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 683

_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 1a92
authors Mirabelli, Paolo
year 2001
title Public Cyberspace Planning and Design. Architect’s role in the construction of the virtual city
doi https://doi.org/10.52842/conf.ecaade.2001.042
source Architectural Information Management [19th eCAADe Conference Proceedings / ISBN 0-9523687-8-1] Helsinki (Finland) 29-31 August 2001, pp. 42-46
summary Architects need to consider ICT not as a tool for design but as a space to be designed. The relation between this space and the physical city must be driven from an impact to a positive and needed expansion of the urban space; an occasion to support and foster social integration and development. To achieve this, it is needed to put an effort in evolving both planning and design techniques as well as public policies for this mixed (physical/ digital) urban space. The references for doing it may be found more in the history of technology developments then in the technology itself, but a wide contribution from diverse disciplines is needed. How to do this, it’s mostly to be found out through projects, in which architects can play the fundamental role of planners that coordinate the activities of actors involved, while taking care of the public interest. Many cities are progressively losing the space devoted to foster solid social structures, so a relevant focus for projects may be aimed at the design of public cyberspace to recover the building of local social networks. A starting point could be found in the Community Networking movement, which architects could build upon, using their design skills in order to evolve this kind of spaces beyond the spontaneous and random phase. A wide range of issues are to be addressed: from needed public policies to accessibility that must be provided to anybody in order to avoid sharpening social alienation due to cultural, economical or physical reasons. An experiment is going to be carried out within a local development project promoted in Rome.
keywords Cyberspace Design, Urban Planning, E-Society, Community Networking, Selfsustainable Local Development
series eCAADe
last changed 2022/06/07 07:58

_id cf2011_p163
id cf2011_p163
authors Park, Hyoung-June
year 2011
title Mass-Customization in the Design of 4,000 Bus Stops
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. 265-278.
summary In Hawaii, ‚"TheBus‚" has been a main transportation system since 1971. Considering the high cost of living in Hawaii and the absence of a rail system, the use of ‚"TheBus‚" has been an instrumental vein of the city life in Honolulu with rhythmical pauses at about 4,000 bus stops in Honolulu. However, existing undifferentiated bus stops are developed from a cost effective mass production system so that they have been problematic for satisfying specific needs from various site conditions. In this research, an integrated computational method of mass-customization for designing 4,000 bus stops is introduced. According to various site conditions, the design of each bus stop is customized. Unlike the mass‚Äêproduced bus stops commonly seen in cities today, the proposed computational method in this paper produces bus stop design outcomes that fit into the physical characteristics of the location in which they are installed. Mass-customization allows for the creation and production of unique or similar buildings and building components, differentiated through digitally‚Äêcontrolled variation (Kolarevic, 2003). The employment of a computational mass‚Äêcustomization in architectural design extends the boundary of design solutions to the satisfaction of multi-objective requirements and unlimited freedom to search alternative solutions (Duarte, 2001; Caldas, 2006). The computational method developed in this paper consists of 1) definition of a prototype, 2) parametric variation, 3) manual deformation, and 4) simulation based deformation. The definition of a prototype is the development of a basic design to be transformed for satisfying various conditions given from a site. In this paper, the bus stop prototype is developed from the analysis of more than 300 bus stops and the categorization of the existing bus stops according to their physical conditions, contextual conditions, climatic conditions, and existing amenities. Based upon the outcome of the analysis, the design variables of a bus stop prototype are defined. Those design variables then guide the basic physical parameters for changing the physical configuration of the prototype according to a given site. From this, many possible design outcomes are generated as instances for further developments. The process of manual deformation is where the designer employs its intuition to develop the selected parametric variation. The designer is compelled to think about the possible implication derived from formal variation. This optional process allows every design decision to have a creative solution from an individual designer with an incidental quality in aesthetics, but substantiated functional quality. Finally the deformation of the selection is guided and controlled by the influence of sun direction/ exposure to the selection. The simulation based deformation starts with the movement of the sun as the trigger for generating the variations of the bus stop prototype. The implementation of the computational method was made within the combination of MEL (Maya Enbedded Language), autodesk MAYA and Ecotect environment.
keywords mass-customization, parametric variation, simulation based deformation
series CAAD Futures
email
last changed 2012/02/11 19:21

_id ga0208
id ga0208
authors Wang, Xu and Lau, Siu Yu
year 2002
title Pursuing New Urban Living Environment In The New Millennium: Projecting The Future Of High-Rise And High Density Living In Hong Kong
source International Conference on Generative Art
summary High-rise and high density living is a way of life for most of the 6.7 Million population of Hong Kong. The merits and demerits affiliated with Hong Kong’s compact urban form continues to attract academic deliberations and debates over the acceptability of such urban form as an alternative to urban sprawl for future city and urban life-style. This paper traces the development and causes for Hong Kong’s high-rise and high-density urban form over the past fifty years or so, and focuses its discussions on the pros and cons of high-rise living based on subjective user survey in late 2001 and early 2002. Because of an articulated land shortage, acute topography, escalating population growth, and shortage of time, Hong Kong government and planners have little options left but to adopt vertical development, resulted in a densely and mixed use urban habitat packed with closely built high-rise residences and commercial buildings. From the survey, it is clear that mixed and intensive land use, high quality of living and recreation infrastructure, efficient public transportation network, and segregation of pedestrian and traffic can facilitate the performance of compact urban form. In addition, most of Hong Kong families have been accustomed to high-rise living pattern and the disadvantages such living pattern might cause on its resident’s social communication and children education are readily ignored by most of the people. Based on the analysis of current living situation and development trends in Hong Kong, new pattern of future city form is conceived to be a likely applicable development way in a coastal city with such high density as Hong Kong in the next 50 years. Design countermeasures are presented in this paper to suggest ways of alleviating the pressure of the forever-increasing house requirements in Hong Kong. high-density, high-rise, compact city, social acceptance, life-style.
keywords high-density, high-rise, compact city, social acceptance, life-style
series other
email
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id avocaad_2001_09
id avocaad_2001_09
authors Yu-Tung Liu, Yung-Ching Yeh, Sheng-Cheng Shih
year 2001
title Digital Architecture in CAD studio and Internet-based competition
source AVOCAAD - ADDED VALUE OF COMPUTER AIDED ARCHITECTURAL DESIGN, Nys Koenraad, Provoost Tom, Verbeke Johan, Verleye Johan (Eds.), (2001) Hogeschool voor Wetenschap en Kunst - Departement Architectuur Sint-Lucas, Campus Brussel, ISBN 80-76101-05-1
summary Architectural design has been changing because of the vast and creative use of computer in different ways. From the viewpoint of designing itself, computer has been used as drawing tools in the latter phase of design (Mitchell 1977; Coyne et al. 1990), presentation and simulation tools in the middle phase (Liu and Bai 2000), and even critical media which triggers creative thinking in the very early phase (Maher et al. 2000; Liu 1999; Won 1999). All the various roles that computer can play have been adopted in a number of professional design corporations and so-called computer-aided design (CAD) studio in schools worldwide (Kvan 1997, 2000; Cheng 1998). The processes and outcomes of design have been continuously developing to capture the movement of the computer age. However, from the viewpoint of social-cultural theories of architecture, the evolvement of design cannot be achieved solely by designers or design processes. Any new idea of design can be accepted socially, culturally and historically only under one condition: The design outcomes could be reviewed and appreciated by critics in the field at the time of its production (Csikszentmihalyi 1986, 1988; Schon and Wiggins 1992; Liu 2000). In other words, aspects of design production (by designers in different design processes) are as critical as those of design appreciation (by critics in different review processes) in the observation of the future trends of architecture.Nevertheless, in the field of architectural design with computer and Internet, that is, so-called computer-aided design computer-mediated design, or internet-based design, most existing studies pay more attentions to producing design in design processes as mentioned above. Relatively few studies focus on how critics act and how they interact with designers in the review processes. Therefore, this study intends to investigate some evolving phenomena of the interaction between design production and appreciation in the environment of computer and Internet.This paper takes a CAD studio and an Internet-based competition as examples. The CAD studio includes 7 master's students and 2 critics, all from the same countries. The Internet-based competition, held in year 2000, includes 206 designers from 43 counties and 26 critics from 11 countries. 3 students and the 2 critics in the CAD studio are the competition participating designers and critics respectively. The methodological steps are as follows: 1. A qualitative analysis: observation and interview of the 3 participants and 2 reviewers who join both the CAD studio and the competition. The 4 analytical criteria are the kinds of presenting media, the kinds of supportive media (such as verbal and gesture/facial data), stages of the review processes, and interaction between the designer and critics. The behavioral data are acquired by recording the design presentation and dialogue within 3 months. 2. A quantitative analysis: statistical analysis of the detailed reviewing data in the CAD studio and the competition. The four 4 analytical factors are the reviewing time, the number of reviewing of the same project, the comparison between different projects, and grades/comments. 3. Both the qualitative and quantitative data are cross analyzed and discussed, based on the theories of design thinking, design production/appreciation, and the appreciative system (Goodman 1978, 1984).The result of this study indicates that the interaction between design production and appreciation during the review processes could differ significantly. The review processes could be either linear or cyclic due to the influences from the kinds of media, the environmental discrepancies between studio and Internet, as well as cognitive thinking/memory capacity. The design production and appreciation seem to be more linear in CAD studio whereas more cyclic in the Internet environment. This distinction coincides with the complementary observations of designing as a linear process (Jones 1970; Simon 1981) or a cyclic movement (Schon and Wiggins 1992). Some phenomena during the two processes are also illustrated in detail in this paper.This study is merely a starting point of the research in design production and appreciation in the computer and network age. The future direction of investigation is to establish a theoretical model for the interaction between design production and appreciation based on current findings. The model is expected to conduct using revised protocol analysis and interviews. The other future research is to explore how design computing creativity emerge from the process of producing and appreciating.
series AVOCAAD
email
last changed 2005/09/09 10:48

_id 5d55
authors Billger, Monica and d’Élia, Stefano
year 2001
title Colour appearance in virtual reality: a comparison between a full-scale room and a virtual reality simulation
source AIC Colour 2001, The 9th Congress of the International Colour Association, Rochester, NY.
summary The main goal of our project is to make VR applications usable for the planning of light and colour. To enable reliable simulations, we both need to develop better rendering methods and carefully study the appearance of light and colour in real rooms and in virtual environments. Assessments of real rooms are compared to simulations of the same rooms in immersive Virtual Reality (3D-cube). In this paper, we will present the outcome of a pilot study and discuss specific problems associated with the prospect of comparing reality to Virtual Reality. We will account for the experience of the room and go into details on the experience and perception of light. Indeed, the problems of getting enough light in the 3D-cube and of simulating the light situation of a real room affect colour appearance.
keywords Virtual Reality, VR, 3D-cube, Colour Appearance, Light Perception, Visual Assessments, Simulations
series other
email
last changed 2002/09/05 09:58

_id 4664
authors Russell, Peter
year 2001
title Visualising Non-Visual Building Information
doi https://doi.org/10.52842/conf.ecaade.2001.546
source Architectural Information Management [19th eCAADe Conference Proceedings / ISBN 0-9523687-8-1] Helsinki (Finland) 29-31 August 2001, pp. 546-551
summary Architecture can be understood as a process and as an object. In both forms, it consists of a complex of mass, monetary, energy and information flows that occur over time scales ranging from hours and days to centuries. The parts or elements making up buildings and the processes involved in producing, maintaining, using and disposing of them are highly intertwined and multi-dimensional. The field of Architecture can range from complete building stocks down to individual buildings, their elements, and the materials and processes making up these elements. What is more, it is also necessary to introduce time as a dimension in order to model the complete life cycle of buildings. Current CAD systems concentrate primarily on the replication of the traditional drawing process (sometimes in three dimensions) and the visualisation of the finished building. While these models describe the geometry and visual appearance of buildings, the bulk of the information about the building remains unseen. Recently developed systems such as the German LEGOE system have combined a materials database with specification and CAD systems, which allows for a more comprehensive description of the building. However, this additional information is displayed either rudimentarily or as lists of numbers. The information describing the position or visual quality of building elements is, in fact, minuscule in comparison to that describing the properties of the materials involved, their production methods, the energy needed to produce, transport and install the elements, and information concerning toxicology and environmental issues. What is more, these materials are not simply in situ, but can be considered to flow through the building. These flows also occur at widely varying rates according to the type of material and the type of building. The view is taken that buildings are actually temporary repositories of various “flows” which occupy the building during its lifetime. Thus seen, the various aspects of a building at a certain stage of its life are taken to be the total sum of its inputs and outputs at any given time. Currently, its complexity and the lack of cognitive assistance in its presentation limit the understanding of this information. The author postulates that to better understand this information, visual displays of this “non-visual” building information are needed, at least for those who, like architects, are more visually inclined. The paper describes attempts made to go beyond conventional two-dimensional charts, which have tended to only complicate understanding. This is partly due to the need to display a high number of dimensions in one space. Examples are shown of experimental visual displays using three-dimensional graphs created in VRML as well as a “remodelling” of the building based on statistical rather than spatial information to form a building “artefact”. The remodelled artefacts are based on a null-value three-dimensional form and are then modified according to the specific database information without changing their topology. These artefacts are initially somewhat idiosyncratic, but become more useful when a large enough population has been created. With sufficient numbers, it is possible to compare and classify the artefacts according to their visually discernible attributes. The classification of the artefacts is useful in understanding building types independent of their formal “architectural” or spatial qualities, particularly with age-use-classes. The paper also describes initial attempts to create building information landscapes that unfold from the artefacts allowing detailed views of the summarised information displayed by the individual artefacts.
keywords Building Information, Visualisation, VRML, Life Cycle Analysis
series eCAADe
email
last changed 2022/06/07 07:56

_id 6756
authors Butler, K.S., Rincón, H., Maria Lane, K. and Brand, R.
year 2001
title Construyendo una ciudad sostenible en la frontera: planificación de la ciudad de Colombia, Nuevo León, México [Constructing A Sustainable City In the Border: Planning of the City of Colombia, Nuevo León, Mexico ]
source 2da Conferencia Venezolana sobre Aplicación de Computadores en Arquitectura, Maracaibo (Venezuela) december 2001, pp. 194-203
summary The policy rationale for promotion of urban development in the Mexico-Texas borderland of Nuevo León is likely to be sustained and even strengthened. The University of Texasí participation in new town planning for Colombia spans at least three hierarchical levels with students, faculty members, practitioners and government officials joining efforts. At the ìstudio levelî, students completed a comprehensive landscape assessment for portions of the future city using GPS surveying and GIS database and modeling. Graduate students, using field data, updated 2000 maps/shapefiles, and spatial modeling as an analysis tool, created a series of spatial models to produce useful information about the study areaís inherent suitability for agriculture, human settlement and preservation. This work culminated in a research symposium, planning charrette, refinement of land use and infrastructure assumptions, and the development of masterplan elements for the future city. In contrast to the professional firm, the project provides unique opportunities for intensive learning and applied research that contribute to the ecological, social and economic well-being of new cities and developing regions,
keywords USA-Mexico Border; Sustainable Development; Regional Planning; Arch View
series other
email
last changed 2003/02/14 08:29

_id 2178
authors Chevrier, C. and Perrin, J.P.
year 2001
title Interactive 3D reconstruction for urban areas. An image based tool
source Proceedings of the Ninth International Conference on Computer Aided Architectural Design Futures [ISBN 0-7923-7023-6] Eindhoven, 8-11 July 2001, pp. 753-765
summary Urban applications (for example arrangement, new buildings, virtual sightseeing and walkthrough) require a three dimensional (3D) geometrical model of town areas. However, most of them do not need an accurate model of reality. Such model would occupy a considerable memory space and would be too slow to handle. Architects, urban designers and civil engineers can find in our tool a medium to conceive their projects. Some types of software exist but they do not correspond exactly to our needs. Consequently we have conceived and developed an interactive tool for virtual 3D rough reconstruction of buildings. The software development has been performed in the Maya environment (ALIAS Wavefront) with C++ language and MEL (Maya Embedded Language). A constraint we set for ourselves was the use of only light devices (for easy transportation) at low price (everybody can buy such devices). The principle is to overlay on the scanned photograph of the area we want to deal with, the two dimensional (2D) cadastral plan displayed from the same viewpoint as the picture. Then each building body can be extruded from its ground polygon and the roof can be created from what the user sees on the picture. A constraint is the flatness of the polygonal surfaces. Our application context was the town of Nancy in France for which some areas have been reconstructed. Some pictures have been used as textures for polygonal surfaces, giving more reality effect to the simulation.
keywords Geometrical Modelling, Architecture, Urban Area, Virtual Visit
series CAAD Futures
email
last changed 2006/11/07 07:22

_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

_id 811d
authors Goulthorpe, M., Burry, M. and Dunlop, G.
year 2001
title Aegis Hyposurface©: The Bordering of University and Practice
doi https://doi.org/10.52842/conf.acadia.2001.344
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. 344-349
summary Throughout history, profound technological shifts have been accompanied by significant cultural changes. The current shift from a technical paradigm based on physical, mechanical production to one based on electronic media impacts on forms of architectural practice in unexpected ways. The use of design software not only enhances graphic and modeling capacity but also reveals new possibilities for both form generation and fabrication. At a more subtle level it may influence the patterns of thought and creativity that have underpinned traditional forms of architectural practice. This paper examines the implications of the redefined praxis by considering the new role of ‘town and gown’ in the production of the interactive hypersurface: the AegisHypersurface©, the first working prototype of which was unveiled in March 2001.
keywords Real-Time Animation, Interactive Architecture, Hypersurface
series ACADIA
email
last changed 2022/06/07 07:51

_id 1af4
authors Kalay, Yehuda E. and Marx, John
year 2001
title Architecture and the Internet: Designing Places in Cyberspace
doi https://doi.org/10.52842/conf.acadia.2001.230
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. 230-241
summary Cyberspace, as the information space is called, has become accessible in the past decade through the World Wide Web. And although it can only be experienced through the mediation of computers, it is quickly becoming an alternative stage for everyday economic, cultural, and other human activities. As such, there is a potential and a need to design it according to place-like principles. Making places for human inhabitation is, of course, what architects, landscape architects, town planners, and interior designers have been doing in physical space for thousands of years. It is curious, therefore, that Cyberspace designers have not capitalized on the theories, experiences, and practices that have been guiding physical place-making. Rather, they have adopted the woefully inadequate ‘document metaphor’: instead of ‘web-places’ we find ‘web-pages.’ 3D environments that closely mimic physical space are not much better suited for making Cyber-places: they are, by and large, devoid of essential characteristics that make a ‘place’ different from a mere ‘space,’ and only rarely are they sensitive to, and take advantage of, the peculiarities of Cyberspace. We believe that this state of affairs is temporary, characteristic of early adoption stages of new technologies. As the Web matures, and as it assumes more fully its role as a space rather than as means of communication, there will be a growing need to design it according to place-making principles rather than document-making ones. By looking at physical architecture as a case study and metaphor for organizing space into meaningful places, this paper explores the possibility of organizing Cyberspace into spatial settings that not only afford social interaction, but, like physical places, also embody and express cultural values. At the same time, because Cyberspace lacks materiality, is free from physical constraints, and because it can only be ‘inhabited’ by proxy, these ‘places’ may not necessarily resemble their physical counterparts.
keywords Place, Internet, Cyberspace
series ACADIA
email
last changed 2022/06/07 07:52

_id ecaade03_301_36_rafi
id ecaade03_301_36_rafi
authors Rafi, Ahmad M. E. and Jabar, Mohd. Fazidin
year 2003
title FCM: An Automated Flood Crisis Management System
doi https://doi.org/10.52842/conf.ecaade.2003.301
source Digital Design [21th eCAADe Conference Proceedings / ISBN 0-9541183-1-6] Graz (Austria) 17-20 September 2003, pp. 301-304
summary This research presents our progress of the second phase of City Administration System (CAS) (Rafi and Fazidin, 2001). It covers the terrain generation of Kuala Lumpur’s Central Business District about 30km x 30km at 1 meter resolution using the latest stereoscopic satellite data and survey data from Mapping Department of Malaysia’s Ministry of Science, Technology and Environment. CAS will be designed to have three main functions, namely: Flood Crisis Management (FCM), Architectural and Town Planning Management, and City Services and Administration. At a 1meter resolution, CAS will be able to predict, manage and visualise flash and major floods within the city with a very high degree of accuracy. It has been identified for CAS that there is a need to share information through collaborative environment in a more centralised manner that allows collective decisions, facilitates continuous updates, communicates effectively and permits the sharing of experiences and ideas.
keywords CAS; FCM; collaborative environment; sensor
series eCAADe
email
more http://www.mmu.edu.my
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 7655
authors Okeil, Ahmad and El Araby, Mostafa
year 2003
title Realism vs. Reality in Digital Reconstruction of Cities
source CORP 2003, Vienna University of Technology, 25.2.-28.2.2003 [Proceedings on CD-Rom]
summary The digital reconstruction of existing cities using virtual reality techniques is being increasingly used. For consultants, municipalities and planning departments these models provide decision support through visual simulations (El Araby, 2001). For academia they provide a new tool for teaching students urban design and planning (Okeil, 2001). For authorities they provide a tool for promoting the city on the world wide web trying to attract more businesses and tourists to it. The built environment is very rich in detail. It does not only consist of open spaces surrounded by abstract buildings but it also includes many smaller objects such as street furniture, traffic signs, street lights, different types of vegetation and shop signs for example. All surfaces in the built environment have unique properties describing color, texture and opacity. The built environmentis dynamic and our perception is affected by factors such as pedestrian movement, traffic, environmental factors such as wind, noise and shadows. The built environment is also shaped by the accumulation of changes caused by many influences through time. All these factors make the reconstruction of the built environment a very complex task. This paper tries to answer the question: how realistic the reconstructed models of urban areas can be. It sees “Realism“ as a variable floating between three types of realties. The reality of the physical environment which we are trying to represent. The reality of the digital environment which will host the digitally reconstructed city. And the reality of the working environment which deals with the problem of limitation of resources needed to digitally reconstruct the city. A case study of building a 3D computer model of an urban area in the United Arab Emirates demonstrates that new time-saving techniques for data acquisition can enhance realism by meetingbudget limitations and time limitations.
keywords Virtual Reality; Photo Realism; Texture Maps; 3D Modeling; Urban Design
series other
email
last changed 2003/03/11 20:39

_id 7180
authors Therakomen, Preechaya
year 2001
title Mouse.class: Experiments for Exploring Dynamic Behaviors in Urban Places
source University of Washington, Design Machine Group
summary Urban space comprises not only physical forms - buildings, streets, plazas, trees, etc. – but also the people 'acting on them'. The purpose of this thesis is to increase our awareness of behavior and environment relationships, focusing on local movement at the individual level in a pedestrian environment. The thesis describes the experiment Mouse.class, as a concept demonstration model, which allows users to create a 2D-virtual environment for accommodating autonomous agents, Mouse, to explore (pedestrian) dynamic behavior in relation to (urban) space. The program uses multi-agent technology to construct an individual-based simulation in which each agent employs individual behaviors. The agents have abilities to navigate through the environment using a behavior rule set derived from a wide range of research – both theoretical and empirical approaches – on spatial behavior in small-scale urban space. These simulated individuals also have the ability to improvise their actions according to the situations they find themselves in. In the simulation, each agent reacts to the space configuration, to specific attractions in the environment, as well as to other mice. The local movement of an individual is, therefore, the result of the interaction of its visual perception, motivation, and social actions. The program then tracks each movement – path of use – revealing patterns that emerge from interactions among the components of the environment. The exploration seeks to develop a way urban designers think of 'space' as fluid processes and recognize that objects in the urban environment can have radically differing effects, depending on the circumstances and contexts in which they exist. Indeed, people are parts of the environment.
series thesis:MSc
email
more http://dmg.caup.washington.edu/xmlSiteEngine/browsers/stylin/publications.html
last changed 2004/06/02 19:12

_id 7e52
authors Achten, Henri
year 2001
title Normative Positions in Architectural Design - Deriving and Applying Design Methods
doi https://doi.org/10.52842/conf.ecaade.2001.263
source Architectural Information Management [19th eCAADe Conference Proceedings / ISBN 0-9523687-8-1] Helsinki (Finland) 29-31 August 2001, pp. 263-268
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 avocaad_2001_14
id avocaad_2001_14
authors Adam Jakimowicz
year 2001
title Non-Linear Postrationalisation: Architectural Values Emergence in a Teamwork Interpretation
source AVOCAAD - ADDED VALUE OF COMPUTER AIDED ARCHITECTURAL DESIGN, Nys Koenraad, Provoost Tom, Verbeke Johan, Verleye Johan (Eds.), (2001) Hogeschool voor Wetenschap en Kunst - Departement Architectuur Sint-Lucas, Campus Brussel, ISBN 80-76101-05-1
summary The paper presents the outcomes of the experiment being conducted at the Faculty of Architecture in Bialystok, which derives form three main sources: a new course of architectural composition by computer modelling, developed and conducted in Bialystok postrationalisation as a formulation platform for new architectural values and theories, applied by e.g. Bernard Tschumi the idea of new values emergence resulting form a teamwork, when placed in an appropriate environment; It is assumed that the work performed first intuitively, can be later seriously interpreted, and to some extent rationalised, verbalised, described. With no doubt we can state, that in creative parts of architectural activities, very often decision are taken intuitively (form design). So this ‘procedure’ of postrationalisation of intuitively undertaken efforts and results seems to be very important –when trying to explain ideas. This kind of activity is also very important during the first years of architectural education. In case of this experiment, the students’ works from the course of architectural composition are taken as a base and subjects for interpretation, and values research. However, when at first, individual works are being interpreted by their authors, at the latter stage, the teams are to be formed. The aim of the teamwork is to present individual works, analyse them, find common value(s), and represent it (them) in an appropriate, creative way. The ideal environment to perform this work is hypertext based internet, because the non-linearity of team interpretations is unavoidable. On the other hand, the digital input data (computer models) is a very appropriate initial material to be used for hypermedia development. The experiment is to analyse the specific of the following: the self-influence of the group on the individual work ‘qualification’, mutual influence of the team members on their own work interpretation, the influence of the digital non-linear environment on the final outcome definition. The added value of hypertext in architectural groupwork digital performance shall be examined and described. A new value of individualised, though group based, non-linearity of expression will be presented and concluded.
series AVOCAAD
email
last changed 2005/09/09 10:48

_id 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

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