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

PDF papers
References

Hits 1 to 20 of 511

_id e81e
authors Petric, J., Ucelli, G. and Conti, G.
year 2002
title Participatory Design in Collaborative Virtual Environments
source SIGraDi 2002 - [Proceedings of the 6th Iberoamerican Congress of Digital Graphics] Caracas (Venezuela) 27-29 november 2002, pp. 159-162
summary This paper re-establishes the theoretical framework for participatory design evolved in the late sixties and early seventies as part of the movement towards a more explicit design methodology and attempts an explanation of why the concept failed to gain commitment from the architectural and urban design professionals. The issue of user participation in the processes of building and urban design is enjoying renewed attention following its relative neglect over the last 20 years due, in large measure, to significant advances in emerging information technologies, particularly multimedia, virtual reality and internettechnologies. This paper then gives an account of two significant and relevant developments in the evolution of the application of informationtechnologies with which the authors have been engaged. These are:a responsive and interactive interface to wholly immersive and realistic virtual reality representations of proposed buildings and urban neighbourhoods. an intuitive and platform-independent VR modelling environment allowing collaborative evolution of the scheme from withinthe virtual world. The efficacy of these IT developments is tested in the context of a design exercise in which three designers, from distributedlocations and using different computer platforms, collaboratively design an Information Centre from within the virtual world.
series SIGRADI
email
last changed 2016/03/10 09:57

_id 82ac
authors Caldas, Luisa Gama and Norford, Leslie K.
year 2002
title A design optimization tool based on a genetic algorithm
source Automation in Construction 11 (2) (2002) pp. 173-184
summary Much interest has been recently devoted to generative processes in design. Advances in computational tools for design applications, coupled with techniques from the field of artificial intelligence, have lead to new possibilities in the way computers can inform and actively interact with the design process. In this paper, we use the concepts of generative and goal-oriented design to propose a computer tool that can help the designer to generate and evaluate certain aspects of a solution towards an optimized behavior of the final configuration. This work focuses mostly on those aspects related to the environmental performance of buildings. Genetic Algorithms (GAs) are applied as a generative and search procedure to look for optimized design solutions in terms of thermal and lighting performance in a building. The GA is first used to generate possible design solutions, which are then evaluated in terms of lighting and thermal behavior using a detailed thermal analysis program (DOE2.1E). The results from the simulations are subsequently used to further guide the GA search towards finding low-energy solutions to the problem under study. Solutions can be visualized using an AutoLisp routine. The specific problem addressed in this study is the placing and sizing of windows in an office building. The same method is applicable to a wide range of design problems like the choice of construction materials, design of shading elements, or sizing of lighting and mechanical systems for buildings.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:22

_id 3a28
authors Laiserin, Jerry
year 2002
title From atelier to e-telier: virtual design studios
source Architectural Record
summary The design studio, as physical place and pedagogical method, is the core of architectural education. Ateliers clustered around rue Napoleon in Paris defined the École des Beaux Arts. The Carnegie Endowment report on architectural education, published in 1996, identified a comparably central role for studios in schools today. From programs, schemes, and parti to desk crits, pin-ups, and charrettes-language and behavior learned in the studio establish the profession's cultural framework. Advances in CAD and visualization, combined with technologies to communicate images, data, and "live" action, now enable virtual dimensions of studio experience. Students no longer need gather at the same time and place to tackle the same design problem. Critics can comment over the network or by e-mail, and distinguished jurors can make virtual visits without being in the same room as the pin-up-if there is a pin-up (or a room). Virtual design studios (VDS) have the potential to favor collaboration over competition, diversify student experiences, and redistribute the intellectual resources of architectural education across geographic and socioeconomic divisions. The catch is predicting whether VDS will isolate students from a sense of place and materiality, or if it will provide future architects the tools to reconcile communication environments and physical space.
series journal paper
last changed 2003/04/23 15:50

_id 730e
authors Af Klercker, Jonas
year 1997
title Implementation of IT and CAD - what can Architect schools do?
source AVOCAAD First International Conference [AVOCAAD Conference Proceedings / ISBN 90-76101-01-09] Brussels (Belgium) 10-12 April 1997, pp. 83-92
summary In Sweden representatives from the Construction industry have put forward a research and development program called: "IT-Bygg 2002 -Implementation". It aims at making IT the vehicle for decreasing the building costs and at the same time getting better quality and efficiency out of the industry. A seminar was held with some of the most experienced researchers, developers and practitioners of CAD in construction in Sweden. The activities were recorded and annotated, analysed and put together afterwards; then presented to the participants to agree on. Co-operation is the key to get to the goals - IT and CAD are just the means to improve it. Co-operation in a phase of implementation is enough problematic without the technical difficulties in using computer programs created by the computer industry primarily for commercial reasons. The suggestion is that cooperation between software companies within Sweden will make a greater market to share than the sum of all individual efforts. In the short term, 2 - 5 years, implementation of CAD and IT will demand a large amount of educational efforts from all actors in the construction process. In the process of today the architect is looked upon as a natural coordinator of the design phase. In the integrated process the architect's methods and knowledge are central and must be spread to other categories of actors - what a challenge! At least in Sweden the number of researchers and educators in CAAD is easily counted. How do we make the most of it?
series AVOCAAD
last changed 2005/09/09 10:48

_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 ddssar0214
id ddssar0214
authors Al Hassan, F., Trum, H.M.G.J. and Rutten, P.G.S.
year 2002
title Strategic Briefing A Conceptual Process Model for Building Design
source Timmermans, Harry (Ed.), Sixth Design and Decision Support Systems in Architecture and Urban Planning - Part one: Architecture Proceedings Avegoor, the Netherlands), 2002
summary Nowadays building design problems are divided in partial discipline related sub-problems. Through targeted and focused attention to sub problems however the awareness of the whole is lost. Each designparticipant gives his sub-problem first priority. In contrast in the past the master builder saw the whole problem as his problem first. Thus the process of seeing the design problem as a whole, as a result ofprioritizing, considering constraints, or strategizing, is lost in today’s practice, basically because this process is a mental and implicit process, that occurred in the brain of the multi-disciplinary master builder.In most cases it is the task of no one in a design team today. The aim of this paper is modeling this conceptual mental implicit process design using System Theory and Cognitive Psychology, trying to determine the structure of the design problem as it occurs intuitively in the brain. The result will provide us with a mechanism that enables us each time to refine a unique common design problem representation. This leads to more effective use of design team capabilities, and forms an essential basis for organizing efforts toward collaborative solutions. Also some kind of clarity is provided as to how proposed solutions are to be judged.
series DDSS
last changed 2003/11/21 15:15

_id ddssar0203
id ddssar0203
authors Alkass, Sabah and Jrade, Ahmad
year 2002
title A Web-Based Virtual Reality Model for Preliminary Estimates of Hi-Rise Building Projects
source Timmermans, Harry (Ed.), Sixth Design and Decision Support Systems in Architecture and Urban Planning - Part one: Architecture Proceedings Avegoor, the Netherlands), 2002
summary Cost estimating of a construction project at its early stage is considered to be very important task since it will be used as a base to commit or otherwise not to commit funds to that project. Preparation of a reliableand realistic preliminary estimate to aid the decision makers to commit funds for a specific project is a complicated assignment. Traditional methods and operations produced unsatisfactory aid due to lack ofaccuracy especially in the pre-design stage of a project. This participates in the increase of percentage of bankruptcy in the construction industry, which has dramatically climbed up and ranked as 15 percent of thewhole bankruptcies claimed in Canada (Statistic Canada 1998). This paper presents a methodology for developing and a Web-based model to automate preliminary cost estimates for hi-rise buildings. This is achieved by integrating a database with design drawings in a Virtual Reality (VR) environment. The model will automatically generate preliminary estimates after modifying a 3D CAD drawing. It provides the user the option to visualize and simulate the drawing and its cost data through VR environment. Having done that, it will allow owners, architects and cost engineers to view a constructed building project, change its geometric objects and shapes, and accordingly generate a new conceptual cost estimate.
series DDSS
last changed 2003/11/21 15:15

_id 7798
authors Barrow, Larry
year 2002
title Elitism, IT and the Modern Architect Opportunity or Dilemma
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. 97-109
doi https://doi.org/10.52842/conf.acadia.2002.097
summary Information Technology (IT) is impacting architecture dramatically in process and form. Often thecurrent transformation of architecture is difficult to analyze and frequently we see confusion and anxietyregarding uncertainties for the future of the architect as designer and project leader. The currentpotentiality for new exotic form (i.e. product) is mesmerizing; however, in the current context, lessobvious issues and pertinent questions are emerging for the profession. What is the mission of theprofession? What will keep us relevant in the mist of the new global society?In this paper, we will take an evolutionary perspective of technology in architecture and draw parallelsbetween the Renaissance, which is the genesis of the modern architect, and the contemporary state ofarchitecture. The modern architect was birthed during the Renaissance where we see the retraction ofthe architect from the building site and separation from direct involvement in the building process.Communications technology (i.e. representation in the form of free-hand drawings, mechanical 2Dorthographic drawings and 3D perspectives) enabled the decomposition of the master builder into threecomponents (i.e. artist-designer, practicing_architect, and builder). Thus, we see technology enable thedenigration and ultimate dissolution of the centuries old craftsman guilds and the master builder. Thetechnology evolution of “drawings” enabled monumental change in the process of architecture over thepast five hundred years. The fission of the master builder, enabled by “drawings”, resulted in disparatefactions which are the forerunners of the modern day litigious design-bid-build project delivery. We nowincreasingly see a return to the fusion of design and building where often the architect is not the projectmanager or leader. Thus, the question looms, will the 21st century architect lead or be led, and whatare the ramifications for the profession?The historical Master Builder is re-emerging as a dynamically networked team of design andconstruction knowledge specialists. Bi-lateral knowledge exchange, enhanced with emerging IT, isoccurring between owners, managers, architects, design specialists, engineers, builders and machines.Technology is disrupting architecture, resulting in increasing specialization and compressed timeframes, and may require reevaluation of the role of the architect as project-leader "integrativegeneralist"or "design-specialist".Conclusively, the concept of ‘cybernetic architecture’ is proposed as an IT reference framework. Failureto appropriately respond to societal evolution, driven by technology, could result in the loss ofprofessional status for the modern architect. Herein lies our dilemma, or opportunity, depending on therole choice of the modern architect.
series ACADIA
email
last changed 2022/06/07 07:54

_id eabb
authors Boeykens, St. Geebelen, B. and Neuckermans, H.
year 2002
title Design phase transitions in object-oriented modeling of architecture
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. 310-313
doi https://doi.org/10.52842/conf.ecaade.2002.310
summary The project IDEA+ aims to develop an “Integrated Design Environment for Architecture”. Its goal is providing a tool for the designer-architect that can be of assistance in the early-design phases. It should provide the possibility to perform tests (like heat or cost calculations) and simple simulations in the different (early) design phases, without the need for a fully detailed design or remodeling in a different application. The test for daylighting is already in development (Geebelen, to be published). The conceptual foundation for this design environment has been laid out in a scheme in which different design phases and scales are defined, together with appropriate tests at the different levels (Neuckermans, 1992). It is a translation of the “designerly” way of thinking of the architect (Cross, 1982). This conceptual model has been translated into a “Core Object Model” (Hendricx, 2000), which defines a structured object model to describe the necessary building model. These developments form the theoretical basis for the implementation of IDEA+ (both the data structure & prototype software), which is currently in progress. The research project addresses some issues, which are at the forefront of the architect’s interest while designing with CAAD. These are treated from the point of view of a practicing architect.
series eCAADe
email
last changed 2022/06/07 07:52

_id 7a20
id 7a20
authors Carrara, G., Fioravanti, A.
year 2002
title SHARED SPACE’ AND ‘PUBLIC SPACE’ DIALECTICS IN COLLABORATIVE ARCHITECTURAL DESIGN.
source Proceedings of Collaborative Decision-Support Systems Focus Symposium, 30th July, 2002; under the auspices of InterSymp-2002, 14° International Conference on Systems Research, Informatics and Cybernetics, 2002, Baden-Baden, pg. 27-44.
summary The present paper describes on-going research on Collaborative Design. The proposed model, the resulting system and its implementation refer mainly to architectural and building design in the modes and forms in which it is carried on in advanced design firms. The model may actually be used effectively also in other environments. The research simultaneously pursues an integrated model of the: a) structure of the networked architectural design process (operators, activities, phases and resources); b) required knowledge (distributed and functional to the operators and the process phases). The article focuses on the first aspect of the model: the relationship that exists among the various ‘actors’ in the design process (according to the STEP-ISO definition, Wix, 1997) during the various stages of its development (McKinney and Fischer, 1998). In Collaborative Design support systems this aspect touches on a number of different problems: database structure, homogeneity of the knowledge bases, the creation of knowledge bases (Galle, 1995), the representation of the IT datum (Carrara et al., 1994; Pohl and Myers, 1994; Papamichael et al., 1996; Rosenmann and Gero, 1996; Eastman et al., 1997; Eastman, 1998; Kim, et al., 1997; Kavakli, 2001). Decision-making support and the relationship between ‘private’ design space (involving the decisions of the individual design team) and the ‘shared’ design space (involving the decisions of all the design teams, Zang and Norman, 1994) are the specific topic of the present article.

Decisions taken in the ‘private design space’ of the design team or ‘actor’ are closely related to the type of support that can be provided by a Collaborative Design system: automatic checks performed by activating procedures and methods, reporting of 'local' conflicts, methods and knowledge for the resolution of ‘local’ conflicts, creation of new IT objects/ building components, who the objects must refer to (the ‘owner’), 'situated' aspects (Gero and Reffat, 2001) of the IT objects/building components.

Decisions taken in the ‘shared design space’ involve aspects that are typical of networked design and that are partially present in the ‘private’ design space. Cross-checking, reporting of ‘global’ conflicts to all those concerned, even those who are unaware they are concerned, methods for their resolution, the modification of data structure and interface according to the actors interacting with it and the design phase, the definition of a 'dominus' for every IT object (i.e. the decision-maker, according to the design phase and the creation of the object). All this is made possible both by the model for representing the building (Carrara and Fioravanti, 2001), and by the type of IT representation of the individual building components, using the methods and techniques of Knowledge Engineering through a structured set of Knowledge Bases, Inference Engines and Databases. The aim is to develop suitable tools for supporting integrated Process/Product design activity by means of a effective and innovative representation of building entities (technical components, constraints, methods) in order to manage and resolve conflicts generated during the design activity.

keywords Collaborative Design, Architectural Design, Distributed Knowledge Bases, ‘Situated’ Object, Process/Product Model, Private/Shared ‘Design Space’, Conflict Reduction.
series other
type symposium
email
last changed 2005/03/30 16:25

_id 6279
id 6279
authors Carrara, G.; Fioravanti, A.
year 2002
title Private Space' and ‘Shared Space’ Dialectics in Collaborative Architectural Design
source InterSymp 2002 - 14th International Conference on Systems Research, Informatics and Cybernetics (July 29 - August 3, 2002), pp 28-44.
summary The present paper describes on-going research on Collaborative Design. The proposed model, the resulting system and its implementation refer mainly to architectural and building design in the modes and forms in which it is carried on in advanced design firms. The model may actually be used effectively also in other environments. The research simultaneously pursues an integrated model of the: a) structure of the networked architectural design process (operators, activities, phases and resources); b) required knowledge (distributed and functional to the operators and the process phases). The article focuses on the first aspect of the model: the relationship that exists among the various ‘actors’ in the design process (according to the STEP-ISO definition, Wix, 1997) during the various stages of its development (McKinney and Fischer, 1998). In Collaborative Design support systems this aspect touches on a number of different problems: database structure, homogeneity of the knowledge bases, the creation of knowledge bases (Galle, 1995), the representation of the IT datum (Carrara et al., 1994; Pohl and Myers, 1994; Papamichael et al., 1996; Rosenmann and Gero, 1996; Eastman et al., 1997; Eastman, 1998; Kim, et al., 1997; Kavakli, 2001). Decision-making support and the relationship between ‘private’ design space (involving the decisions of the individual design team) and the ‘shared’ design space (involving the decisions of all the design teams, Zang and Norman, 1994) are the specific topic of the present article.

Decisions taken in the ‘private design space’ of the design team or ‘actor’ are closely related to the type of support that can be provided by a Collaborative Design system: automatic checks performed by activating procedures and methods, reporting of 'local' conflicts, methods and knowledge for the resolution of ‘local’ conflicts, creation of new IT objects/ building components, who the objects must refer to (the ‘owner’), 'situated' aspects (Gero and Reffat, 2001) of the IT objects/building components.

Decisions taken in the ‘shared design space’ involve aspects that are typical of networked design and that are partially present in the ‘private’ design space. Cross-checking, reporting of ‘global’ conflicts to all those concerned, even those who are unaware they are concerned, methods for their resolution, the modification of data structure and interface according to the actors interacting with it and the design phase, the definition of a 'dominus' for every IT object (i.e. the decision-maker, according to the design phase and the creation of the object). All this is made possible both by the model for representing the building (Carrara and Fioravanti, 2001), and by the type of IT representation of the individual building components, using the methods and techniques of Knowledge Engineering through a structured set of Knowledge Bases, Inference Engines and Databases. The aim is to develop suitable tools for supporting integrated Process/Product design activity by means of a effective and innovative representation of building entities (technical components, constraints, methods) in order to manage and resolve conflicts generated during the design activity.

keywords Collaborative Design, Architectural Design, Distributed Knowledge Bases, ‘Situated’ Object, Process/Product Model, Private/Shared ‘Design Space’, Conflict Reduction.
series other
type symposium
email
last changed 2012/12/04 07:53

_id 154d
authors Colajanni, B., Pellitteri, G. and Concialdi, S.
year 2002
title Intelligent Structures for Collaborating with the Architect
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. 360-364
doi https://doi.org/10.52842/conf.ecaade.2002.360
summary The number of different designers with different competencies collaborating in a building project is today conspicuous. An undesired consequence is the possible rise of conflicts between decisions taken independently by more than one specialist on the same building object. The early detection of such conflicts is then one of the most important features in collaborative design. Moreover, of great interest would be the possibility not only of automatic detection but also of solution proposal of at least the most manageable of those conflicts. In this perspective smart models of building components could be very useful. This is possible giving the building elements, represented as objects, the specific intelligence. A simple example of this possibility is given in this paper. In a precedent work we proposed a way of managing elementary spatial conflicts between building components tending to occupy the same spaces. The automatic detection derived from the previous declaration of two levels of constraints (soft constraint and hard constraints) in such way that a violation of them could be immediately signaled to the actor wanting to take the decision triggering the conflict. In this paper the topic is the consequences of the rise of a spatial conflict (occupation of the same space) between a column of a spatial frame of columns and beams, and another building object of any sort subject to a soft or hard constraint. The procedure identifies the minimum displacement of the two objects, propagates the column displacement to the other structural elements connected to it and checks the feasibility of the new configuration of the structural schema both with regard to the possible rise of new conflicts and with the compliance to previous structural criteria.
series eCAADe
email
last changed 2022/06/07 07:56

_id acadia17_202
id acadia17_202
authors Cupkova, Dana; Promoppatum, Patcharapit
year 2017
title Modulating Thermal Mass Behavior Through Surface Figuration
source ACADIA 2017: DISCIPLINES & DISRUPTION [Proceedings of the 37th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-0-692-96506-1] Cambridge, MA 2-4 November, 2017), pp. 202-211
doi https://doi.org/10.52842/conf.acadia.2017.202
summary This research builds upon a previous body of work focused on the relationship between surface geometry and heat transfer coefficients in thermal mass passive systems. It argues for the design of passive systems with higher fidelity to multivariable space between performance and perception. Rooted in the combination of form and matter, the intention is to instrumentalize design principles for the choreography of thermal gradients between buildings and their environment from experiential, spatial and topological perspectives (Figure 1). Our work is built upon the premise that complex geometries can be used to improve both the aesthetic and thermodynamic performance of passive building systems (Cupkova and Azel 2015) by actuating thermal performance through geometric parameters primarily due to convection. Currently, the engineering-oriented approach to the design of thermal mass relies on averaged thermal calculations (Holman 2002), which do not adequately describe the nuanced differences that can be produced by complex three-dimensional geometries of passive thermal mass systems. Using a combination of computational fluid dynamic simulations with physically measured data, we investigate the relationship of heat transfer coefficients related to parameters of surface geometry. Our measured results suggest that we can deliberately and significantly delay heat absorption re-radiation purely by changing the geometric surface pattern over the same thermal mass. The goal of this work is to offer designers a more robust rule set for understanding approximate thermal lag behaviors of complex geometric systems, with a focus on the design of geometric properties rather than complex thermal calculations.
keywords design methods; information processing; physics; smart materials
series ACADIA
email
last changed 2022/06/07 07:56

_id 2a84
authors Donath, D. Hansen, St. and Richter, K.
year 2002
title Architectural Window - Computer networks as planning and integration tools
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. 302-305
doi https://doi.org/10.52842/conf.ecaade.2002.302
summary As building projects become increasingly more complex, the number of project participants increases as does their spatial distribution. An effective decentralised work process and co-operation is of increasing importance. The global computer network, the internet, has great potential and recent times have seen the development of a variety of techniques in this field. The project proposal described here is based upon this approach and also takes it a step further. A specific analysis of the subject and the subsequent identification of potential approaches formed the basis for an architectural application that brings the architect in contact with other project participants using the internet as a powerful yet simple and easy to use medium. The project is currently (2002) undergoing practice tests and academic investigation and is installed on a freely-accessible server.
series eCAADe
email
last changed 2022/06/07 07:55

_id 54b0
authors Duarte, J.P., Heitor, M. and Mitchell, W.J.
year 2002
title The Glass Chair - Competence Building for Innovation
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. 180-185
doi https://doi.org/10.52842/conf.ecaade.2002.180
summary This paper tells the strange tale of a glass chair. Creating a glass chair might seem a perverse – maybe impossible – enterprise. After all, chairs are normally held together by moment connections, such as those joining the legs to the seat. Glass is a notoriously bad material for forming moment connections; it is brittle, and quickly snaps if you subject it to bending. But there are advantages to such startling formulations of design problems. They force you to challenge conventional wisdom, to ignore standard prototypes, and to ask interesting new questions. How might you design a chair without moment connections? How might you do so without making the result impossibly heavy? How would you built it? And what interesting qualities might such a chair have? These were questions investigated in the design project pursued jointly by students at an American and a Portuguese school, in collaboration with glass and molding fabricators. The students explored many possibilities, and in doing so learned a great deal about chairs and about the properties and potentials of glass. The final project is a particularly elegant outcome of their investigations. It is created from just two curved pieces of glass, which held together by metal tie-rods. In the end, the finished glass chair looked just like the initial computer visualizations.
series eCAADe
email
last changed 2022/06/07 07:55

_id 349e
authors Durmisevic, Sanja
year 2002
title Perception Aspects in Underground Spaces using Intelligent Knowledge Modeling
source Delft University of Technology
summary The intensification, combination and transformation are main strategies for future spatial development of the Netherlands, which are stated in the Fifth Bill regarding Spatial Planning. These strategies indicate that in the future, space should be utilized in a more compact and more efficient way requiring, at the same time, re-evaluation of the existing built environment and finding ways to improve it. In this context, the concept of multiple space usage is accentuated, which would focus on intensive 4-dimensional spatial exploration. The underground space is acknowledged as an important part of multiple space usage. In the document 'Spatial Exploration 2000', the underground space is recognized by policy makers as an important new 'frontier' that could provide significant contribution to future spatial requirements.In a relatively short period, the underground space became an important research area. Although among specialists there is appreciation of what underground space could provide for densely populated urban areas, there are still reserved feelings by the public, which mostly relate to the poor quality of these spaces. Many realized underground projects, namely subways, resulted in poor user satisfaction. Today, there is still a significant knowledge gap related to perception of underground space. There is also a lack of detailed documentation on actual applications of the theories, followed by research results and applied techniques. This is the case in different areas of architectural design, but for underground spaces perhaps most evident due to their infancv role in general architectural practice. In order to create better designs, diverse aspects, which are very often of qualitative nature, should be considered in perspective with the final goal to improve quality and image of underground space. In the architectural design process, one has to establish certain relations among design information in advance, to make design backed by sound rationale. The main difficulty at this point is that such relationships may not be determined due to various reasons. One example may be the vagueness of the architectural design data due to linguistic qualities in them. Another, may be vaguely defined design qualities. In this work, the problem was not only the initial fuzziness of the information but also the desired relevancy determination among all pieces of information given. Presently, to determine the existence of such relevancy is more or less a matter of architectural subjective judgement rather than systematic, non-subjective decision-making based on an existing design. This implies that the invocation of certain tools dealing with fuzzy information is essential for enhanced design decisions. Efficient methods and tools to deal with qualitative, soft data are scarce, especially in the architectural domain. Traditionally well established methods, such as statistical analysis, have been used mainly for data analysis focused on similar types to the present research. These methods mainly fall into a category of pattern recognition. Statistical regression methods are the most common approaches towards this goal. One essential drawback of this method is the inability of dealing efficiently with non-linear data. With statistical analysis, the linear relationships are established by regression analysis where dealing with non-linearity is mostly evaded. Concerning the presence of multi-dimensional data sets, it is evident that the assumption of linear relationships among all pieces of information would be a gross approximation, which one has no basis to assume. A starting point in this research was that there maybe both linearity and non-linearity present in the data and therefore the appropriate methods should be used in order to deal with that non-linearity. Therefore, some other commensurate methods were adopted for knowledge modeling. In that respect, soft computing techniques proved to match the quality of the multi-dimensional data-set subject to analysis, which is deemed to be 'soft'. There is yet another reason why soft-computing techniques were applied, which is related to the automation of knowledge modeling. In this respect, traditional models such as Decision Support Systems and Expert Systems have drawbacks. One important drawback is that the development of these systems is a time-consuming process. The programming part, in which various deliberations are required to form a consistent if-then rule knowledge based system, is also a time-consuming activity. For these reasons, the methods and tools from other disciplines, which also deal with soft data, should be integrated into architectural design. With fuzzy logic, the imprecision of data can be dealt with in a similar way to how humans do it. Artificial neural networks are deemed to some extent to model the human brain, and simulate its functions in the form of parallel information processing. They are considered important components of Artificial Intelligence (Al). With neural networks, it is possible to learn from examples, or more precisely to learn from input-output data samples. The combination of the neural and fuzzy approach proved to be a powerful combination for dealing with qualitative data. The problem of automated knowledge modeling is efficiently solved by employment of machine learning techniques. Here, the expertise of prof. dr. Ozer Ciftcioglu in the field of soft computing was crucial for tool development. By combining knowledge from two different disciplines a unique tool could be developed that would enable intelligent modeling of soft data needed for support of the building design process. In this respect, this research is a starting point in that direction. It is multidisciplinary and on the cutting edge between the field of Architecture and the field of Artificial Intelligence. From the architectural viewpoint, the perception of space is considered through relationship between a human being and a built environment. Techniques from the field of Artificial Intelligence are employed to model that relationship. Such an efficient combination of two disciplines makes it possible to extend our knowledge boundaries in the field of architecture and improve design quality. With additional techniques, meta know/edge, or in other words "knowledge about knowledge", can be created. Such techniques involve sensitivity analysis, which determines the amount of dependency of the output of a model (comfort and public safety) on the information fed into the model (input). Another technique is functional relationship modeling between aspects, which is derivation of dependency of a design parameter as a function of user's perceptions. With this technique, it is possible to determine functional relationships between dependent and independent variables. This thesis is a contribution to better understanding of users' perception of underground space, through the prism of public safety and comfort, which was achieved by means of intelligent knowledge modeling. In this respect, this thesis demonstrated an application of ICT (Information and Communication Technology) as a partner in the building design process by employing advanced modeling techniques. The method explained throughout this work is very generic and is possible to apply to not only different areas of architectural design, but also to other domains that involve qualitative data.
keywords Underground Space; Perception; Soft Computing
series thesis:PhD
email
last changed 2003/02/12 22:37

_id ga0202
id ga0202
authors Frazer, Jh., Frazer, J., Liu X., Tang M. and Janssen, P.
year 2002
title Generative and Evolutionary Techniques for Building Envelope Design
source International Conference on Generative Art
summary The authors have been involved in the use of generative techniques for building envelope design since 1968 and the use of genetic algorithms since 1990. Recent work has focused on incorporating optimisation functions into form generating processes in order for new forms responding to varied design environments to be created and determined. This paper will summarise the authors’ previous work in this field and explain the theory behind this approach, and illustrate recent developments. While the initial implementation of a new building envelope design system is reported in more details in a related paper at this conference, this paper outlines its main features and points out the direction at which it is to be fully developed and further improved.
series other
email
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id ddssar0210
id ddssar0210
authors Friedl, G., Trum, H.M.G.J. and Rutten, P.G.S.
year 2002
title An Innovative Model of the Building Development ProcessDesign as a Process of Crystallisation
source Timmermans, Harry (Ed.), Sixth Design and Decision Support Systems in Architecture and Urban Planning - Part one: Architecture Proceedings Avegoor, the Netherlands), 2002
summary In the past, models describing the development of artefacts, including buildings, usually were of a linear nature thereby suggesting a sequential path from conception of the artefact to its completion. This has consequences for the sequence of activities in the design and programming phase. However, designing is basically a thinking activity and is as such not bound to the same laws as e.g. the construction process. This must have repercussions for the way the design process is designed andmanaged. The proposed conceptual model of the artefact development process – in this case a building design process – is a kind of framework which is more in accordance with the nature of thinkingactivities. It should stimulate a non-sequential process. The development of a solution to a design problem thus should become a responsive search process driven by insights and creative leaps but guided by the framework the model provides. Furthermore, the model is meant to support the exploration and clarification of the problem as well as to extend the solution space by various means such as the development of scenarios and strategic values as a basis for the realisation of the building project’s goals. This model is an essential element in the development of an innovative approach towards the process design of the building design process. The creation of a building (conception, design and development) is not considered a sequential process but a process of crystallisation with the potential of developing in all directions, thus growing from a conceptual centre outwards.
series DDSS
last changed 2003/08/07 16:36

_id ddssar0211
id ddssar0211
authors Fröst, Peter
year 2002
title Interactive Tools for Collaborative Architectural Design
source Timmermans, Harry (Ed.), Sixth Design and Decision Support Systems in Architecture and Urban Planning - Part one: Architecture Proceedings Avegoor, the Netherlands), 2002
summary Today’s rapidly changing society is continuously developing towards an increased demand for multistakeholder knowledge and influence in the architectural planning and design process. Accordingly, we are working with developing and setting up a partner engaged collaborative design process. It includes active collaboration between users, external partners and designers, and visualizations in conceptual design and scenario building. My research is focusing on integrating visualization technology in theseprocesses by application of digital tools. We have developed a working prototype for an interactive design tool. The prototype is an extremely “easy to use” digital modeling tool called “ForeSite Designer.” With this tool one builds one’s own spatial environment with elements on a 2D surface.With one command the 2D layout is exported to a lit-up 3D/Virtual Reality world in the computer game “Half-Life”. ForeSite Designer has lately been used in a series of workshops together with external users. In these processes ForeSite Designer has played a crucial role as an arena of building spatially arranged concepts of future environments. The results show that it works, and, importantly, promotes a collaborative engagement among the users.
series DDSS
last changed 2003/08/07 16:36

_id 8301
authors Garner, S. and Mann, P.
year 2002
title Interdisciplinarity: Perceptions of the Value of Computer Supported Collaborative Work in Design for the Built Environment
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. 221-228
doi https://doi.org/10.52842/conf.caadria.2002.221
summary This paper presents the findings from a study into the current exploitation of CSCW in design for the built environment in the UK. The research is based on responses to a web-based questionnaire. Members of various professions including civil engineers, architects, building services engineers and quantity surveyors were invited to complete the questionnaire. The responses reveal important trends in the breadth and size of project teams at the same time as new pressures are emerging regarding team integration and efficiency. The findings suggest that while CSCW systems may improve project management (e.g. via project documentation) and the exchange of information between team members it has yet to significantly support those activities that characterize integrated collaborative working between disparate specialists. The authors conclude by combining the findings with a wider discussion of the application of CSCW to design activity – appealing for CSCW to go beyond multidisciplinary working to achieve interdisciplinary working.
series CAADRIA
email
last changed 2022/06/07 07:51

For more results click below:

this is page 0show page 1show page 2show page 3show page 4show page 5... show page 25HOMELOGIN (you are user _anon_883898 from group guest) CUMINCAD Papers Powered by SciX Open Publishing Services 1.002