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

_id cf2011_p127
id cf2011_p127
authors Benros, Deborah; Granadeiro Vasco, Duarte Jose, Knight Terry
year 2011
title Integrated Design and Building System for the Provision of Customized Housing: the Case of Post-Earthquake Haiti
source Computer Aided Architectural Design Futures 2011 [Proceedings of the 14th International Conference on Computer Aided Architectural Design Futures / ISBN 9782874561429] Liege (Belgium) 4-8 July 2011, pp. 247-264.
summary The paper proposes integrated design and building systems for the provision of sustainable customized housing. It advances previous work by applying a methodology to generate these systems from vernacular precedents. The methodology is based on the use of shape grammars to derive and encode a contemporary system from the precedents. The combined set of rules can be applied to generate housing solutions tailored to specific user and site contexts. The provision of housing to shelter the population affected by the 2010 Haiti earthquake illustrates the application of the methodology. A computer implementation is currently under development in C# using the BIM platform provided by Revit. The world experiences a sharp increase in population and a strong urbanization process. These phenomena call for the development of effective means to solve the resulting housing deficit. The response of the informal sector to the problem, which relies mainly on handcrafted processes, has resulted in an increase of urban slums in many of the big cities, which lack sanitary and spatial conditions. The formal sector has produced monotonous environments based on the idea of mass production that one size fits all, which fails to meet individual and cultural needs. We propose an alternative approach in which mass customization is used to produce planed environments that possess qualities found in historical settlements. Mass customization, a new paradigm emerging due to the technological developments of the last decades, combines the economy of scale of mass production and the aesthetics and functional qualities of customization. Mass customization of housing is defined as the provision of houses that respond to the context in which they are built. The conceptual model for the mass customization of housing used departs from the idea of a housing type, which is the combined result of three systems (Habraken, 1988) -- spatial, building system, and stylistic -- and it includes a design system, a production system, and a computer system (Duarte, 2001). In previous work, this conceptual model was tested by developing a computer system for existing design and building systems (Benr__s and Duarte, 2009). The current work advances it by developing new and original design, building, and computer systems for a particular context. The urgent need to build fast in the aftermath of catastrophes quite often overrides any cultural concerns. As a result, the shelters provided in such circumstances are indistinct and impersonal. However, taking individual and cultural aspects into account might lead to a better identification of the population with their new environment, thereby minimizing the rupture caused in their lives. As the methodology to develop new housing systems is based on the idea of architectural precedents, choosing existing vernacular housing as a precedent permits the incorporation of cultural aspects and facilitates an identification of people with the new housing. In the Haiti case study, we chose as a precedent a housetype called “gingerbread houses”, which includes a wide range of houses from wealthy to very humble ones. Although the proposed design system was inspired by these houses, it was decided to adopt a contemporary take. The methodology to devise the new type was based on two ideas: precedents and transformations in design. In architecture, the use of precedents provides designers with typical solutions for particular problems and it constitutes a departing point for a new design. In our case, the precedent is an existing housetype. It has been shown (Duarte, 2001) that a particular housetype can be encoded by a shape grammar (Stiny, 1980) forming a design system. Studies in shape grammars have shown that the evolution of one style into another can be described as the transformation of one shape grammar into another (Knight, 1994). The used methodology departs takes off from these ideas and it comprises the following steps (Duarte, 2008): (1) Selection of precedents, (2) Derivation of an archetype; (3) Listing of rules; (4) Derivation of designs; (5) Cataloguing of solutions; (6) Derivation of tailored solution.
keywords Mass customization, Housing, Building system, Sustainable construction, Life cycle energy consumption, Shape grammar
series CAAD Futures
email
last changed 2012/02/11 19:21

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

_id diss_duarte
id diss_duarte
authors Duarte, J. P.
year 2001
title Customizing mass housing: a discursive grammar for Siza’s Malagueira houses
source PhD dissertation, Department of Architecture, Massachusetts Institute of Technology, Cambridge, Mass
summary This thesis proposes a process of providing mass-customized housing based on computer-aided design and production systems. It focuses on the design part, which mainly consists of an interactive system for the generation of design solutions based on a mathematical model called discursive grammar. A discursive grammar includes a shape grammar, a description grammar, and a set of heuristics. The shape grammar provides the rules of formal composition, whereas the description grammar describes the design from other relevant viewpoints. The set of heuristics is used to guide the generation of designs by comparing the description of the evolving design with the description of the desired house. The generation of a design proceeds first by producing a design brief from the user-prompted requirements and then by finding a solution that satisfies this brief. Search is largely deterministic, which decreases the amount of time required to find a solution, thereby making it reasonable to develop Web-based implementations. The proposed model enables an enduring designer's dream, that of the mass customization of housing. The model is illustrated with a case study that includes a shape grammar developed for the houses designed by the architect Alvaro Siza at Malagueira, a description grammar based on the Portuguese housing regulations, and a set of heuristics inferred after a set of experiments. In these experiments, designers were asked to generate houses based on the Malagueira grammar for specific clients. It is argued that this discursive grammar provides a rigorous method for understanding and teaching Siza's design process and that similar grammars could be developed for other styles. A Web page for explaining the grammar and generating new designs on-line was developed as a prototype.
series thesis:PhD
email
last changed 2005/09/09 12:58

_id 9bee
authors Gerzso, J. Michael
year 2001
title Automatic Generation of Layouts of an Utzon Housing System via the Internet
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. 202-211
doi https://doi.org/10.52842/conf.acadia.2001.202
summary The article describes how architectural layouts can be automatically generated over the Internet. Instead of using a standard web server sending out HTML pages to browser client, the system described here uses an approach that has become common since 1998, known as three tier client/server applications. The server part of the system contains a layout generator using SPR(s), which stands for “Spatial Production Rule System, String Version”, a standard context- free string grammar. Each sentences of this language represents one valid Utzon house layout. Despite the fact that the system represents rules for laying out Utzon houses grammatically, there are important differences between SPR(s) and shape grammars. The layout generator communicates with Autocad clients by means of an application server, which is analogous to a web server. The point of this project is to demonstrate the idea that many hundreds or thousands of clients can request the generation of all of the Utzon layouts simultaneously over the Internet by the SPR(s) server, but the server never has to keep track when each client requested the generation of all of the layouts, or how many layouts each client has received.
keywords Internet, Spatial-Production-Rules Grammars, Utzon
series ACADIA
email
last changed 2022/06/07 07:51

_id 98bb
authors Li, Andrew
year 2001
title A shape grammar for teaching the architectural style of the Yingzao Fashi
source Massachusetts Institute of Technology, Department of Architecture
summary The Yingzaofashi [Building standards] is a Chinese building manual written by Li Jie (d. 1110) and published in 1103. I present a shape grammar for teaching the architectural style - the language of designs - described in this manual. This grammar is distinguished by two objectives, and the technical means used to accomplish them. First, the grammar is for teaching. Usually, the author of a grammar of a style aims to generate all and only the designs in the language. To do this, he not only writes the grammar, but also judges whether the designs it generates are members of the language. In the Yingzaofashi grammar, on the other hand, I want to generate all and more than the designs in the language. It is then the student who evaluates the designs - does this design belong to the language? - and adjusts the grammar accordingly. Thus the student participates actively in defining the language of designs, and learns that style is a human construct. Second, the grammar is designerly. As already observed, most authors of style grammars focus on the language of designs; they do not consider how to structure the user's interaction with the grammar. By contrast, I consider explicitly what the user decides and when he decides it, and organize the grammar accordingly. In other words, I consider process as well as products. The grammar exploits several technical devices for the first time: the design as an n-tuple of drawings, descriptions, and other elements; the generation of descriptions in the n-tuple; and techniques that are made possible by these devices.
series thesis:PhD
email
last changed 2003/02/12 22:37

_id d742
authors McGill, Miranda
year 2001
title A Visual Approach for Exploring Computational Design
source MIT, Department of Architecture
summary This thesis concerns the use of computers for learning about computational design and shape grammars. It discusses how software can be developed to create “microworlds” for designing, and how to take into account the needs of designers whilst retaining a transparency of process in computational design. The broader context pertains to the learning and practice of design. Through analysis of computation in a workshop setting, consideration is given to the role of the computer as a facilitator for designing with shape grammars. Prototype software for facilitating the learning of shape grammars, called Shaper2D, was created as a focus for this study. It is written in the Java programming language for cross-platform compatibility, and is available both as an applet and stand-alone application.
keywords Computational Design; CAD; Design Education; Shape Grammars; Exploratory Learning
series thesis:MSc
email
last changed 2003/05/13 06:09

_id 6a37
authors Fowler, Thomas and Muller, Brook
year 2002
title Physical and Digital Media Strategies For Exploring ‘Imagined’ Realities of Space, Skin and Light
source Thresholds - Design, Research, Education and Practice, in the Space Between the Physical and the Virtual [Proceedings of the 2002 Annual Conference of the Association for Computer Aided Design In Architecture / ISBN 1-880250-11-X] Pomona (California) 24-27 October 2002, pp. 13-23
doi https://doi.org/10.52842/conf.acadia.2002.013
summary This paper will discuss an unconventional methodology for using physical and digital media strategies ina tightly structured framework for the integration of Environmental Control Systems (ECS) principles intoa third year design studio. An interchangeable use of digital media and physical material enabledarchitectural explorations of rich tactile and luminous engagement.The principles that provide the foundation for integrative strategies between a design studio and buildingtechnology course spring from the Bauhaus tradition where a systematic approach to craftsmanship andvisual perception is emphasized. Focusing particularly on color, light, texture and materials, Josef Albersexplored the assemblage of found objects, transforming these materials into unexpected dynamiccompositions. Moholy-Nagy developed a technique called the photogram or camera-less photograph torecord the temporal movements of light. Wassily Kandinsky developed a method of analytical drawingthat breaks a still life composition into diagrammatic forces to express tension and geometry. Theseschematic diagrams provide a method for students to examine and analyze the implications of elementplacements in space (Bermudez, Neiman 1997). Gyorgy Kepes's Language of Vision provides a primerfor learning basic design principles. Kepes argued that the perception of a visual image needs aprocess of organization. According to Kepes, the experience of an image is "a creative act ofintegration". All of these principles provide the framework for the studio investigation.The quarter started with a series of intense short workshops that used an interchangeable use of digitaland physical media to focus on ECS topics such as day lighting, electric lighting, and skin vocabulary tolead students to consider these components as part of their form-making inspiration.In integrating ECS components with the design studio, an nine-step methodology was established toprovide students with a compelling and tangible framework for design:Examples of student work will be presented for the two times this course was offered (2001/02) to showhow exercises were linked to allow for a clear design progression.
series ACADIA
email
last changed 2022/06/07 07:51

_id dff4
authors Park, Hyoung-June and Vakaló, Emmanuel-George
year 2001
title A Form-making Algorithm. Shape Grammar Reversed
source Proceedings of the Ninth International Conference on Computer Aided Architectural Design Futures [ISBN 0-7923-7023-6] Eindhoven, 8-11 July 2001, pp. 453-466
summary Under the assumption that design is a hypothetical test of building, this paper introduces a method of employing architectural knowledge through direct manipulation of geometric objects. Proposing a framework for retrieving and analysing not only what is modelled but also how it is designed, this paper demonstrates that designing can be viewed as an object of research. The paper also discusses the issues pertaining to the implementation of the aforementioned framework.
keywords CAAD, Design Research, Design Languages, Design Process Model, And Internet
series CAAD Futures
email
last changed 2006/11/07 07:22

_id 7ff9
authors Choi, J.-W., Lee, H.-S., Hwang, J.-E. and Kim, M.-J.
year 2001
title The Wooden Construction data modeling of korean traditional architecture - Focused on the structure of Gongpo in Buseoksa MuRyangsujun
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. 265-274
doi https://doi.org/10.52842/conf.caadria.2001.265
summary Finding national identities from its traditional heritages might be an important research issue especially for Asian architects and researchers. Nevertheless, it is noticed that the structure of Korean traditional architecture has not been fully explored in a systematical or computational manner and its information is not shared efficiently. This study thus explores a computational way of structuring construction knowledge and building information of Korean traditional architecture.Ý To do this, we select a well-known old temple building, Buseoksa Muryangsujun, one of the oldest Buddhist temple in Korea, as a prototype. We first build an accurateÝ three-dimensional model of the building with an aid of a traditional building expert, categorize its building components, and then analyze their connectivity and the connectivity patterns and rules by especially focusing on the capital order system, called Gongpo. The result of the study shows several schema diagrams representing the wooden construction data model carefully designed for an intelligent building simulation and generative system that will be developed in the near future.Ý The paper also demonstrates a way of computationally describing some shape grammars that explain the components' connectivity.
series CAADRIA
email
last changed 2022/06/07 07:56

_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 174f
authors Bakker, N.H.
year 2001
title Spatial Orientation in Virtual Environments
source Delft University of Technology
summary Recently, a growing interest can be detected in the application of Virtual Environment (VE) technology as an operator interface. VEs are three-dimensional computer-generated images that can be shown on a conventional monitor, on a large screen display, or on a head-mounted display. In order to use these three-dimensional interfaces for finding and retrieving information, the user must be able to spatially orient themselves. Different types of VE technology are available for navigating in these VEs, and different types of navigation can be enabled. A choice has to be made between the different options to enable good spatial orientation of the user. There are two main types of VE interfaces: an immersive interface that provides rich sensory feedback to the user when moving around in the VE, and a non-immersive interface that provides only visual feedback to the user when moving around in the VE. Furthermore, navigation through the VE can either be continuous providing fluent motion, or can be discontinuous which means that the viewpoint is displaced instantaneously over a large distance. To provide insight into the possible effects of these options a series of nine experiments was carried out. In the experiments the quality of spatial orientation behaviour of test subjects is measured while using the different types of interface and the different types of navigation. The results of the experiments indicate that immersive navigation improves the perception of displacement through the VE, which in turn aids the acquisition of spatial knowledge. However, as soon as the spatial layout of the VE is learned the two types of navigation interface do not lead to differences in spatial orientation performance. A discontinuous displacement leads to temporary disorientation, which will hinder the acquisition of spatial knowledge. The type of discontinuous displacements has an effect on the time needed for anticipation. The disorienting effects of a discontinuous displacement can be compensated for by enabling cognitive anticipation to the destination of the displacement. These results suggest that immersive navigation might only be beneficial for application domains in which new spatial layouts have to be learned every time or in domains where the primary users are novices. For instance, in training firemen to teach them the layout of new buildings with VE, or in using architectural walkthroughs in VE to show new building designs to potential buyers. Discontinuous movement should not be allowed when exploring a new environment. Once the environment is learned and if fast displacement is essential then discontinuous displacement should be preferred. In this case, the interface designer must make sure that information is provided about the destination of a discontinuous displacement.
series thesis:PhD
last changed 2003/11/21 15:16

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

_id 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 a4a1
authors Bukowski, Richard W. 
year 2001
title Interactive Walkthrough Environments for Simulation
source University of California at Berkeley
summary This thesis describes a second-generation walkthrough framework that provides extensive facilities for integrating many types of third-party simulation codes into a large-scale virtual environment model, and puts it in perspective with first-generation systems built during the last two decades. The framework provides an advanced model database that supports multiple simultaneous users with full consistency semantics, system independent storage and retrieval, and efficient prefetching and object reconstruction techniques to support second and third-generation walkthrough systems. Furthermore, our framework integrates support for scalable, distributed, interactive models with plug-in physical simulation to provide a large and rich environment suitable for architectural evaluation and training applications. A number of third-party simulations have been integrated into the framework, including dynamic physical interactions, fire simulation, multiple distributed users, radiosity, and online tapestry generation. All of these simulators interact with each other and with the user via a data distribution network that provides efficient, optimized use of bandwidth to transport simulation results to clients as they need them for visualization. These diverse simulators provide proof of concept for the generality of the framework, and show how quickly third-party simulations can be integrated into our system. The result is a highly interactive distributed architectural model with applications in research, training, and real-time data visualization. Finally, an outlook is given to a possible third generation of virtual environment architectures that are capable of integrating different heterogeneous walkthrough models.
series thesis:PhD
email
more http://www.cs.berkeley.edu/~bukowski/resume.html
last changed 2003/02/12 22:37

_id 3287
authors Cheng, Nancy Yen-wen
year 2001
title Evolution of Digital Design Teaching: A Course as Microcosm for Educational Issues
source ACADIA Quarterly, vol. 20, pp. 13-17
doi https://doi.org/10.52842/conf.acadia.2001.013
summary Despite widespread use of computers in the architectural profession, computer use in architectural education remains uneven. The challenge to educators becomes apparent in examining the evolution of an introductory course. In four years, the teaching initiatives illuminate the crucial issues:* Content focus (what): computer techniques supporting design concepts, selection of design and communication applications / * Delivery techniques (how): - Organizing framework: staffing, course format - Teaching tools: web resources, online bulletin boards, online quizzes and gradebook. These efforts have produced gradual progress. Major successes include development of successful assignments and resources, balance of exercise types, and skill improvement through competency exams. On the other hand, addressing different skill levels, providing personal attention in an efficient way and overcoming equipment impediments remain a challenge. Outside the course, the overall curricular framework needs to be adjusted to prepare for and reinforce learning within the course. Results from initiatives inside and outside of the classroom are discussed.
series ACADIA
email
last changed 2022/06/07 07:55

_id 403f
authors Clark, Steve and Maher, Mary Lou
year 2001
title The Role of Place in Designing a Learner Centred Virtual Learning Environment
source Proceedings of the Ninth International Conference on Computer Aided Architectural Design Futures [ISBN 0-7923-7023-6] Eindhoven, 8-11 July 2001, pp. 187-200
summary There are numerous approaches and tools for creating a virtual learning environment. The most common approach is to provide a repository of learning materials on a network to facilitate the distribution of the course content and to supplement this material with communications software such as email and bulletin boards. In this paper we highlight the role of place in creating a learning experience and its relevance to current learning theories. Architectural design becomes an important consideration when virtual learning environments are considered places. We present a framework for guiding the development of virtual learning environments that shows how place and design can combine with learning theories and technology. Finally, we draw on our experience in developing a virtual campus and virtual design studios to demonstrate how place and design can be the basis for virtual learning environments.
keywords Virtual Place, Virtual Learning Environments, Design Studio
series CAAD Futures
email
last changed 2006/11/07 07:23

_id 51a0
authors Conti, G., Ucelli, G. and Maver, T.
year 2001
title JCAD-VR: Java Collaborative Architectural Design Tool in Virtual Reality - A Java3D based scalable framework for real-time, multiplatform VR environments
source Architectural Information Management [19th eCAADe Conference Proceedings / ISBN 0-9523687-8-1] Helsinki (Finland) 29-31 August 2001, pp. 454-459
doi https://doi.org/10.52842/conf.ecaade.2001.454
summary This paper proposes a framework that provides the architect with a tool that uses Virtual Reality (VR) as part of the design path. It offers the possibility to deploy a system capable of assisting the design profession during the early stages of the design process. This way VR becomes the means for a new experience where the architect can, free from constraints of the 2D world, create and manipulate the space she/he is designing. The idea upon which JCAD-VR is being built is that all the users present in the virtual world have to be able to share the same virtual environment in a “transparent fashion” where the user interface, instead of the traditional menu/windows based layout, it is part of the virtual world itself. The aim is to provide the designer with a tool for creating 3D-shapes in a shared VR environment, thus allowing the design to be shared as it evolves.
keywords Collaborative Design, Virtual Reality, Java 3D, Distributed Environment
series eCAADe
email
last changed 2022/06/07 07:56

_id d1a6
authors Corona Martínez, A., Vigo, L. and Folchi, A.
year 2001
title SEMINARIO/TALLER DE INVESTIGACION PROYECTUAL ESTRUCTURA DE TALLER ACTIVO PARA LA ENSEÑANZA E INVESTIGACIÓN PROYECTUAL ARQUITECTÓNICA ASISTIDO POR TÉCNOLOGÍAS DIGITALES (Research Seminar/Workshop on the Structure of Active Design Studios for Training and Research on Computer Aided Design)
source SIGraDi biobio2001 - [Proceedings of the 5th Iberoamerican Congress of Digital Graphics / ISBN 956-7813-12-4] Concepcion (Chile) 21-23 november 2001, pp. 227-228
summary In a previous paper (SiGradi 2000) we presented a design approach based upon the architectural research that regarded digital technologies as a subordinated tool to architectural design. From that starting point and from various research experiences, we have re-oriented certain guidelines and latter developed specific techniques that can be used both for teaching and for the professional practice of architecture. Through the use of paradigmatic and hermeneutic techniques developed ad hoc, architectural projects are developed in a three-stage sequence: a) development of a narrative framework; b) analysis based on object oriented programming thechniques; and c) digital development of the preliminary design. We believe that the positive aspects of the inclusion of these idea-centered techniques to the digital realm unifies and extends the architectural knowledge and strengthens its conception.
series SIGRADI
email
last changed 2016/03/10 09:49

_id 67fa
authors Datta, Sambit and Woodbury, Robert F.
year 2001
title An approach to search and exploration through mixed-initiative
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. 275-282
doi https://doi.org/10.52842/conf.caadria.2001.275
summary Generative design environments need support for human intervention as well as sound computational formalisms. A systematic approach to integrating the two, formal generation and the exploratory, is lacking. In this paper, we posit the possibility of a design support system that combines formal search with user driven exploration. Our approach is to cast the interaction between the user and the generative formalism as agent collaboration in a mixed-initiative environment. We describe the role of interaction and agency in an experimental mixed-initiative design support system, FOLDS and demonstrate its application.
series CAADRIA
email
last changed 2022/06/07 07:55

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