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 574

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

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

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

_id 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 ea46
authors Colajanni B., Concialdi, S. and Pellitteri, G.
year 2001
title Construction or Deconstruction: Which is the Best Way to Learn Architecture?
source Architectural Information Management [19th eCAADe Conference Proceedings / ISBN 0-9523687-8-1] Helsinki (Finland) 29-31 August 2001, pp. 299-304
doi https://doi.org/10.52842/conf.ecaade.2001.299
summary The actual shift of the teaching methods from teacher-centred expository methods, to learner-centred exploratory ones. The educational goals are no more the construction of a solid theory knowledge from which the behaviour is driven. It is the acquisition of capabilities and skills directly related to the professional activity. The consequence is that the teacher has the task of endowing the student not only with a large amount of documentation but also with at least suggestions of the way to use it. One of these suggestions is the deconstruction (in a literal and not philosophical sense) as a way of investigating the structure of buildings. In a first phase in order to acquire, through generalisation a systematic knowledge of the way the parts of a building (their subsystems) contribute to the global architectural organism. In a second phase in order to explore buildings of special interest aiming at mastering their peculiar solutions. An example of this method is presented, limited to the spatial analysis only both for brevity sake and for particular difficulties presented.
keywords Deconstruction, Learn Architecture, Learning By Experience
series eCAADe
email
last changed 2022/06/07 07:56

_id 7eb9
authors Dokonal, Wolfgang and Martens, Bob
year 2001
title A Working Session on 3-D City Modeling
source Architectural Information Management [19th eCAADe Conference Proceedings / ISBN 0-9523687-8-1] Helsinki (Finland) 29-31 August 2001, pp. 417-422
doi https://doi.org/10.52842/conf.ecaade.2001.417
summary On the occasion of a presentation on a city model for Graz at the eCAADe-conference in Weimar (2000), some attendees informed us about their previous work in this field and the idea of preparing a working session with collegues involved in 3-D city modeling was born. During the initial phase of research for this eCAADe conference activity it turned out that a large number of city models has been created in the course of time for different reasons resp. purposes. Therefore a rich variety in the production of city models can be noticed. This working session on 3-D city modeling brings together experts focusing on different aspects concerning the creation and use of city models, such as data input, data structure, data storage and data quality. Also the definition of a perspective on the future of 3-D city modeling can be regarded as an important topic. In this paper a rough overview on the different submissions will be presented. Furthermore three blitz statements are incorporated as time was too short to produce a full paper. Both with the individual contributions as with this overview paper it is intended to present a knowledge-base to this working field. Finally, the start for a growing bibliography was made in order to support future work in this area.
keywords Urban Modeling, 3-D Modeling, Collaboration, City Information, Model Adaptation
series eCAADe
email
last changed 2022/06/07 07:55

_id avocaad_2001_11
id avocaad_2001_11
authors Gernot Pittioni
year 2001
title Handling of Complex Projects As Engineering-Partner of Planning Groups
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 collaborative handling of design activities is a growing matter of present planning processes. Most planning partners in the meantime have agreed on using CAD-systems. The common use of the design information is a vital factor which enables us to handle complex problems.The instruments offered by the CAD-systems are performing on a very low level. Many intelligent features get lost by data-transfer. But experience shows that more obstacles are built up by ineffective and insufficient use of the CAD-system and their properties.Huge efforts have to be done in improving the knowledge and the handling abilities of many users. They often do not even know that they are not using their systems in an appropriate way. In fact looking only at the plotted results nobody would guess that the data sometimes are entirely worthless for common use. This only turns out when complex projects rely on timesaving common data use and the partners get stuck in endless difficulties trying to get some information out of badly organised project files.
series AVOCAAD
email
last changed 2005/09/09 10:48

_id f1c4
authors Holmgren, S., Rüdiger, B. and Tournay, B.
year 2001
title The 3D-City Model – A New Space
source Architectural Information Management [19th eCAADe Conference Proceedings / ISBN 0-9523687-8-1] Helsinki (Finland) 29-31 August 2001, pp. 430-435
doi https://doi.org/10.52842/conf.ecaade.2001.430
summary We have worked with the construction and use of 3D city models for about ten years. This work has given us valuable experience concerning model methodology. In addition to this collection of knowledge, our perception of the concept of city models has changed radically. In order to explain this shift in paradigms we begin by describing some of the concrete models we have made, showing the relationship between model structure (methodology and content) and model use. We also describe the projects we are working on at present in order to illustrate new ideas concerning the potential development of 3D city models.
keywords Digital 3D City Model, Urban Regeneration, Participatory Design, On Line Community
series eCAADe
email
last changed 2022/06/07 07:50

_id 6430
authors Jabi, Wassim (Ed.)
year 2001
title ACADIA 2001 [Conference Proceedings]
source 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, 415 p.
doi https://doi.org/10.52842/conf.acadia.2001
summary The theme, which preceded my knowledge of ACADIA’s true age, resulted from a realization regarding the development and current state of CAD in Research, Education, and Practice. While I only got involved with ACADIA in the last half of its current life to date, I had the honor of studying with some of the early pioneers of CAD: 1) Harold Borkin, a founding member of ACADIA, 2) Jim Turner, a longtime ACADIAn, and a past ACADIA Conference organizer (actually the very first conference I attended), and 3) Ted Hall, another longtime ACADIAn. What I have learned from conversations with them and later witnessed for myself is a fundamental shift of focus in CAD from building tools to using tools. That is, while early CAD students, including myself, used to learn how to create software and tools to solve a particular problem, the current focus in the majority of schools that include a CAD component in their curriculum is on teaching the use of commercial software and/or the use of digital media in the design studio. One need only take a look at old list of courses that used to be offered in the CAD area and compare it with a new list to see this shift. Yet, one form of tool building that is continuing in a significant number of schools is the creation of scripts or small software modules (usually built using a visual editor) to create interactive systems for delivery over the web or on CD-ROM. Examples include the use of Macromedia Director or Flash for creating interactive digital titles. While this current state of affairs has increased the receptivity to digital tools and media, it does obscure an important fact. For knowledge to advance in this area, we need researchers who can not only use tools, but also invent new ones to solve new problems that are not addressed by the existing crop of commercial software. The more time we spend not educating our students in the art and science of building digital tools, the harder it will be to: 1) find teachers in the future with those skills, 2) advance and influence the development of the state-of-the-art in CAD, and 3) erase the use of CAD as a euphemism for slick computer-generated imagery. While not common, the tradition of tool building is still going on most notably in architecture schools with strong financial resources and those that offer doctoral level education. Commercial, governmental and business/education entities are also continuing the research tradition of tool building. ACADIA, as a reflection of the field it focuses on, has widened its scope to solicit papers that deal with CAD education and the use of CAD in practice. Thus, you will read in this book papers that focus on all three aspects: research, education, and practice and in some cases the intersection of two or more of those areas. Thankfully, ACADIA, while concerned with CAD in education has maintained its receptivity to basic research papers as well as a willingness to publish innovative papers in the area of practice. As chair of the technical committee, I made sure that the call for papers and the final selection reflects this desire. We should continue to emphasize the need for presenting this diversity of work in our annual conferences and I am optimistic that the ACADIA community is in support of this notion.
series ACADIA
email
more www.acadia.org
last changed 2022/06/07 07:49

_id caadria2006_613
id caadria2006_613
authors JAEHO RYU, NAOKI HASHIMOTO, MAKOTO SATO, MASASHI SOEDA, RYUZO OHNO
year 2006
title A GAME ENGINE BASED ARCHITECTURAL SIMULATOR ON MULTI-PROJECTOR DISPLAYS
source CAADRIA 2006 [Proceedings of the 11th International Conference on Computer Aided Architectural Design Research in Asia] Kumamoto (Japan) March 30th - April 2nd 2006, 613-615
doi https://doi.org/10.52842/conf.caadria.2006.x.m1v
summary To make whole one image on screens that is generated by many computers and synchronization among computers, there is a need for a network software environment for multi-projector display system. Although the development costs increase for parallel programming for multi-projector display system, there is a possibility that the program cannot be executed at an enough speed since the network bandwidth might become a bottleneck. There are some software environments for that kind of multi-projector display system like Chromium that is latest version of WireGL (Humphreys, 2001&2002). WireGL is a kind of Client-Server Model, which one rendering server sends the data of rendering to many computers. While it can use the application without modification of source, it requires heavy network traffics. The other type of operating software is VR Juggler (Cruz-Neira, 2002), and CAVE Library that is a kind of Master-Slave Model. In the Master-Slave Model, every computer has same application programs to render the image that only keep the synchronization of rendering and events. But, these programs require a specialized skill and knowledge to modify the source of program for the certain rendering PC-Cluster system.
series CAADRIA
email
last changed 2022/06/07 07:49

_id 4447
authors Levy, Adrián José
year 2001
title ESPACIOS REALES Y VIRTUALES GENERADOS POR MUSICA (Real and Virtual Spaces Generated by Music)
source SIGraDi biobio2001 - [Proceedings of the 5th Iberoamerican Congress of Digital Graphics / ISBN 956-7813-12-4] Concepcion (Chile) 21-23 november 2001, pp. 151-152
summary This research work has as its main aim exploring a new digital designing process. This new way of creating spaces, known as ‘Architecture of data’ entails choosing any event of the everyday world, and through a process, generating either a real or virtual space. In this particular case, the chosen event is the music. Several melodies, some of them famous, others especially composed for this project, come to existence as original spaces. For each composition, many musical instruments are played, each of which is part of the final space. In doing so, new alternative designing processes emerge. This processes build non conventional spaces that might outline a whole new architecture. Different fields of knowledge, namely architecture, music, maths and computing sciences had to be brought together in order to achieve the present work.
series SIGRADI
email
last changed 2016/03/10 09:54

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

_id 6eda
authors Logie, Robert H.
year 2001
title Working Memory: A Mental Space for Design and Discovery
source J. S. Gero, B. Tversky and T. Purcell (eds), 2001, Visual and Spatial Reasoning in Design, II - Key Centre of Design Computing and Cognition, University of Sydney, Australia
summary The design process can be viewed as the product of human creativethinking; the skills of generating new knowledge from old within theexternal constraints of the items to be designed. Expert designers have highlevel skills that assist them in this process. However design effectivenessand the training of design skills could benefit from an understanding of howhuman cognition undertakes the process of creative thinking without suchspecialist training, and what aspects of human cognition impede or enhancethis process. In this paper, I shall discuss some of the empirical researchand theoretical developments that have contributed to an understanding ofon-line visual and spatial cognition that might support creative thinking.The paper starts with a discussion of a particular theoretical frameworkreferred to as working memory, and some of the empirical work that hasused this framework to explore visual and spatial cognitive functions. Thisdiscussion will set the background of the general thesis for the chapter thatvisual and spatial aspects of working memory might play important roles increative thinking and design. This will lead to a discussion of the ways inwhich human working memory and the use of external aids to thinkingmight facilitate or constrain aspects of the creative process. The paper willend with a discussion of why human beings might have developed a workingmemory system, with the possibility that its primary purpose is to supportthe process of generating new knowledge.
series other
email
more http://www.arch.usyd.edu.au/kcdc/conferences/vr01/
last changed 2003/05/02 11:12

_id 8d1a
authors Martens, Bob and Voigt, Andreas
year 2001
title Virtual and full-scale modeling: A collection of resources
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. 201-204
doi https://doi.org/10.52842/conf.caadria.2001.201
summary In this paper the relationship between Virtual and Full-scale Mo-deling will be traced back. A number of publications supports the dis-semination of existing knowledge resp. experiences. Although a series of biannual EFA-Conferences (European Full-scale Modeling Association) produced a remarkable number of useful papers, the "scientific output" beyond this platform remained to be so far in the dust of gray literature. On the other hand the rapid growing interest for computer applications and tools rediscovered the working area of 1:1 simulation more or less the other way around. Although the term VR in the nineties was strongly occupied by computer-interfaces resp. -representations, soon the insight gained in importance that reality is by far more complex than some 10.000 polygons. Furthermore, some kind of unproductive competition resp. defense of good old modeling tra-ditions versus promising computer technology seemed to act as the main activity. However, the fusion of Virtual and Full-Scale Mo-de-ling could indefinitely serve as a promising field of research.
series CAADRIA
email
last changed 2022/06/07 07:59

_id 2ab7
authors Ozcan, Oguzhan
year 2001
title Integration of Architectural Education in Teaching Interactive Media Design - A Course for Space Composition
source Architectural Information Management [19th eCAADe Conference Proceedings / ISBN 0-9523687-8-1] Helsinki (Finland) 29-31 August 2001, pp. 245-248
doi https://doi.org/10.52842/conf.ecaade.2001.245
summary In accordance with our design knowledge, the users’ expectations and the level of the technology reached, show us that interactive media design is not only an interactive environment which depends on two dimensional typographic composition any more. Spatial data has an important role in the formation of interactive media design (TUFTE 1995 p.38). From this point of view, the main factors of this issue are: (1) design of the storyboards, especially for gamedesign, that are made up of spatial perception, (2) the spatial organisations in which info-kiosks take place in public environment, (3) the relation between the screen and the organisation of space in interactive exhibition design. // When we consider the matter above, we understand that throughout the process of the curriculum of interactive media design for undergraduate education, only the traditional communication design and programming education is not sufficient enough, but architectural education must also take a part of this education in some degree. In this paper, as the theme of the considerations above, it is examined what kind of basic problems is to be faced in the integration of architectural education to that of the interactive media design and also the solution propositions formed for these problems.
keywords Interactive Media, Architecture, Education, Design
series eCAADe
email
last changed 2022/06/07 08:00

_id 7134
id 7134
authors Penttilä, Hannu (Ed.)
year 2001
title Architectural Information Management [Conference Proceedings]
source 19th eCAADe Conference Proceedings / ISBN 0-9523687-8-1 / Helsinki (Finland) 29-31 August 2001, 578 p.
doi https://doi.org/10.52842/conf.ecaade.2001
summary Several common phrases, such as “information society” or “virtual reality” point out the fact that information technology, digital tools and numerous different services via various communication networks have become crucially important factors of our western lifestyle and living environment. The trends of the society reflects naturally the working environments of the construction field, architectural discipline being amongst them. It is almost inconceivable to even imagine an architect without computer-based tools anymore. This evolutional development process has, from historical perspective, only recently started. The process is constantly evolving and rapidly increasing our possibilities to use and enjoy these modern digital fruits. The sometimes unpredictable and rapid changes in our working environment should make architects nervous about the impacts of the changes. All those delicate methods and collective traditions of the several thousand year architectural discipline(!), just simply cannot be transferred into the digital realm in a few decades. Researchers and teachers should very carefully, but still open mindedly, critically explore, analyse and adjust the so-called “modern technology” into the world of architecture, construction, design, planning – and education. We are not just “endusers”, It is we, in fact, who should define what, where and how are we willing to use it(IT). The value of information is constantly growing in our society, and in the future it will evidently be even more so. The value of information is quite hard to define with measurable or agreed concepts, but information evidently contains value-factors. The information which the architects are creating, modifying and manipulating, contains essential and valuable core data concerning the whole built environment of our society. It affects the physical surroundings of our society, in which we will be living for decades – hence, the information has a historical basis. The architectural core information also very strongly affects the quality of life of our fellow citizens – consequently, it has deep social meaning. The essentials of architectural information relies on the tradition of centuries – hence, it clearly has acknowledged cultural values, which are also extremely difficult to quantify. So how could architectural information be described? The information covers a wide range of heterogeneous concepts, items, values, methods, tools, materials, true facts, rumours, intuition and knowledge, plus a multitude of yet undefined or unpredictable factors, which still have to be watched and prepared for. Since the information deals with common and general subjects, it should also be described with common and general concepts. On the other hand as the information is also concerned with the minutiae of specific projects, the architectural information should also be described with well identified and unique entities. With our digital tools we handle all information – including architectural – more and more digitally. We have to handle and manipulate information currently as digital data, which could be understood the ”raw material” of architectural information. Digital data becomes valuable information, when some kind of meaning or purpose to somebody can be attributed to it. In the early gloomy days of ”digital architecture” in the 1960’s and 1970’s, researchers tried to describe architectural artefacts and even design process mathematically. The details of architectural information were quite difficult to describe with binary alphanumeric information of main-frame machines. The architects’ tools development then led to a trend where architects could better represent and visualize the design objects digitally. The widespread and common use of 2D-drawing and 3D-modelling tools is still a very strong trend within our discipline. In fact it is “the way” the majority of architectural information is managed today. During the last 15–20 years, so-called conceptual modelling or product data modelling, done in various technical and construction field research units worldwide, has from one viewpoint clarified the basis and essence of architectural information. Hence, it’s not only CAD-software application development, but also elementary and theoretical research that gives us valuable help to survive among the ever growing seas of terabits of data in the future to come. Architectural information is something that simply cannot be described just with DWG-drawings or dummy scanned photographs any more. Although drawings and photos may contain very important bits of architectural documentation, we need ntimes more “complexity layers”, concepts and tools to manage and understand the essence of architectural information today. A proper way to manage the data we are working with, has to cover the whole architectural discipline. The methods and tools also have to be valid and flexible for several decades in the future.
keywords Information Management & Data Structuring, Education & Curricula, Modeling & City Planning
series eCAADe
email
more http://www.hut.fi/events/ecaade/
last changed 2022/06/07 07:49

_id avocaad_2001_20
id avocaad_2001_20
authors Shen-Kai Tang
year 2001
title Toward a procedure of computer simulation in the restoration of historical architecture
source AVOCAAD - ADDED VALUE OF COMPUTER AIDED ARCHITECTURAL DESIGN, Nys Koenraad, Provoost Tom, Verbeke Johan, Verleye Johan (Eds.), (2001) Hogeschool voor Wetenschap en Kunst - Departement Architectuur Sint-Lucas, Campus Brussel, ISBN 80-76101-05-1
summary In the field of architectural design, “visualization¨ generally refers to some media, communicating and representing the idea of designers, such as ordinary drafts, maps, perspectives, photos and physical models, etc. (Rahman, 1992; Susan, 2000). The main reason why we adopt visualization is that it enables us to understand clearly and to control complicated procedures (Gombrich, 1990). Secondly, the way we get design knowledge is more from the published visualized images and less from personal experiences (Evans, 1989). Thus the importance of the representation of visualization is manifested.Due to the developments of computer technology in recent years, various computer aided design system are invented and used in a great amount, such as image processing, computer graphic, computer modeling/rendering, animation, multimedia, virtual reality and collaboration, etc. (Lawson, 1995; Liu, 1996). The conventional media are greatly replaced by computer media, and the visualization is further brought into the computerized stage. The procedure of visual impact analysis and assessment (VIAA), addressed by Rahman (1992), is renewed and amended for the intervention of computer (Liu, 2000). Based on the procedures above, a great amount of applied researches are proceeded. Therefore it is evident that the computer visualization is helpful to the discussion and evaluation during the design process (Hall, 1988, 1990, 1992, 1995, 1996, 1997, 1998; Liu, 1997; Sasada, 1986, 1988, 1990, 1993, 1997, 1998). In addition to the process of architectural design, the computer visualization is also applied to the subject of construction, which is repeatedly amended and corrected by the images of computer simulation (Liu, 2000). Potier (2000) probes into the contextual research and restoration of historical architecture by the technology of computer simulation before the practical restoration is constructed. In this way he established a communicative mode among archeologists, architects via computer media.In the research of restoration and preservation of historical architecture in Taiwan, many scholars have been devoted into the studies of historical contextual criticism (Shi, 1988, 1990, 1991, 1992, 1995; Fu, 1995, 1997; Chiu, 2000). Clues that accompany the historical contextual criticism (such as oral information, writings, photographs, pictures, etc.) help to explore the construction and the procedure of restoration (Hung, 1995), and serve as an aid to the studies of the usage and durability of the materials in the restoration of historical architecture (Dasser, 1990; Wang, 1998). Many clues are lost, because historical architecture is often age-old (Hung, 1995). Under the circumstance, restoration of historical architecture can only be proceeded by restricted pictures, written data and oral information (Shi, 1989). Therefore, computer simulation is employed by scholars to simulate the condition of historical architecture with restricted information after restoration (Potier, 2000). Yet this is only the early stage of computer-aid restoration. The focus of the paper aims at exploring that whether visual simulation of computer can help to investigate the practice of restoration and the estimation and evaluation after restoration.By exploring the restoration of historical architecture (taking the Gigi Train Station destroyed by the earthquake in last September as the operating example), this study aims to establish a complete work on computer visualization, including the concept of restoration, the practice of restoration, and the estimation and evaluation of restoration.This research is to simulate the process of restoration by computer simulation based on visualized media (restricted pictures, restricted written data and restricted oral information) and the specialized experience of historical architects (Potier, 2000). During the process of practicing, communicates with craftsmen repeatedly with some simulated alternatives, and makes the result as the foundation of evaluating and adjusting the simulating process and outcome. In this way we address a suitable and complete process of computer visualization for historical architecture.The significance of this paper is that we are able to control every detail more exactly, and then prevent possible problems during the process of restoration of historical architecture.
series AVOCAAD
email
last changed 2005/09/09 10:48

_id 4c36
authors Tang, Hsien-Hui and Gero, John S.
year 2001
title Roles of knowledge while designing and their implications for CAAD
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. 81-89
doi https://doi.org/10.52842/conf.caadria.2001.081
summary This paper outlines some roles of knowledge while designing based on experimental results from studying novice and expert designers. The implications of these experimental results on future CAAD systems are discussed.
series CAADRIA
email
last changed 2022/06/07 07:56

_id bf54
authors Vásquez De Velasco, Guillermo
year 2002
title The Computer is to Blame - The Disruptive Potential of a CAD Curriculum in an Architecture / Curriculum
source Connecting the Real and the Virtual - design e-ducation [20th eCAADe Conference Proceedings / ISBN 0-9541183-0-8] Warsaw (Poland) 18-20 September 2002, pp. 50-54
doi https://doi.org/10.52842/conf.ecaade.2002.050
summary In 2001 “DesignIntelligence” and the “Almanac of Architecture and Design” conducted a survey in which they interviewed over 800 leading U.S. architecture firms. The fundamental question was: “In your firm’s hiring experience within the past five years, which schools do you feel have best prepared students for the architecture profession?” This survey produces one of the most respected rankings of schools of architecture in the U.S., but in addition to that critical question, the survey gathers data on a number of additional parameters that are of fundamental importance on why some schools are doing better than others. If we compare current figures with figures of previous years we see that our students are improving in their computer skills at the same time that they are loosing ground in other skills and fields of knowledge. For a non-inquisitive mind the reason is simple: “Our students are too busy working on the computer and are failing to put attention to other important stuff”. This paper makes an attempt to understand the problem from a fair perspective and highlight ways in which our growth in the field of CAD, and the pervasive presence of computer technology in our classrooms, can be used to enhance our teaching / learning capabilities in fields that are currently failing to achieve excellence.
series eCAADe
email
last changed 2022/06/07 07:58

_id 1e3b
authors Crowe, Malcolm and Kydd, Sandy
year 2001
title Agents and suggestions in a Web-based dynamic workflow model
source Automation in Construction 10 (5) (2001) pp. 639-643
summary Two features of this dynamic workflow system make it suitable for the use of quasi-intelligent agents: (a) workflow processes need not be fully specified, and so can be non-prescriptive in approach, and (b) a job can be modified independently of the process of which it is an instance, and so some participants may have permissions to change its course. In the architecture that has been chosen for the research, web clients are used, and web agents generate suggestions based on analysis of the process itself, the current job, and the records of previous jobs.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:22

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