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 515

_id sigradi2006_e028c
id sigradi2006_e028c
authors Griffith, Kenfield; Sass, Larry and Michaud, Dennis
year 2006
title A strategy for complex-curved building design:Design structure with Bi-lateral contouring as integrally connected ribs
source SIGraDi 2006 - [Proceedings of the 10th Iberoamerican Congress of Digital Graphics] Santiago de Chile - Chile 21-23 November 2006, pp. 465-469
summary Shapes in designs created by architects such as Gehry Partners (Shelden, 2002), Foster and Partners, and Kohn Peterson and Fox rely on computational processes for rationalizing complex geometry for building construction. Rationalization is the reduction of a complete geometric shape into discrete components. Unfortunately, for many architects the rationalization is limited reducing solid models to surfaces or data on spread sheets for contractors to follow. Rationalized models produced by the firms listed above do not offer strategies for construction or digital fabrication. For the physical production of CAD description an alternative to the rationalized description is needed. This paper examines the coupling of digital rationalization and digital fabrication with physical mockups (Rich, 1989). Our aim is to explore complex relationships found in early and mid stage design phases when digital fabrication is used to produce design outcomes. Results of our investigation will aid architects and engineers in addressing the complications found in the translation of design models embedded with precision to constructible geometries. We present an algorithmically based approach to design rationalization that supports physical production as well as surface production of desktop models. Our approach is an alternative to conventional rapid prototyping that builds objects by assembly of laterally sliced contours from a solid model. We explored an improved product description for rapid manufacture as bilateral contouring for structure and panelling for strength (Kolarevic, 2003). Infrastructure typically found within aerospace, automotive, and shipbuilding industries, bilateral contouring is an organized matrix of horizontal and vertical interlocking ribs evenly distributed along a surface. These structures are monocoque and semi-monocoque assemblies composed of structural ribs and skinning attached by rivets and adhesives. Alternative, bi-lateral contouring discussed is an interlocking matrix of plywood strips having integral joinery for assembly. Unlike traditional methods of building representations through malleable materials for creating tangible objects (Friedman, 2002), this approach constructs with the implication for building life-size solutions. Three algorithms are presented as examples of rationalized design production with physical results. The first algorithm [Figure 1] deconstructs an initial 2D curved form into ribbed slices to be assembled through integral connections constructed as part of the rib solution. The second algorithm [Figure 2] deconstructs curved forms of greater complexity. The algorithm walks along the surface extracting surface information along horizontal and vertical axes saving surface information resulting in a ribbed structure of slight double curvature. The final algorithm [Figure 3] is expressed as plug-in software for Rhino that deconstructs a design to components for assembly as rib structures. The plug-in also translates geometries to a flatten position for 2D fabrication. The software demonstrates the full scope of the research exploration. Studies published by Dodgson argued that innovation technology (IvT) (Dodgson, Gann, Salter, 2004) helped in solving projects like the Guggenheim in Bilbao, the leaning Tower of Pisa in Italy, and the Millennium Bridge in London. Similarly, the method discussed in this paper will aid in solving physical production problems with complex building forms. References Bentley, P.J. (Ed.). Evolutionary Design by Computers. Morgan Kaufman Publishers Inc. San Francisco, CA, 1-73 Celani, G, (2004) “From simple to complex: using AutoCAD to build generative design systems” in: L. Caldas and J. Duarte (org.) Implementations issues in generative design systems. First Intl. Conference on Design Computing and Cognition, July 2004 Dodgson M, Gann D.M., Salter A, (2004), “Impact of Innovation Technology on Engineering Problem Solving: Lessons from High Profile Public Projects,” Industrial Dynamics, Innovation and Development, 2004 Dristas, (2004) “Design Operators.” Thesis. Massachusetts Institute of Technology, Cambridge, MA, 2004 Friedman, M, (2002), Gehry Talks: Architecture + Practice, Universe Publishing, New York, NY, 2002 Kolarevic, B, (2003), Architecture in the Digital Age: Design and Manufacturing, Spon Press, London, UK, 2003 Opas J, Bochnick H, Tuomi J, (1994), “Manufacturability Analysis as a Part of CAD/CAM Integration”, Intelligent Systems in Design and Manufacturing, 261-292 Rudolph S, Alber R, (2002), “An Evolutionary Approach to the Inverse Problem in Rule-Based Design Representations”, Artificial Intelligence in Design ’02, 329-350 Rich M, (1989), Digital Mockup, American Institute of Aeronautics and Astronautics, Reston, VA, 1989 Schön, D., The Reflective Practitioner: How Professional Think in Action. Basic Books. 1983 Shelden, D, (2003), “Digital Surface Representation and the Constructability of Gehry’s Architecture.” Diss. Massachusetts Institute of Technology, Cambridge, MA, 2003 Smithers T, Conkie A, Doheny J, Logan B, Millington K, (1989), “Design as Intelligent Behaviour: An AI in Design Thesis Programme”, Artificial Intelligence in Design, 293-334 Smithers T, (2002), “Synthesis in Designing”, Artificial Intelligence in Design ’02, 3-24 Stiny, G, (1977), “Ice-ray: a note on the generation of Chinese lattice designs” Environmental and Planning B, volume 4, pp. 89-98
keywords Digital fabrication; bilateral contouring; integral connection; complex-curve
series SIGRADI
email
last changed 2016/03/10 09:52

_id fc4f
authors Lin, C.Y.
year 2002
title A Place Where People Are Free to Move: Exploring Dynamic Texture Mapping in Computer Graphic Systems
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. 117-122
doi https://doi.org/10.52842/conf.caadria.2002.117
summary Recent studies, both collaborative design system and scenario scripting, attempt to explore further CG media. Corbusier pointed out that good architecture is a place where people can walk unrestrainedly and feel free in spirit. However, it is apparent that the human figures are still in animation, whereas they are free to move in the real world. The human figure always plays an important role in the development of design media. The objective of this paper is to develop a new design method using CG media and to study the process of dynamic human texture mapping within the CG. This research conducted a design experiment using computer as the sole design medium. The results show that the new design method not only altered the behavior of the designer, but also impacted design thinking cognition.
series CAADRIA
email
last changed 2022/06/07 07:59

_id ga0215
id ga0215
authors Kabala, Joanna
year 2002
title The Side Effect of a Generative Experiment
source International Conference on Generative Art
summary This paper discusses the issue expressed in the call for the Generative Art 2002 conference that says: "GA is identifiable as one of the most advanced approaches in creative and design world." In this paper the value of Generative Art for the art, science and design worlds is described in the reference to a generative experiment. The experiment has been conducted in industrial environment with the aim of defining possibilities for natural interaction of humans with machines. In specific, the experiment examined an option for visual adaptation in accordance to user feedback. In the context of the experiment's outcome the issue of recognizability of Generative Art values is discussed. Generative Art can be identified but is not widely recognized as "one of the most advanced approaches in creative and design world". What makes it difficult for designers to switch to generative thinking and accept immediately Generative Art as the possible way of advancing traditional design methods? And what makes it promising to keep searching for ways of application of Generative Art in contemporary design? Some possible answers, proposed in this paper, aim at contributing to the discussion about the changing role of artists and designers in the contemporary society.
series other
email
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id 6440
authors Chang, Y.L., Lee, Y.Z. and Liu, Y.T.
year 2002
title Construction of Digital City in Physical City: Cyberspatial Cognition Approach to the Project of Hsin-Chu Digital City in Taiwan
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. 109-116
doi https://doi.org/10.52842/conf.caadria.2002.109
summary The cyberspace upon physical space forms a new spatial structure to increase the influence on the urban fabric and the concept of space in architecture. Today, digital cities are being developed all over the world. By using a city metaphor, digital cities integrate urban information and create public spaces. How do digital cities directly connect to physical cities and become an imaginable city? Therefore, we argue that a new spatial analysis theory must be established for digital city, comparing with theories of disciplines, to find the explicitly spatial structures and relations in digital city upon physical city.
series CAADRIA
email
last changed 2022/06/07 07:56

_id 9a97
authors Chen, Zhuo F. and Brown, David C.
year 2002
title Explorations of a Two-Layer A-Design System - The Influence of New Agents on a Design System
source Gero JS and Brazier FMT (eds) (2002) Agents in Design 2002. Key Centre of Design Computing and Cognition, University of Sydney, pp. 249-256
summary This paper presents the architecture of a two-layer A-design system. It then goes on to use that system in an example configuration design problem. Two-layer A-Design limits the bias of selecting the most commonly used components by having the ability to introduce new components.
series other
email
last changed 2003/05/10 10:16

_id f231
authors Hammond, T.,Gajos, K., Davis, R. and Shrobe, H.
year 2002
title An Agent-Based System for Capturing and Indexing Software Design Meetings
source Gero JS and Brazier FMT (eds) (2002) Agents in Design 2002. Key Centre of Design Computing and Cognition, University of Sydney, pp. 203-218
summary We present an agent-based system for capturing and indexing software design meetings. During these meetings, designers design object-oriented software tools, including new agent-based technologies for the Intelligent Room, by sketching UML-type designs on a white-board. To capture the design meeting history, the Design Meeting Agent requests available audio, video, and screen capture services from the environment and uses them to capture the entire design meeting. However, finding a particular moment of the design history video and audio records can be cumbersome without a proper indexing scheme. To detect, index, and timestamp significant events in the design process, the Tahuti Agent, also started by the Design Meeting Agent, records, recognizes, and understands the UML-type sketches drawn during the meeting. These timestamps can be mapped to particular moments in the captured video and audio, aiding in the retrieval of the captured information. Metaglue, a multiagent system, provides the computational glue necessary to bind the distributed components of the system together. It also provides necessary tools for seamless multi-modal interaction between the varied agents and the users.
series other
email
last changed 2003/05/10 10:16

_id 0db4
authors Kannengiesser, Udo and Gero, John S.
year 2002
title Situated Agent Communication for Design
source Gero JS and Brazier FMT (eds) (2002) Agents in Design 2002. Key Centre of Design Computing and Cognition, University of Sydney, pp. 85-94
summary This paper outlines an approach to communication among design agents in a multi-agent environment. This approach is founded on the concepts of situatedness from cognitive science and is an extension of traditional multi-agent communication.
series other
email
last changed 2003/05/10 10:16

_id sigradi2006_e149b
id sigradi2006_e149b
authors Kendir, Elif
year 2006
title Prêt-à-Construire – An Educational Inquiry into Computer Aided Fabrication
source SIGraDi 2006 - [Proceedings of the 10th Iberoamerican Congress of Digital Graphics] Santiago de Chile - Chile 21-23 November 2006, pp. 162-165
summary This paper aims to show and discuss the relevance of developing necessary strategies for reintegrating the concept of fabrication into the architectural design process. The discussion will be partly based on the outcome of a graduate architectural design studio conducted in Spring semester 2002-2003. The graduate studio was part of a series of exploratory studies conducted on the nature of architectural design process transformed by information technologies. Preceded by studios investigating cognition and representation, this last studio focused on the concept of fabrication. The overarching aim of the studio series was to put CAD and CAM in context both within the actual architectural design process and within architectural education. The last of this series, which will be discussed within the frame of this paper, has specifically focused on CAM and the concept of fabrication in architecture. In accordance with the nature of a design studio, the research was more methodological than technical. The studio derived its main inspiration from the constructional templates used in dressmaking, which can be considered as an initial model for mass customization. In this context, the recladding of Le Corbusier’s Maison Domino was given as the main design problem, along with several methodological constraints. The main constraint was to develop the design idea through constructional drawings instead of representational ones. The students were asked to develop their volumetric ideas through digital 3D CAD models while working out structural solutions on a physical 1/50 model of Maison Domino. There was also a material constraint for the model, where only specified types of non-structural paper could be used. At this stage, origami provided the working model for adding structural strength to sheet materials. The final outcome included the explanation of different surface generation strategies and preliminary design proposals for their subcomponents. The paper will discuss both the utilized methodology and the final outcome along the lines of the issues raised during the studio sessions, some of which could be decisive in the putting into context of CAD – CAM in architectural design process. One such issue is mass customization, that is, the mass production of different specific elements with the help of CAM technologies. Another issue is “open source” design, indicating the possibility of a do-it-yourself architecture, where architecture is coded as information, and its code can be subject to change by different designers. The final key issue is the direct utilization of constructional drawings in the preliminary design phase as opposed to representational ones, which aimed at reminding the designer the final phase of fabrication right from the beginning. Finally, the paper will also point at the problems faced during the conduct of the studio and discuss those in the context of promoting CAM for architectural design and production in countries where there is no actual utilization of these technologies for these purposes yet.
keywords Education; Fabrication; CAM
series SIGRADI
email
last changed 2016/03/10 09:53

_id be8b
authors Liew, Pak-San and Gero, John S.
year 2002
title An Implementation Model of Constructive Memory for a Design Agent
source Gero JS and Brazier FMT (eds) (2002) Agents in Design 2002. Key Centre of Design Computing and Cognition, University of Sydney, pp. 257-276
summary This paper describes a computational model that implements the operations of a constructive memory system for design. The current model is based on a modified Interactive Activation and Competition (IAC) network with learning capabilities incorporated. Implementations and experiments pertaining to the various features of the constructive memory system are also described.
series other
email
last changed 2003/05/10 10:16

_id a7ba
authors Maher, Mary Lou and Gu, Ning
year 2002
title Design Agents in Virtual Worlds - A User-Centred Virtual Architecture Agent
source Gero JS and Brazier FMT (eds) (2002) Agents in Design 2002. Key Centre of Design Computing and Cognition, University of Sydney, pp. 23-38
summary This paper presents a User-centred Virtual Architecture (UcVA) Agent, a kind of rational agent capable of representing a person in virtual worlds and designing virtual worlds based on current needs. The two major structural aspects of this agent are Avatar Agent and Design Agent. The UcVA agent in this paper is presented from various perspectives: structure, process, and use scenarios. A proposed application of these agent models and an analysis of User-centred Virtual Architecture designed by this agent illustrates and evaluates this approach to designing virtual architecture.
series other
email
last changed 2003/05/10 10:16

_id 1f68
authors Perrone, Alessandro
year 2002
title Agent-Based Design Modelling Using the Visual Swarm Builder
source Gero JS and Brazier FMT (eds) (2002) Agents in Design 2002. Key Centre of Design Computing and Cognition, University of Sydney, pp. 153-164
summary In this paper we describe a new product written to simplify the construction of Agent based simulations called Visual Swarm Builder. VSB is an integrated environment for the design and realization of simulations using Swarm libraries, based on menudriven and graphic selections of objects like graphs, "standard agents", etc. This paper is divided into three sections. It commences with an introduction about the need of an instrument like VSB, then there are parts dedicated to the simulation environment, Swarm, and finally there's the last parts in which there's described the package, with all the present and future features, and a short example designed with VSB.
series other
email
last changed 2003/05/10 10:16

_id b207
authors Smith, Gregory J. and Gero, John S.
year 2002
title Interaction and Experience - Situated Agents and Sketching
source Gero JS and Brazier FMT (eds) (2002) Agents in Design 2002. Key Centre of Design Computing and Cognition, University of Sydney, pp. 115-132
summary Cognitive studies of designers often involve sketching, but studies using artificial intelligence often apply a search paradigm. Sketching is an interaction between an agent and an environment. Perception influences how shape rules are applied, and the application of the rules influences future perception. One motivation behind our work is to computationally model an autonomous design agent that is based on interaction; an agent that can interact with an external representation of a developing design. We describe an interactive model of an agent. In our model an agent has six parts: sensors, perceptors, a conceptor, an action activator, a hypothesiser, and effectors. In this paper we describe our model and a trial implementation involving learning, perception and action activation
series other
email
last changed 2003/05/10 10:16

_id d5b5
authors Wu, S., Ghenniwa, H. and Shen, W.
year 2002
title User Model of a Personal Assistant in Collaborative Design Environments
source Gero JS and Brazier FMT (eds) (2002) Agents in Design 2002. Key Centre of Design Computing and Cognition, University of Sydney, pp. 39-54
summary During the past decade, intelligent agents have been applied in attempts to a number of collaborative engineering design systems. Intelligent interface agents or personal assistants play a very important role in such systems. A fundamental issue in designing a personal assistant is how to build adequate models of the user and the domain. This paper proposes a cognitive user model of a personal assistant in collaborative design environments, which comprises a user interest model, a user behavior model, an inference component and a collaboration component. These models and components can help agents effectively achieve the user's goals. The proposed user model is being implemented in a coordinated, intelligent, rational agent (CIR-Agent) model on a FIPA-compliant platform. A case study in a multidisciplinary design optimization (MDO) software environment is also presented.
series other
email
last changed 2003/05/10 10:16

_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 acadia03_015
id acadia03_015
authors Bernhardt, Matthew and Blostein, Beth
year 2003
title APPROPRIATE LEVELS OF ACCESS: AN EMPIRICAL STUDY ON THE AVAILABILITY OF COMPUTERS IN STUDIO
source Connecting >> Crossroads of Digital Discourse [Proceedings of the 2003 Annual Conference of the Association for Computer Aided Design In Architecture / ISBN 1-880250-12-8] Indianapolis (Indiana) 24-27 October 2003, pp. 119-127
doi https://doi.org/10.52842/conf.acadia.2003.119
summary One of the most significant technological challenges facing architecture schools today is how to provide an appropriate level of access to computing resources. As the computer has become a significant tool in the study and practice of architecture, students need to have access to that tool in order to further their studies. But in facing this question of access, what is “appropriate”? Is there such a thing as too much access? Is 1:1 access—a computer for every student—the minimum level of access that schools and students should accept? Or is there a point beyond which more resources just means more waste; computers sitting idle and unused, or students using the computer for unproductive ends? These questions were the subject of an experimental series of studios in the spring of 2002, wherein three studios were given varying numbers of computers for a term. The use of these computers was then tracked, and compared with previous terms. In tandem, the quality of work produced by these three studios was compared. While additional experiments are most likely needed to draw firm conclusions, the results of this experiment seem to support defining “an appropriate level of access” at less than 1:1.
series ACADIA
type normal paper
email
last changed 2022/06/07 07:52

_id 817b
authors Bong, C.W. and Wang, Y.C.
year 2002
title A Shape Compactness Measurement Indexing with Fuzzy Multicriteria Decision Making Approach
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. 093-100
doi https://doi.org/10.52842/conf.caadria.2002.093
summary Compactness of a district or zone is determined by considering its appearance and the area of dispersal of the district (Altman, 1998) and it is used as a characteristic to describe shape (Shiode, 1998; Knight, 1997). However, existing compactness measurement used to assess district plans in redistricting applications are vague and imprecision although there are more than thirty over Euclidean or non-Euclidean measurement methods. Therefore, this paper presents an integrated shape compactness measurement indexing with a fuzzy multicriteria decision making approach (FMCDM) to enhance the measurement of shape compactness. An experiment is conducted in order to verify the practically of the proposed model to improve existing compactness measurement method.
series CAADRIA
email
last changed 2022/06/07 07:54

_id ga0228
id ga0228
authors Celani, Maria Gabriela Caffarena
year 2002
title CAD – The Creative Side An educational experiment that aims at changing students’ attitude
source International Conference on Generative Art
summary The present paper describes an innovative design education system tried out at two different architecture schools in Brazil, with opposite approaches to the use of CAD. The experimental courses had two main goals: (1) to explore the use of logical operations in design, such as symmetry, recursion, parameterization, and combinatorial analysis, and (2) to apply these techniques with the use of the computers, using CAD not only as a representational tool, but rather as an explorative, customizable and programmable design aide for the creative process. The experiments resulted in a number of interesting compositions, design projects and programs, and assessment questionnaires revealed a real change in students’ attitude towards the use of CAD in architecture. The experiments related were the field research part of a Ph.D. thesis defended at MIT in July 2002. The present work had the support of CNPq, a Brazilian entity devoted to the scientific and technological development.
series other
email
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id ga0201
id ga0201
authors Dehlinger, H. E.
year 2002
title Instance and System: a Figure and its 2.18 Variations
source International Conference on Generative Art
summary From the structural characteristics of an existing figure - a graphical logo – a plausible solution space of related figures is constructed, which contains all other figures, which may be generated by systematically exploiting the structural characteristics of the input figure. The constructed space of figures can be understood to represent the solution space for the design of the logo. A designer, proceeding systematically by following some generative set of rules would have to construct this solution space at least to the point of a decision, if not entirely. In the presented experiment, this “solution space” will be exhausted completely and the resulting images (there are 218 will be outputted graphically. Questions will be asked concerning the design process, the generative rules, and the selection of the one instance representing a solution. The presented results are to be seen as “work in progress”.
series other
email
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_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 7e02
authors Elger, Dietrich and Russell, Peter
year 2002
title The Virtual Campus: A new place for (lifelong) learning?
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. 472-477
doi https://doi.org/10.52842/conf.ecaade.2002.472
summary 472 eCAADe 20 [design e-ducation] Modeling Real and Virtual Worlds Session 13 In the early spring of 2001 a collection of German universities founded a virtual faculty of architecture, which was named „Liquid Campus“. Current thinking about future forms of education in the field of architecture combined with over 4 years of experience with net-based design studios, led to questions about the future of existing universities, their buildings and their use. This problem was put to 43 students in the form of a design exercise to create a place for a virtual university. In the current situation, in which the administration of knowledge is more and more located on the internet, and even the so-called meeting places themselves can be virtualised through the help of video-conference-software, the exercise was to design a virtual campus in the framework and to carry out this design work in a simulation of distributed practice. Initial criticism of the project came from the students in that exemplary working methods were not described, but left for the students to discover on their own. The creation of a concept for the Liquid Campus meant that the participants had to imagine working in a world without the face to face contacts that form the basis (at present) of personal interaction. Additionally, the assignment to create or design possible links between the real and the virtual was not an easy task for students who normally design and plan real physical buildings. Even the tutors had difficulties in producing focused constructive criticism about a virtual campus; in effect the virtualisation of the university leads to a distinctive blurring of its boundaries. The project was conducted using the pedagogical framework of the netzentwurf.de; a relatively well established Internet based communication platform. This means that the studio was organised in the „traditional“ structure consisting of an initial 3 day workshop, a face to face midterm review, and a collective final review, held 3,5 months later in the Museum of Communication in Frankfurt am Main, Germany. In teams of 3 (with each student from a different university and a tutor located at a fourth) the students worked over the Internet to produce collaborative design solutions. The groups ended up with designs that spanned a range of solutions between real and virtual architecture. Examples of the student’s work (which is all available online) as well as their working methods are described. It must be said that the energy invested in the studio by the organisers of the virtual campus (as well as the students who took part) was considerably higher than in normal design studios and the paper seeks to look critically at the effort in relation to the outcomes achieved. The range and depth of the student’s work was surprising to many in the project, especially considering the initial hurdles (both social and technological) that had to overcome. The self-referential nature of the theme, the method and the working environment encouraged the students to take a more philosophical approach to the design problem. The paper explores the implications of the student’s conclusions on the nature of the university in general and draws conclusions specific to architectural education and the role of architecture in this process.
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