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 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 1543
authors Bailey, Rohan O.
year 2001
title A digital design coach for young designers
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. 311-314
doi https://doi.org/10.52842/conf.caadria.2001.311
summary It is the intention of this paper is to construct for the reader a suitable foundation on which to determine a digital design coach. It seeks to define this possibility by examining two ideas. The first is visual thinking, as used by designers in the process of design. The second idea, that of providing students with expert partners for the learning of design is supported by evidence from a variation on protocol analysis (developed by the author) and a related design studio conducted in New Zealand and Jamaica. Using these concepts in relation to recent advances in the development of digital tools the paper proposes what a digital coach may look like.
series CAADRIA
email
last changed 2022/06/07 07:54

_id 4a53
authors Faltings, Boi
year 2001
title Qualitative Spatial Reasoning Based on Algebraic Topology
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 Several formalisms have been proposed for qualitativereasoning about regions and their topological relations in space. Theseformalisms, based on pairwise relations, do not allow sufficientlypowerful inferences to be used for spatial reasoning tasks such asplanning a collision-free path. In this paper, I show how consideringrelations between region triples, much more powerful reasoningtechniques become possible. I show in particular that in twodimensions, purely topological reasoning is sufficient to compute aminimal place graph which represents all minimal and maximal regioncombinations, as well as all minimal paths between them. I illustratehow this could be applied to motion planning, showing that in spite ofits qualitative nature, the formalism is powerful enough to solveproblems of practical interest.
series other
email
more http://www.arch.usyd.edu.au/kcdc/conferences/vr01/
last changed 2003/05/02 11:14

_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 3847
authors Gattis, Merideth
year 2001
title Space as a Basis for Reasoning
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 We use space as a basis for reasoning whenever we use aspatial representation of a nonspatial concept to make decisions orinferences. From a psychological perspective, our tendency to create andreason fluidly from spatial models is somewhat surprising, becauseusing a spatial model to reason involves creating correspondencesbetween two semantically unrelated concepts: space, and something thatisn’t space, whether that be time, performance, or the desirability of anew job. Our proficiency in using space as a basis for reasoning reliesour abilities to detect similarities in the structures of very differentconcepts. In this paper I discuss two types of similarities between spaceand nonspatial concepts and describe how those similarities influencereasoning from spatial representations.
series other
email
more http://www.arch.usyd.edu.au/kcdc/conferences/vr01/
last changed 2003/05/02 11:16

_id avocaad_2001_08
id avocaad_2001_08
authors Ivanka Iordanova, Temy Tidafi
year 2001
title Design assistance by complexity-supporting precedents' modelling
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 processes imply complexity at every stage of the development of a project. On one hand, this complexity is rarely taken into consideration by the currently used CAD programs. On the other hand, recent theoretical researches indicate that a large proportion of architectural design processes are based on precedents as a source of inspiration or as a basis for reflection. A precedent is usually seen as a sketch, as a picture, as a drawing or as a visual memory of an architectural object or space. Recent research enlarges this concept into at least two directions: (1) precedents are looked for not only in the architectural space, and (2) it’s not only the visual aspect of a precedent that is important, but also its internal logic and structure, the know-how associated to it, and the actions needed for its creation. Usually, architectural design knowledge is implicitly presented by precedents. This design knowledge is applied to design-objects having various levels of generality, at different states of detailing and expected to be dynamically transformed during the following stages of design. Having in mind these characteristics of precedents called for during the architectural design process, we propose to join their visual representation with a description of their most important characteristics: structural organisation, way of production, functional organisation, spatial composition, etc. These can be either described or modelled by the original author, or interpreted by the precedent’s ‘user’. These design-knowledge models can be of use in several ways: (1) providing a library for search of precedents by semantic analogy, (2) offering ready-to-use capsules of design knowledge for new design situations, (3) enriching the ‘design world’ of the user-architect. We have implemented the proposed method of complexity-supporting precedents’ modelling by the means of the functional programming SGDL-Scheme language. The models (a programming function or a structure of programming functions) describe the actions necessary for the creation of an object (or its digital representation) and the structural organisation between the models in order to generate new, more complex ones. The concept of describing actions instead of shapes, provides a multi-level applicability of the models. Visual presentations (digital maquettes, images or animations) of newly generated objects can be stored in a visual-library of the assistant, thus creating a new ‘precedent’ that can be referred to in future by visual analogy. The design-knowledge that has generated the new object, is stored and linked to the image. Thus, the visual stimulus of a precedent can be joined with functional characteristics, production procedures and/or semantic meaning of the object. The paper will present the ‘engine’ of the proposed assistant, its organisation, as well as digital models of precedents that have served as a basis for the design of new architectural objects or structures. The assistant is conceived as an open, complexity supporting structure that can be further developed by the ‘user-architect’. We will discuss the advantages and limitations of the proposed assistant.
series AVOCAAD
email
last changed 2005/09/09 10:48

_id c259
authors Kokotovich, Vasilije and Purcell, Terry
year 2001
title Ideas - The Embodiment of Ideas, and Drawing: An Experimental Investigation of Inventing
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 term visual reasoning, in cognitive psychology, oftenrefers to the use of visual spatial relations in making inferences aboutcorresponding conceptual relations. The conclusion is that external visualrepresentations have special properties, which can aid reasoning abouthigher order abstract concepts. The design literature is more specific andoften sees visual reasoning as synonymous with drawing, and considersthis a core activity in resolving design problems. The research to bereported examined visual reasoning and design, by investigating the rolethat drawing plays in the practicality and creativity of inventions. Themost striking finding was that using only mental imagery produced morecreative and practical inventions than the use of drawing and that this wasdependant on the area of expertise of the participants. This appears to runcounter to the views found in both the visual reasoning and designliterature regarding the effectiveness of visual representations anddrawing. This has implications for our understanding of both the visualreasoning and design thinking processes.
series other
email
more http://www.arch.usyd.edu.au/kcdc/conferences/vr01/
last changed 2003/05/02 11:11

_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 avocaad_2001_03
id avocaad_2001_03
authors M.K.D. Coomans, J.P. van Leeuwen, H.J.P. Timmermans
year 2001
title Abstract but Tangible, Complex but Manageable
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 VR-DIS research program, an innovative design-information modelling technique has been proposed that is based on features. In this modelling technique, the designer is invited not only to model the form and spatial aspects of his or her design, but also to model the structure of the data behind the design. The designer is offered a way to control how abstract design data is structured and stored. In this way, the designer is given the power to model concepts like conformity, contrast, and scale on the formal data level, and this for both graphical and non-graphical design characteristics. Further, the designer is invited to input formal descriptions of own design concepts, and use these personal concepts during the design process. With this new information modelling technique, we expect that the designers will be better capable to handle the complexity of linking diverse kinds of information involved in a design process. This new way of computer aided design offers a unique design freedom: any design concept becomes addressable. On the other hand, this technique also puts the responsibility for the content of the CAD database entirely in the hands of the designer. In order to be able to enjoy the design freedom fully and at the same time handle the responsibility over the design database, a computer tool is needed that shows the precise content of the database, and that is easy and quick to interact with. Only with such a tool, the designer will be capable of keeping the complex data model in pace with his or her design reasoning. To realise this requirement, a “feature browser” has been developed with a 3D graphical user interface. It shows the data objects as 3D blocks, mutually linked by rubber-band arrows that closely reflect the database structure. The whole forms an interactive 3D graph. The intuitiveness and user friendliness of the interface was improved by adding features like the visualisation of the browsing history, the visualisation of link-semantics, and animated visual feedback effects. The hardware part of the interface is worked out as a Fish Tank VR set-up. This hardware configuration improves the experienced realism of the displayed 3D objects up to a feeling of physical presence. The interface as a whole therefore provides a highly attractive display of the abstract design data; abstract but tangible. It is a tool in which complex data structures can be explored and controlled: complex but manageable.
series AVOCAAD
email
last changed 2005/09/09 10:48

_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 06fd
authors Oxman, Rivka and Heylighen, Ann
year 2001
title A Case with a View - Towards an Integration of Visual and Case-Based Reasoning in Design
source Architectural Information Management [19th eCAADe Conference Proceedings / ISBN 0-9523687-8-1] Helsinki (Finland) 29-31 August 2001, pp. 346-341
doi https://doi.org/10.52842/conf.ecaade.2001.346
summary Despite the long-term effort to establish the theoretical foundations for Case-Based Reasoning (CBR) in design, it appears that additional theoretical efforts are needed in order to achieve the promise of this affinity. In this paper we argue that visual reasoning, is a fundamental attribute of architectural design, and therefore combining it with CBR may provide significant results both for the field of design thinking as well as for the field of CAAD. This paper focuses on reformulating theoretical foundations for CBR in design by incorporating insights from studies in fields like visual imagery and creativity, where visual reasoning is recognized to play a key role. Within classical CBR research, however, visual reasoning has not received much attention until now. Instead, researchers have concentrated on traditional issues and topics in CBR such as indexing, retrieval and adaptation. The second part of the paper therefore switches attention to how these traditional issues may benefit from integrating Case-Based with visual reasoning.
keywords Case-Based Reasoning, Visual Reasoning, Visual Imagery, Visual Cognition
series eCAADe
email
last changed 2022/06/07 08:00

_id 48db
authors Proctor, George
year 2001
title CADD Curriculum - The Issue of Visual Acuity
source Architectural Information Management [19th eCAADe Conference Proceedings / ISBN 0-9523687-8-1] Helsinki (Finland) 29-31 August 2001, pp. 192-200
doi https://doi.org/10.52842/conf.ecaade.2001.192
summary Design educators attempt to train the eyes and minds of students to see and comprehend the world around them with the intention of preparing those students to become good designers, critical thinkers and ultimately responsible architects. Over the last eight years we have been developing the digital media curriculum of our architecture program with these fundamental values. We have built digital media use and instruction on the foundation of our program which has historically been based in physical model making. Digital modeling has gradually replaced the capacity of physical models as an analytical and thinking tool, and as a communication and presentation device. The first year of our program provides a foundation and introduction to 2d and 3d design and composition, the second year explores larger buildings and history, the third year explores building systems and structure through design studies of public buildings, fourth year explores urbanism, theory and technology through topic studios and, during the fifth year students complete a capstone project. Digital media and CADD have and are being synchronized with the existing NAAB accredited regimen while also allowing for alternative career options for students. Given our location in the Los Angeles region, many students with a strong background in digital media have gone on to jobs in video game design and the movie industry. Clearly there is much a student of architecture must learn to attain a level of professional competency. A capacity to think visually is one of those skills and is arguably a skill that distinguishes members of the visual arts (including Architecture) from other disciplines. From a web search of information posted by the American Academy of Opthamology, Visual Acuity is defined as an ability to discriminate fine details when looking at something and is often measured with the Snellen Eye Chart (the 20/20 eye test). In the context of this paper visual acuity refers to a subject’s capacity to discriminate useful abstractions in a visual field for the purposes of Visual Thinking- problem solving through seeing (Arnheim, 1969, Laseau 1980, Hoffman 1998). The growing use of digital media and the expanding ability to assemble design ideas and images through point-and-click methods makes the cultivation and development of visual skills all the more important to today’s crop of young architects. The advent of digital media also brings into question the traditional, static 2d methods used to build visual skills in a design education instead of promoting active 3d methods for teaching, learning and developing visual skills. Interactive digital movies provide an excellent platform for promoting visual acuity, and correlating the innate mechanisms of visual perception with the abstractions and notational systems used in professional discourse. In the context of this paper, pedagogy for building visual acuity is being considered with regard to perception of the real world, for example the visual survey of an environment, a site or a street scene and how that visual survey works in conjunction with practice.
keywords Curriculum, Seeing, Abstracting, Notation
series eCAADe
email
last changed 2022/06/07 08:00

_id 3645
authors Tsou, Jin-Yeu
year 2001
title Strategy on applying computational fluid dynamic for building performance evaluation
source Automation in Construction 10 (3) (2001) pp. 327-335
summary Predicting and evaluating building performance plays an important role in the training of responsible architects. Building performance includes issues such as: structural stability, acoustic quality, natural lighting, thermal comfort, and ventilation and indoor air quality. These types of analyses are often laborious, non-intuitive, and non-graphical. As a result, these important issues do not arouse the enthusiasm of architecture students or building professionals. The Chinese University of Hong Kong (CUHK) research team proposes to explore and develop a long-term strategy to apply scientific visualization on teaching and research in environmental technology and building performance. This paper presents the development process and results of research projects for applying computational fluid dynamics (CFD) on building performance evaluation. CFD On-line Teaching project's aim is to develop a web-based training course for architecture students to apply CFD simulation on design problem solving. Each lesson not only illustrates basic principles regarding airflow in the building design, it also contains CFD sample files with predefined flow cells for students to test different concepts. GiLin Temple project's aim is to apply CFD simulation on investigating the wind resistance of Tong Dynasty heavy timber structure. Airflow information generated in the project includes the visual representation of the pressure distribution and velocity field on all slices through the temple, and the tracking of particles as they flow around or through a building. The China housing residential airduct study focuses on simulating the indoor airflow regarding the airduct design of China Experimental Urban Housing Scheme. The visual representation of the pressure distribution and velocity field in the airducts provides vital information for helping China Housing Research Center improve the current design.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:23

_id 67f9
authors Tversky, Barbara
year 2001
title Multiple Mental Spaces
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 Whenever we act, we act in space. Sometimes, the interactions are explicit,as we grasp the things around us or find our ways inside and out. Otherinteractions are implicit, an awareness of where we are, where the thingsaround us are. Still other spatial interactions are in imagination, when weestimate distances, or visualize how to arrange a room, or describe a journey.To act effectively in space, we rely on conceptions of space. We know aboutspace and the things in it from looking, from hearing, from touching, fromimagining, and from description. The knowledge obtained from thesedifferent sources is different; sometimes integrated and coherent, other times,not.The mental representations that we form of space from these real andimagined interactions differ from the external representations of spaces ofgeometry or of physics or of cartographic maps. For geometry, physics, andmaps, space is basic, metric, uniform, and unitary, and things are located in it.In human conceptions of space, the things in space are basic, and thequalitative spatial relations among them form a scaffolding. Which thingsand which spatial relations depend on the which space. We interact withmany spaces, the space of the body in eating or dancing, the space around thebody in basketball or soccer, the space of navigation in wayfinding orestimating distances. Each of these spaces is represented schematically, interms of the elements and spatial relations important to it.
series other
email
more http://www.arch.usyd.edu.au/kcdc/conferences/vr01/
last changed 2003/05/02 11:12

_id 3e6a
authors Wittkopf, Stephen
year 2001
title I-Light, a webbased learning system for architectural lighting design
source TU Darmstadt
summary With the rising meaning of architectural lighting also the requirement at appropriate light planning rises. The possibilities of digital instruments were realized by several lamp manufacturers, which use 3D-CAD to present visualizations and use the Internet for their distribution. However in the field of universities it is important to offer instruments and methods with which the interaction of light and architecture can be learned descriptive, comprehensibly and interactively. Introductory in a theoretical section the bases of light planning and learn-educational concepts are pointed out. Parallel the state of the art in the areas of computer-aided learning and the light simulation is presented and evaluated regarding the learn-educational suitability. Thereupon an action requirement is formulated, which designates a new integration of the individual areas. It flows into the development of an interactive Web-based training system for the design with light - I-Light - whose concept and implementation in the following sections is described. In an application of examples the author points out finally, how this innovative connection of the Internet, 3D-CAD and simulation supports a better understanding of the medium light in the architecture perception. A new virtual light laboratory forms the core of this training system, in which architectural planning examples can be represented three-dimensional and changed interactively. A developed semantic scene model ensures for the fact that lighting, materials and delimitation surfaces are varied didactically appropriately and compared, so that visual effects and important interrelation can be assumed and checked. The author orients itself at the methodology by simulation and merges 3D-CAD and light simulation programs into the training system. The calculated photo-realistic picture is regarded not - as otherwise usual - as presentation material, but as interactive tools. Since 3D-CAD and light simulation programs presuppose much application knowledge, the author does not pursue to confront the user with these complex programs. He developed a new system with a Web-based graphic surface, that enables 3D-scenes to be loaded, be changed and stored easily (front-end). Furthermore it enables the remote control to an automatic, photo-realistic simulation on push of a button on an external high end render machine, that is connected via Internet, where at least all files are externally stored. For the operation of the front-end is only an average PC with a standard Webbrowser necessary. For the receiving station the author develops a new interface, which extends a standard Web server by the new possibility of storing and executing lighting simulations (back-end). The system presented by the author differs in the didactical concept and in the technical implementation from the solutions existing so far in similar areas. The interactive virtual light laboratories of the architectural planning examples represent a new beginning of Web-based learning environments. To the selected tools (HTML, Java, VRML, Web server, Lightscape) there yet exist no matured alternatives.
series thesis:PhD
email
more http://elib.tu-darmstadt.de/diss/000131/
last changed 2003/02/12 22:37

_id ef4b
authors Babalola, Olubi and Eastman, Charles
year 2001
title Semantic Interpretation of Architectural Drawings
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. 166-179
doi https://doi.org/10.52842/conf.acadia.2001.166
summary The paper reviews the needs and issues of automatically interpreting architectural drawings into building model representations. It distinguishes between recognition and semantic interpretation and reviews the steps involved in developing such a conversion capability, referring to the relevant literature and concepts. It identifies two potentially useful components, neither of which has received attention. One is the development of a syntactically defined drafting language. The other is a strategy for interpreting the semantic content of architectural drawings, based on the analogy of natural language interpretation
keywords Semantic Interpretation, Drawing Understanding
series ACADIA
email
last changed 2022/06/07 07:54

_id cf2003_m_040
id cf2003_m_040
authors BAY, Joo-Hwa
year 2003
title Making Rebuttals Available Digitally for Minimising Biases in Mental Judgements
source Digital Design - Research and Practice [Proceedings of the 10th International Conference on Computer Aided Architectural Design Futures / ISBN 1-4020-1210-1] Tainan (Taiwan) 13–15 October 2003, pp. 147-156
summary The problem of heuristic biases (illusions) discussed by Tversky and Kahneman (1982) that can lead to errors in judgement by human designers, when they use precedent knowledge presented graphically (Bay 2001). A Cognitive framework of belief, goal, and decision, and a framework of representation of architectural knowledge by Tzonis are used to map out the problem of heuristic biases in the human mind. These are used to discuss what aspects of knowledge can be presented explicitly and digitally to users to make rebuttal more available for human thinking at the cognitive level. The discussion is applicable to both inductive and analytic digital knowledge systems that use precedent knowledge. This discussion is targeted directly at means of addressing bias in the human mind using digital means. The problem of human bias in machine learning and generalisation are discussed in a different paper, and the problems of international or non-intentional machine bias are not part of discussion in this paper.
keywords analogy, bias, design thinking, environmental design, heuristics
series CAAD Futures
last changed 2003/11/22 07:26

_id caadria2010_043
id caadria2010_043
authors Barker, Tom and M. Hank Haeusler
year 2010
title Urban digital media: facilitating the intersection between science, the arts and culture in the arena of technology and building
source Proceedings of the 15th International Conference on Computer Aided Architectural Design Research in Asia / Hong Kong 7-10 April 2010, pp. 457-466
doi https://doi.org/10.52842/conf.caadria.2010.457
summary The research presented in this paper investigates ways of providing better design applications for technologies in the field of Urban Digital Media (UDM). The work takes an emergent approach, evolving a design strategy through the early engagement of stakeholders. The paper discusses research in a design-led creative intersection between media technology, culture and the arts in the built environment. The case study discusses opportunities for the enhancement of a university campus experience, learning culture and community, through the provision of an integrated digital presence within campus architecture and urban spaces. It considers types of information architecture (Manovich, 2001) and designs for use in urban settings to create communication-rich, advanced and interactive designed spaces (Haeusler, 2009). The presented research investigates how to create a strategy for display technologies and networked communications to transform and augment the constructed reality of the built environment, allowing new formats of media activity.
keywords Urban design; outdoor digital media; information architecture; multidisciplinary design; augmented reality; media facades
series CAADRIA
email
last changed 2022/06/07 07:54

_id e9b1
authors Heylighen, Ann and Neuckermans, Herman
year 2001
title Destination: Practice – Towards a maintenance contract for the architect’s degree
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. 090-099
doi https://doi.org/10.52842/conf.acadia.2001.090
summary Addressing the subject of Case-Based Reasoning (CBR) in architectural design, we present a Web-based design assistant for student- and professional architects called DYNAMO. Its main objective is to initiate and nurture the life-long process of learning from (design) experience as suggested by CBR’s cognitive model. Rather than adopting this model as such, DYNAMO extrapolates it beyond the individual by stimulating and intensifying several modes of interaction. One mode – the focus of this paper – concerns the interaction between the realm of design education and the world of practice. DYNAMO offers a platform for exchanging design efforts and insights, in the form of cases, between both parties, which perfectly chimes with the current tendency towards life-long learning and continuing education. Just like our university advises graduates to ‘Take a maintenance contract with your degree’, architecture schools may encourage recently qualified architects to subscribe to DYNAMO. To what extent the tool can fulfill this role of maintenance contract is discussed at the end of the paper, which reports on how DYNAMO was used and appreciated by professional architects at different levels of expertise.
keywords Case-Based Reasoning, Web-Based Learning, Digital Repositories
series ACADIA
email
last changed 2022/06/07 07:50

_id b36d
authors Lewis, Martin Lewis and Wojtowicz, Jerzy
year 2001
title Design in the New Media - Digital Design Pedagogy at the SoA, University of British Columbia
source Architectural Information Management [19th eCAADe Conference Proceedings / ISBN 0-9523687-8-1] Helsinki (Finland) 29-31 August 2001, pp. 256-261
doi https://doi.org/10.52842/conf.ecaade.2001.256
summary The idea of the Bauhaus education was born out of the conviction that designs for mass production and modern architecture needed a new fundamental design strategy. Today, seventy-five years later, the modern, basic design pedagogy needs to be revisited, as the impact of the Information Technology Revolution on design practice and education is now extensive. The illustrations and reflections on a modern curriculum for fundamental design and communication presented in this paper are derived from the authors’ introduction of the new media to design studios at UBC and from design practice. In the case of the nascent student of architecture, a different, rudimentary approach is required: one calling for the combining of the modern, basic design agenda with the introduction of the new media. The fundamental digital design pedagogy is young and not fully established. This is a considerable problem, since the practice and learning of architecture today is increasingly aided by and dependent upon digital media. Parallel to the traditional methods, the contemporary student of design is now obliged to engage new and dynamic conditions at the formative stage of his or her education. In the recent past, the computer was considered as just another device, requiring the development of mechanical techniques or skills. While those skills still have to be mastered, more recently in design education and practice, IT has become accepted as MEDIA - not just as a drafting or modeling tool. This process is perhaps due to the rapid dissemination of computing literacy and to the progressive accessibility and ease of use of IT. At UBC, Techniques and the Foundation Studio are introductory courses intended to make students engage the new media in parallel with, and complimentary to, established conventions in design.
keywords Imagining, Communicating
series eCAADe
email
last changed 2022/06/07 07:52

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