanat, 1999), different media are used to communicate to designers or users with different conceptual levels¡@during the design process. Extensively employed in design process, physical models help designers in managing forms and spaces more precisely and more freely (Millon, 1994; Liu, 1996).Computerized drafting, models, animations, and VR have gradually replaced conventional media, freehand sketches and physical models. Diversely used in the design process, computerized media allow designers to handle more divergent levels of space than conventional media do. The rapid emergence of computers in design process has ushered in efforts to the visual impact of this media, particularly (Rahman, 1992). He also emphasized the use of computerized media: modeling and animations. Moreover, based on Rahman's study, Bai and Liu (1998) applied a new design media¡Xvirtual reality, to the design process. In doing so, they proposed an evaluation process to examine the visual impact of this new media in the design process. That same investigation pointed towards the facilitative role of the computerized media in enhancing topical comprehension, concept realization, and development of ideas.Computer technology fosters the growth of emerging media. A new computerized media, scenario scripting (Sasada, 2000; Jozen, 2000), markedly enhances computer animations and, in doing so, positively impacts design processes. For the three latest media, i.e., computerized animation, virtual reality, and scenario scripting, the following question arises: What role does visual impact play in different design phases of these media. Moreover, what is the origin of such an impact? Furthermore, what are the similarities and variances of computing techniques, principles of interaction, and practical applications among these computerized media?This study investigates the similarities and variances among computing techniques, interacting principles, and their applications in the above three media. Different computerized media in the design process are also adopted to explore related phenomenon by using these three media in two projects. First, a renewal planning project of the old district of Hsinchu City is inspected, in which animations and scenario scripting are used. Second, the renewal project is compared with a progressive design project for the Hsinchu Digital Museum, as designed by Peter Eisenman. Finally, similarity and variance among these computerized media are discussed.This study also examines the visual impact of these three computerized media in the design process. In computerized animation, although other designers can realize the spatial concept in design, users cannot fully comprehend the concept. On the other hand, other media such as virtual reality and scenario scripting enable users to more directly comprehend what the designer's presentation.Future studies should more closely examine how these three media impact the design process. This study not only provides further insight into the fundamental characteristics of the three computerized media discussed herein, but also enables designers to adopt different media in the design stages. Both designers and users can more fully understand design-related concepts.
series AVOCAAD
email
last changed 2005/09/09 10:48

_id a469
authors Brown, Andre and Berridge, Phil
year 2001
title Games One : Two : Three A triangle of virtual game scenarios for architectural collaboration
source Stellingwerff, Martijn and Verbeke, Johan (Eds.), ACCOLADE - Architecture, Collaboration, Design. Delft University Press (DUP Science) / ISBN 90-407-2216-1 / The Netherlands, pp. 95-120 [Book ordering info: m.c.stellingwerff@bk.tudelft.nl]
summary This paper is split into three parts, each of which deals with different aspects of, and approaches to, the collaboration process. Each of the approaches shares a common root in an aspect of games or gaming. Together the three approaches represent a tripartite attack on the spectrum of problems that need to be addressed to achieve successful collaboration. The first technique is dealt with in Game One One. This deals with the issue of encouraging collaboration. It is based on work using a role playing game scenario and is intended to allow construction industry professionals and clients to develop a common framework for discussion. It originally existed as a paper based game and is now being tested in a web-based environment. Game Two is based on work that has evolved from contemporary game and meeting place environments that have been attracting attention recently. Here internet-based three-dimensional worlds are used as a virtual replacement of real spaces and participants meet as avatars. In the architectural context we have investigated the potential for application of such 3D worlds as meeting, and discussion places where architectural information and ideas can be exchanged. In Game Three we take the idea that currently, virtual environments are still rather uncomfortable and unnatural in terms of human interaction, and in particular in the way that we move around and display architectural scenes. We develop the idea that games software incorporates techniques that make the representation of animated, interactive 3D architectural environments computationally efficient. We have augmented the software used in games environments and have considered how we construct architectural models and man-machine interfaces to improve the effectiveness of such environments in an architectural context.
series other
email
last changed 2001/09/14 21:30

_id e7e7
authors Popova, M., Johansson, P. and Lindgren, H.
year 2001
title Case-based Reasoning in Collaborative Design: The role of product models and information structures
source Architectural Information Management [19th eCAADe Conference Proceedings / ISBN 0-9523687-8-1] Helsinki (Finland) 29-31 August 2001, pp. 92-97
doi https://doi.org/10.52842/conf.ecaade.2001.092
summary This paper discusses methods for information management through the rational application of IT within collaborative design. We explore the possible integration of the platforms of case-based reasoning and information structures. We examine the potential combination of existing techniques (CAD-tools, word processors, general applications, WWW) and standards (IFC, national classification systems) into a system for information management. We focus on the designers’ use of heterogeneous information and the further development of a prototype based on product-model and process-model technology. Today, XML helps us structure various kinds of information before the system performs case-based reasoning sessions. The aim is to promote efficient and flexible information management in a casebased design process. Through the use of standardized product models, this information will be sharable and suitable for reuse and feedback. The more often the information is reused, the more general and adaptable it becomes i.e. it evolves. This scenario requires, though, efficient information management in the design office: a quality system for evaluating the information for reuse, consequent use of standardized product models and IT.
keywords Case-Based Reasoning, Product Models, Information Structures, Collaborative Design And Construction Process
series eCAADe
last changed 2022/06/07 08:00

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

_id 28b9
authors Achten, Henri
year 2001
title Future Scenario for a Collaborative Design Session
source Stellingwerff, Martijn and Verbeke, Johan (Eds.), ACCOLADE - Architecture, Collaboration, Design. Delft University Press (DUP Science) / ISBN 90-407-2216-1 / The Netherlands, pp. 163-168 [Book ordering info: m.c.stellingwerff@bk.tudelft.nl]
summary A collaborative design project consists of a team of design partners who are engaged during the period of the project in a particular design task. The group forms a short-lived community with the goal to create a design. The environment in which this is done today, consists of the participants office spaces, completed with equipment such as drawing tables, coffee machines, fax machines, CAD stations, etc. None of these elements reflect the existence of the (temporary) community that a design partner participates in. In this workshop paper we propose that the current two-dimensional desktop metaphor in a computer does not adequately support collaborative design. The typical 2D-desktop multiple open windows with different applications gives a fractured view of the design project in which by contrast the designer as a person conceives of himself as a whole. Moreover, the sense of place, or a consistent identity in which the design takes place is also lacking. The notion of _virtual environmentsÑ can assist in further developing design support for collaborative design in the future, as is sketched in the following outline.
series other
email
last changed 2001/09/14 21:30

_id ddss2004_ra-177
id ddss2004_ra-177
authors Ballas, D., R. Kingston, and J. Stillwell
year 2004
title Using a Spatial Microsimulation Decision Support System for Policy Scenario Analysis
source Van Leeuwen, J.P. and H.J.P. Timmermans (eds.) Recent Advances in Design & Decision Support Systems in Architecture and Urban Planning, Dordrecht: Kluwer Academic Publishers, ISBN: 1-4020-2408-8, p. 177-191
summary This paper discusses the potential of a spatial microsimulation-based decision support system for policy analysis. The system can be used to describe current conditions and issues in neighbourhoods, predict future trends in the composition and health of neighbourhoods and conduct modelling and predictive analysis to measure the likely impact of policy interventions at the local level. A large dynamic spatial micro-simulation model is being constructed for the population of Leeds (approximately 715,000 individuals) based on spatial microsimulation techniques in conjunction with a range of data, including 2001 Census data for Output Areas and sample data from the British Household Panel Survey. The project has three main aims as follows: (i) to develop a static microsimulation model to describe current conditions in Leeds; (ii) to enable the performance of ‘What if?’ analysis on a range of policy scenarios; and (iii) to develop a dynamic microsimulation model to predict future conditions in Leeds under different policy scenarios. The paper reports progress in meeting the above aims and outlines the associated difficulties and data issues. One of the significant advantages of the spatial microsimulation approach adopted by this project is that it enables the user to query any combination of variables that is deemed desirable for policy analysis. The paper will illustrate the software tool being developed in the context of this project that is capable of carrying out queries of this type and of mapping their results. The decision support tool is being developed to support policy-makers concerned with urban regeneration and neighbourhood renewal.
keywords Spatial Microsimulation, Spatial Decision Support Systems, Geotools
series DDSS
last changed 2004/07/03 22:13

_id 35a7
authors Brown, André G.P.
year 2001
title Architectural critique through digital scenariobuilding. Augmenting Architectural Criticism and Narrative
source Proceedings of the Ninth International Conference on Computer Aided Architectural Design Futures [ISBN 0-7923-7023-6] Eindhoven, 8-11 July 2001, pp. 697-709
summary As an idea scenario-building has parallels the use of creative faking in related disciplines, most particularly, in contemporary art. The techniques involved in scenario-building and faking offer us enhanced ways of undertaking creative thinking and critical review of architecture and architectural projects. Critical review and theoretical analysis of architecture can be undertaken via a range of methods that Attoe (1978) classifies as Normative, Interpretive and Descriptive. Digital representation now offers us new ways of augmenting these critical styles in ways that have yet to be fully exploited, and possible means of exploitation are illustrated in this paper. In short the work described here shows how digital techniques can be used to enrich architectural investigation, critical reporting and debate.
keywords Digital Recreation, Scenario-Building, Narrative, Fake, Architectural Critique
series CAAD Futures
email
last changed 2006/11/07 07:22

_id 071a
authors Myers, B., Hudson, S.E. and Pausch, R.
year 2001
title Past, Present, and Future of User Interface Software Tools
source Carroll, J. (eds), Human-Computer Interaction in the New Millennium, Addison Wesley, ACM Press, New York, pp. 213–233
summary A user interface software tool helps developers design and implement the user interface. Research on past tools has had enormous impact on today's developers-virtually all applications today were built using some form of user interface tool. In this paper, we consider cases of both success and failure in past user interface tools. From these cases we extract a set of themes which can serve as lessons for future work. Using these themes, past tools can be characterized by what aspects of the user interface they addressed, their threshold and ceiling, what path of least resistance they offer, how predictable they are to use, and whether they addressed a target that became irrelevant. We believe the lessons of these past themes are particularly important now, because increasingly rapid technological changes are likely to significantly change user interfaces. We are at the dawn of an era where user interfaces are about to break out of the "desktop" box where they have been stuck for the past 15 years. The next millenium will open with an increasing diversity of user interfaces on an increasing diversity of computerized devices. These devices include hand-held personal digital assistants (PDAs), cell phones, pagers, computerized pens, computerized notepads, and various kinds of desk, and wall-size computers, as well as devices in everyday objects (such as mounted on refrigerators, or even embedded in truck tires). The increased connectivity of computers, initially evidenced by the World-Wide Web, but spreading also with technologies such as personal-area networks, will also have a profound effect on the user interface to computers. Another important force will be recognitionbased user interfaces, especially speech, and camera-based vision systems. Other changes we see are an increasing need for 3D and end-user customization, programming, and scripting. All of these changes will require significant support from the underlying user interface software tools.
series other
last changed 2003/04/23 15:50

_id 7e52
authors Achten, Henri
year 2001
title Normative Positions in Architectural Design - Deriving and Applying Design Methods
source Architectural Information Management [19th eCAADe Conference Proceedings / ISBN 0-9523687-8-1] Helsinki (Finland) 29-31 August 2001, pp. 263-268
doi https://doi.org/10.52842/conf.ecaade.2001.263
summary This paper presents a recently finished course of eight weeks where CAAD skills, design methodology, and architectural theory are combined to discuss possible perspectives on the use of the computer in design, and its influence on architecture. In the course, three contemporary architects were studied; Peter Eisenman, Ben van Berkel, and Greg Lynn. Each was discussed on aspects of ontology (which are the elements of discourse), design method (design process and organization of the process), and the use of the computer (techniques and approaches). These were linked with design theory, architectural theory, and CAD-theory. The reflection on the work of the architects resulted in a number of design methods for each architect. The design methods were adapted to the available technologies in the university as well as to the scope of the exercise, since the period of eight weeks for an exercise cannot compete with design processes in practice that take many participants and much time. The students then applied the design methods to a design task: student housing and an exhibition pavilion on the campus area of the university. The task was so devised, that students could focus on either architectural or urban design level with one of the design methods. Also, the choice of architects and accompanying design methods was made in such a way that students with low, medium, and advanced computer skills could take part in the course and exercise. In a workshop held at the Czech Technical University (CVUT) in Prague, the same procedure was used in a one-week period for a different design task, but in an otherwise almost identical setting with respect to the CAAD software used. The methods and material were easily transferred to the other setting. The students were able to cope with the task and produced surprising results in the short time span available. The paper will provide an overview of the course, discuss the pedagogical implications of the work, and discuss how this particular work can be generalized to incorporate other architects and approaches.
keywords CAAD: Design Methods, Pedagogy
series eCAADe
email
last changed 2022/06/07 07:54

_id 9c0c
authors Af Klercker, Jonas and HenrichsÈn, Jan
year 2001
title Can simulations in VE support architects in solving complex design problems?
source Stellingwerff, Martijn and Verbeke, Johan (Eds.), ACCOLADE - Architecture, Collaboration, Design. Delft University Press (DUP Science) / ISBN 90-407-2216-1 / The Netherlands, pp. 77-82 [Book ordering info: m.c.stellingwerff@bk.tudelft.nl]
summary Building design is facing development of industrialization of the production on the one hand and more complex 'One of a Kind' products on the other. This will be for rebuilding of a large stock of existing buildings and what can be left to new production. In both cases the results of the design process have to be solid to guarantee a successful product. In both cases an integrated and careful design process is absolutely crucial. The demands on the built environment make the systems of buildings more and more complex and have to be handled by a lot of different expertise. To avoid the 'Relay Race' of today the design teams of tomorrow must work much more integrated. To make integrated solutions, which means simultaneous constrains on all systems, the experts of different fields have to understand more of how all engaged systems relate and influence each other. Communication then consists of complex situations and processes that have to be understood and related to reality. In this aspect a multidimensional Virtual Environment interface has advantages and has been successfully used in design processes in other industries. In this paper the problems that have to be studied are for example Methodical, Conceptual, Technical and Process economical.
series other
email
last changed 2001/09/14 21:30

_id 12e3
authors Ahmad Rafi, M.E., Che Zulkhairi, A. and Karboulonis, P.
year 2002
title Interactive Storytelling and Its Role in the Design Process
source CAADRIA 2002 [Proceedings of the 7th International Conference on Computer Aided Architectural Design Research in Asia / ISBN 983-2473-42-X] Cyberjaya (Malaysia) 18–20 April 2002, pp. 151-158
doi https://doi.org/10.52842/conf.caadria.2002.151
summary Projects of ever increasing complexity and size have incited the need for new and robust design methodologies and tools in an effort to manage complexity, lower costs, ascertain quality and reduce risk. Technology convergence through the growing availability of networked computers, rapid progress in Computer Aided Design (CAD) and information management have encouraged the undertaking of even more complex designs that demand high degrees of interaction, collaboration and the efficient sharing and dissemination of information. It is suggested that interactive storytelling and interactive design (Rafi and Karboulonis, 2001) techniques that use non-linear information mapping systems can be deployed to assist users as they navigate information that is structured to address localized needs as they arise. The design process is a collaborative effort that encompasses diverse knowledge disciplines and demands the management and utilization of available resources to satisfy the needs of a single or set of goals. It is thought that building industry specialists should work close together in an organised manner to solve design problems as they emerge and find alternatives when designs fall short. The design process involves the processing of dynamic and complex information, that can be anything from the amount of soil required to level lands - to the needs of specific lightings systems in operation theatres. Other important factors that affect the design process are related to costs and deadlines. This paper will demonstrate some of our early findings in several experiments to establish nonlinear storytelling. It will conclude with a recommendation for a plausible design of such a system based on experimental work that is currently being conducted and is reaching its final stages. The paper will lay the foundations of a possible path to implementation based on the concept of multi-path animation that is appropriate for structuring the design process as used in the building industry.
series CAADRIA
email
last changed 2022/06/07 07:54

_id avocaad_2001_18
id avocaad_2001_18
authors Aleksander Asanowicz
year 2001
title The End of Methodology - Towards New Integration
source AVOCAAD - ADDED VALUE OF COMPUTER AIDED ARCHITECTURAL DESIGN, Nys Koenraad, Provoost Tom, Verbeke Johan, Verleye Johan (Eds.), (2001) Hogeschool voor Wetenschap en Kunst - Departement Architectuur Sint-Lucas, Campus Brussel, ISBN 80-76101-05-1
summary The present paper is devoted to the deliberation on the genesis and development of designing from the point of view of the potential use of computers in the process. Moreover, it also presents the great hopes which were connected with the use of the systematic designing methods in the 1960’s, as well as the great disappointment resulting from the lack of concrete results. At this time a great deal of attention was paid to the process of design as a branch of a wider process of problem-solving. Many people believed that the intuitive methods of design traditionally used by architects were incapable of dealing with the complexity of the problems to be solved. Therefore, the basic problem was the definition of a vertical structure of the designing process, which would make it possible to optimise each process of architectural design. The studies of design methodology directed at the codification of the norms of actions have not brought about any solutions which could be commonly accepted, as the efforts to present the designing process as a formally logical one and one that is not internally “uncontrary” from the mathematical point of view, were doomed to fail. Moreover, the difficulties connected with the use of the computer in designing were caused by the lack of a graphic interface, which is so very characteristic of an architect’s workshop. In result, the methodology ceased to be the main area of the architect’s interest and efforts were focused on facilitating the method of the designer’s communication with the computer. New tools were created, which enabled both the automatic generation of diversity and the creation of forms on the basis of genetic algorithms, as well as the presentation of the obtained results in the form of rendering, animation and VRML. This was the end of the general methodology of designing and the beginning of a number of methods solving the partial problems of computer-supported design. The present situation can be described with the words of Ian Stewart as a “chaotic run in all directions”. An immediate need for new integration is felt. Cyber-real space could be a solution to the problem. C-R-S is not a virtual reality understood as an unreal world. Whilst VR could be indeed treated as a sort of an illusion, C-R-S is a much more realistic being, defining the area in which the creative activities are taking place. The architect gains the possibility of having a direct contact with the form he or she is creating. Direct design enables one to creatively use the computer technology in the designing process. The intelligent system of recognising speech, integrated with the system of virtual reality, will allow to create an environment for the designer – computer communication which will be most natural to the person. The elimination of this obstacle will facilitate the integration of the new methods into one designing environment. The theoretical assumptions of such an environment are described in the present paper.
series AVOCAAD
email
last changed 2005/09/09 10:48

_id avocaad_2001_05
id avocaad_2001_05
authors Alexander Koutamanis
year 2001
title Analysis and the descriptive approach
source AVOCAAD - ADDED VALUE OF COMPUTER AIDED ARCHITECTURAL DESIGN, Nys Koenraad, Provoost Tom, Verbeke Johan, Verleye Johan (Eds.), (2001) Hogeschool voor Wetenschap en Kunst - Departement Architectuur Sint-Lucas, Campus Brussel, ISBN 80-76101-05-1
summary The rise of consciousness concerning the quality of working and living conditions has been a permanent though frequently underplayed theme in architecture and building since the reconstruction period. It has led to an explosive growth of programmatic requirements on building behaviour and performance, thus also stimulating the development of design analysis. The first stage of development was characterized by the evolution of prescriptive systems. These reversed the structure of pre-existing proscriptive systems into sequences of known steps that should be taken in order to achieve adequate results. Prescriptive systems complemented rather than replaced proscriptive ones, thereby creating an uncertain mixture of orthodoxy and orthopraxy that failed to provide design guidance for improving design performance and quality.The second stage in the development of design analysis focuses on descriptive methods and techniques for analyzing and supporting evaluation. Technologies such as simulation and scientific visualization are employed so as to produce detailed, accurate and reliable projections of building behaviour and performance. These projections can be correlated into a comprehensive and coherent description of a building using representations of form as information carriers. In these representations feedback and interaction assume a visual character that fits both design attitudes and lay perception of the built environment, but on the basis of a quantitative background that justifies, verifies and refines design actions. Descriptive analysis is currently the most promising direction for confronting and resolving design complexity. It provides the designer with useful insights into the causes and effects of various design problems but frequently comes short of providing clear design guidance for two main reasons: (1) it adds substantial amounts of information to the already unmanageable loads the designer must handle, and (2) it may provide incoherent cues for the further development of a design. Consequently the descriptive approach to analysis is always in danger of been supplanted by abstract decision making.One way of providing the desired design guidance is to complement the connection of descriptive analyses to representations of form (and from there to synthesis) with two interface components. The first is a memory component, implemented as case-bases of precedent designs. These designs encapsulate integrated design information that can be matched to the design in hand in terms of form, function and performance. Comparison between precedents with a known performance and a new design facilitate identification of design aspects that need be improved, as well as of wider formal and functional consequences. The second component is an adaptive generative system capable of guiding exploration of these aspects, both in the precedents and the new design. The aim of this system is to provide feedback from analysis to synthesis. By exploring the scope of the analysis and the applicability of the conclusions to more designs, the designer generates a coherent and consistent collection of partial solutions that explore a relevant solution space. Development of the first component, the design case-bases, is no trivial task. Transformability in the representation of cases and flexible classification in a database are critical to the identification and treatment of a design aspect. Nevertheless, the state of the art in case-based reasoning and the extensive corpus of analysed designs provide the essential building blocks. The second component, the adaptive generative system, poses more questions. Existing generative techniques do not possess the necessary richness or multidimensionality. Moreover, it is imperative that the designer plays a more active role in the control of the process than merely tweaking local variables. At the same time, the system should prevent that redesigning degenerates into a blind trial-and-error enumeration of possibilities. Guided empirical design research arguably provides the means for the evolutionary development of the second component.
series AVOCAAD
email
last changed 2005/09/09 10:48

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

_id ga0127
id ga0127
authors Antonini, Riccardo
year 2001
title The darwinian structure of the design process
source International Conference on Generative Art
summary This text is meant only to be a stimulus for the discussion to be held, in a specific panel, at Generative Art 2001. In the text, “provocative enough” to spur animated discussion, some very basics of darwinism and genetics are given with the only purpose of declaring a common “stage for the play” where everybody feels at ease. Common stage and common vocabulary ifnot even common language. The main thesis is very strong, therefore comments and critics are warmly encouraged. They are the selective pressure that steers the evolution of ideas. We all need them. The thesis is basically the following: “Every creative process is a darwinian one”.Besides, it will be shown that it is also a very peculiar one where the information and its implementation sometimes switch their role one another.
series other
email
more http://www.generativeart.com/
last changed 2003/11/21 15:15

_id 7501
authors Apley, Julie
year 2001
title A Virtual Reconstruction: Isthmia Roman Bath
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. 410-411
doi https://doi.org/10.52842/conf.acadia.2001.410
summary The Isthmia Roman Bath is located in Greece overlooking a great ravine on the Isthmus of Corinth. It was in use during the 2nd through the 4th centuries. I have created a 3D VRML walkthrough of the ancient bath. This interdisciplinary project utilizes the research of an archaeologist, architect, and art historian. Because the researchers live in different locations, it made sense to use the Internet as a research tool. When clicking on the numbers on the home page, you can see the process that I went through to model the Roman Bath. After seeing the images, the researchers were able to visualize their research, reply to questions, and re-evaluate their findings. VRML promises an accessible, highly visual, and interactive representation of difficult to see data, opening up new ways of presenting research. It is possible to walk within the bath by clicking on the Virtual Reconstruction link. When in the "Entrance view", click on the vase to see a map of the ruin. There are three places within the project that link to the existing excavated site. Links are also available to walk outside. The project runs best on Windows NT using Netscape. You must have the plug-ins for Cosmoplayer (VRML) and Quicktime (movie). Because the VRML plug-in doesn't work as well on a Mac, it is possible that you may only be able to view the images and movie from the project.
series ACADIA
last changed 2022/06/07 07:55

_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 2a2d
authors Baesler, F.A., Sepúlveda, J., Thompson, W., García, R.A., Pezo, M.B. and Rodríguez, P.M.
year 2001
title EL USO DE SIMULACIÓN EN EL ANÁLISIS DEL FLUJO DE PACIENTES EN SISTEMAS DE SALUD (The Use of Simulation in the Analysis of the Flow of Patients in Health Systems)
source SIGraDi biobio2001 - [Proceedings of the 5th Iberoamerican Congress of Digital Graphics / ISBN 956-7813-12-4] Concepcion (Chile) 21-23 november 2001, pp. 86-88
summary This paper presents the results of three research projects developed by the authors oriented to the use of simulation as a tool for process improvement at the emergency room and cancer treatment center of the Orlando Regional Health Care Systems Hospital in the USA. The results obtained showed that simulation is as powerful tool for reducing patients waiting time. A second phase of this study presents the idea of integrating simulation and virtual reality techniques. This methodology would allow to explore digitally new alternatives for architectonic design linked to the development of activities over time.
series SIGRADI
email
last changed 2016/03/10 09:47

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