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 d5e1
authors Bugajska, Malgorzata Maria
year 2002
title Spatial Visualization of abstract Information: A Classification Model for Visual Spatial Design Guidelines in the Digital Domain
source Swiss Federal Institute of Technology, ETH Zurich
summary Visualization of abstract information refers to the design of graphical representations of information that has no simple relation to known concrete or physical forms. Designing visualizations of abstract information requires proposing visual representation for often a large body of data pants. determining a meaningful structure for the complex relations among them and suggesting a method for Interacting with this body of data. Spatial perception plays an Important role for cognitive processing when interacting with abstract information, slice spatially-organized Information can be accessed and operated on rapidly and effortlessly, especially when a spatial arrangement reveals the conceptual organization of Information.

This thesis focuses on aspects of the spatial visual design of abstract information presented as computer-generated. dynamic and interactive images accessible through flat displays. The process of spatial visualization design is shaped by various factors including interactive, perceptual, navigational as well as organizational and metaphorical aspects and as such requires an interdisciplinary approach. Therefore, in researching spatial visual design. it is crucial to use methods facilitating the process of sharing competencies among different disciplines.

In this thesis, we introduce a new classification model accommodating features important in designing effective spatial visualizations of abstract information. To enhance the effectiveness of spatial visualization, this model offers a holistic approach in classifiying spatial Visualization features. As part of the model, we analyze properties already used in architectural representation and other visual design disciplines for spatial presentations as well as investigate their potential usage in digital domains of abstract information. The process of spatial visualization In the digital environment is mostly based on the practical experience of a designer. and therefore the majority of spatial design know-how is heuristic in nature. Based on this assumption, we present a set of guidelines addressing the general problem of spatial design.

The Spalial Design Classificahon Model, Visual Spatial Properties and Spatial Design Guidelines build an extendable infrastructure which becomes a first step towards augmenting the quality of spatial information design- We propose to use this infrastructure as a general blueprint for structuring the exchange of expertise in Interdisciplinary problem-solving processes.

series thesis:PhD
last changed 2003/05/15 12:22

_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 ddssar0212
id ddssar0212
authors Scott Gowans and John Graham
year 2002
title Appropriate Collectives: A Contemporary Structure For Collaborative Working
source Timmermans, Harry (Ed.), Sixth Design and Decision Support Systems in Architecture and Urban Planning - Part one: Architecture Proceedings Avegoor, the Netherlands), 2002
summary This paper attempts to illustrate the importance of the conceptual initiative in the design process and how, through the development of a poetic narrative, it can inform the process of creative design andmanufacture. The argument outlined proposes the adoption of a poetic narrative as a mechanism for defining and clarifying the designers’ intention with the use of metaphorical associations advocated as ameans of exploiting our innate ability for intuitive extrapolation. Our approach gives emphasis to the conceptual corollary or intellectual process that underpins all considered design work and challenges the traditionally accepted methods of project development where this phase of the process is seen as having a pre-prescribed beginning and end. The paper is also intended as a statement of intent that celebrates the unique nature of our interdisciplinary working practices and, as a contextualisingdocument that posits a realistic and contemporary vision for the future of collaborative endeavours. We illustrate how, through the adherence to a philosophy of creative realism and by the establishment of legitimate, ephemeral collectives; we can effectively instigate and address opportunities in many areas at any given time. In the paper we actively promote an expansive and creative engagement with the dynamics of project inception, development and control as a means of realising our collective aspirations and of ensuring project ownership in the widest sense. The paper discusses creatively critical architectural and new media projects that attempt to subvert a number of modern orthodoxies bysupplanting them with an affective internal logic.
series DDSS
last changed 2003/08/07 16:36

_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 898a
authors Bay, J.H.
year 2002
title Cognitive Biases and Precedent Knowledge in Human and Computer-Aided Design Thinking
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. 213-220
doi https://doi.org/10.52842/conf.caadria.2002.213
summary Cognitive biases (illusions) and potential errors can occur when using precedent knowledge for analogical, pre-parametric and qualitative design thinking. This paper refers largely to part of a completed research (Bay 2001) on how heuristic biases, discussed by Tversky and Kahneman (1982) in cognitive psychology, can affect judgement and learning of facts from precedents in architectural design, made explicit using a kernel of conceptual system (Tzonis et. al., 1978) and a framework of architectural representation (Tzonis 1992). These are used here to consider how such illusions and errors may be transferred to computer aided design thinking.
series CAADRIA
email
last changed 2022/06/07 07:54

_id 59ca
authors Bhavnani, S.K. and Bates, M.J.
year 2002
title Separating the Knowledge Layers: Cognitive Analysis of Search Knowledge Through Hierarchical Goal Decompositions
source Proceedings of the ASIST'2002 (2002), 204-213
summary Hierarchical goal decompositions have proved to be a useful method to make explicit the knowledge required by users to perform tasks in a wide range of applications such as computeraided drafting (CAD) systems. This analysis method progressively decomposes a given task starting from the task layer on the top of the decomposition, to the keystroke layer at the bottom. The analysis enables a close inspection of the knowledge required to perform the task at each layer of the decomposition. In this paper we show how the method of hierarchical goal decomposition can be used to understand more precisely the knowledge that is required to perform information search tasks. The analysis pinpoints: (1) the critical strategies in the intermediate layers of knowledge that are known by experts searchers; (2) why such knowledge is difficult to acquire by novice searchers; (3) how the analysis provides testable predictions of behavior based on the acquisition of different types of knowledge. We conclude by discussing the advantages provided by hierarchical goal decompositions, and how such an approach can lead to the design of systems and training.
series other
email
last changed 2003/11/21 15:16

_id e8e0
authors Huang, Y.H.
year 2002
title What Designers See from a Case? A Cognitive 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. 167-174
doi https://doi.org/10.52842/conf.caadria.2002.167
summary In the behavior of human cognition, Schank, a cognitive researcher, claims that human frequently rely on past experience to solve new problems. The information and knowledge of well-trained designers was obtained from fundamental training courses in schools, from everyday experience, and importantly from several design cases. Acquiring knowledge by seeing cases is the most important activity in the design process. But, there are no related works from cognitive view to discuss what and how designers see from instances. Thus, this paper attempts to investigate what designers can see as some meaningful elements from instances, what relationships are among elements and knowledge which retrieved from designers’ long-term memory, and how new obtained knowledge influences the design outcomes.
series CAADRIA
email
last changed 2022/06/07 07:49

_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 998d
authors Lee, Alpha Wai Keung
year 2002
title Design Computing Education Software Development Integration of Scaffolding Strategies and Multiple Representations
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. 140-143
doi https://doi.org/10.52842/conf.ecaade.2002.140
summary Design Computing is an interdisciplinary field that centres on the intersection of design, computer science and linguistics. This multidimensional face of the new paradigm of design computing necessitates a mutual understanding of computing and designs as a whole, which are usually, conceived as separated stages of computed-mediated design. Based on cognitive and computational approach, with the integration of scaffolding strategies and multiple representations, an interactive and real-time design computing learning system is constructed. By interactively manipulating the various attributes, codes, parameters and digital media contents in a distributed system, learners are gradually exposed to the mutual relationship of representational digital multimedia and the underlining programming syntax in a collaborative environment. The author attempted the use of game programming technology in the development of the above system to support design learning and research in understanding design activities. The aim is to identify the design process that if taught well would address the core goals of design education.
series eCAADe
email
last changed 2022/06/07 07:52

_id caadria2019_307
id caadria2019_307
authors Nguyen, Binh Vinh Duc, Peng, Chengzhi and Wang, Tsung-Hsien
year 2019
title KOALA - Developing a generative house design system with agent-based modelling of social spatial processes
source M. Haeusler, M. A. Schnabel, T. Fukuda (eds.), Intelligent & Informed - Proceedings of the 24th CAADRIA Conference - Volume 1, Victoria University of Wellington, Wellington, New Zealand, 15-18 April 2019, pp. 235-244
doi https://doi.org/10.52842/conf.caadria.2019.1.235
summary The paper presents the development of an agent-based approach to modelling the interaction of human emotion and behaviour with built spaces. The study addresses how human behaviour and social relation can be represented and modelled to interact with a virtual built environment composed in parametric architectural geometry. KOALA, a prototype of agent-based modelling of social spatial dynamics at the core of a parametric architectural design environment is proposed. In building KOALA's system architecture, we adapted the PECS (Physical, Emotional, Cognitive, Social) reference model of human behaviour (Schmidt 2002) and introduced the concept of Social Spatial Comfort as a measurement of three key factors influencing human spatial experiences. KOALA was evaluated by a comparative modelling of two contrasting Vietnamese dwellings known to us. As expected, KOALA returns very different temporal characteristics of spatial modifications of the two dwellings over a simulated timeframe of one year. We discuss the lessons learned and further research required.
keywords Parametricism; generative house design system; architectural parametric geometry; human behaviour; social-spatial dynamics
series CAADRIA
email
last changed 2022/06/07 07:58

_id 9c41
authors Ahmad Rafi, M.E., Chee W.K., Mai, N., Ken, T.-K. N. and Sharifah Nur, A.S.A. (Eds.)
year 2002
title CAADRIA 2002 [Conference Proceedings]
source 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, 370 p.
doi https://doi.org/10.52842/conf.caadria.2002.
summary Evolution of trends in the realm of computer aided architectural design (CAAD) has seen the convergence of technologies – complementing traditional tools with emerging sciences like Information Technology (IT) and multimedia applications. This appliqué of technologies has not just expanded the scope and enhanced the realm of CAAD research and practice, but is also breaking new frontiers. This creative nexus will be realised at the 7th International Conference on Computer Aided Architectural Design Research In Asia (CAADRIA 2002) to be held at the Faculty of Creative Multimedia, Multimedia University, Malaysia, between 18th-20th April, 2002. CAADRIA 2002’s theme, "Redefining Content", seeks to recognise and infuse these emerging components in the field of architecture and design with a holistic approach towards online, digital and interactive systems. The 41 papers compiled were selected through a blind review process conducted by an international review panel. To reflect the multi-disciplinary nature of this year's conference, the chapters are arranged topically to facilitate the in-depth study of key components. The component sessions include: // Web Design, Database and Networks // CAD, Modelling and Tools // Collaborative Design, Creative Design and Case Reasoning // Simulation and Prototyping // Virtual Environment and Knowledge Management // Design Education, Teaching and Learning /// We believe that this specialised approach will provide a deeper and more illuminating feel of the various components and their critical convergence in the field of architecture and design.
series CAADRIA
email
more www.caadria.org
last changed 2022/06/07 07:54

_id bcf7
authors Arvin, Scott A. and House, Donald H.
year 2002
title Modeling architectural design objectives in physically based space planning
source Automation in Construction 11 (2) (2002) pp. 213-225
summary Physically based space planning is a means for automating the conceptual design process by applying the physics of motion to space plan elements. This methodology provides for a responsive design process, which allows a designer to easily make decisions whose consequences immediately propagate throughout the design. It combines the speed of automated design methods with the flexibility of manual design methods, while adding a highly interactive quality and a sense of collaboration with the design itself. In our approach, the designer creates a space plan by specifying and modifying graphic design objectives rather than by directly manipulating primitive geometry. The plan adapts to the changing state of objectives by applying the physics of motion to its elements. For design objectives to affect a physically based space plan, they need to apply appropriate forces to space plan elements. Space planning can be separated into two problems, determining topological properties and determining geometric properties. Design objectives can then be categorized as topological or geometric objectives. Topological objectives influence the location of individual spaces, affecting how one space relates to another. Geometric objectives influence the size and shape of space boundaries, affecting the dimensions of individual walls. This paper focuses on how to model a variety of design objectives for use in a physically based space planning system. We describe how topological objectives, such as adjacency and orientation can be modeled to apply forces to space locations, and how geometric objectives, such as area, proportion, and alignment, can be modeled to apply forces to boundary edges.
series journal paper
email
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:22

_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 24d4
authors Gaete, Marcela and Pardow, Irene
year 2002
title Diseño de Interfase - Metodología de acercamiento a la construcción de entornos virtuales [Interphase Design - Methodology of Approach to the building of Virtual Environments]
source SIGraDi 2002 - [Proceedings of the 6th Iberoamerican Congress of Digital Graphics] Caracas (Venezuela) 27-29 november 2002, pp. 175-179
summary The project we are presenting is based on our professional experience in virtual interface design of multimedia, in CD-ROM and Web format, which has been developed in our design workshops. Our project methodology has one common basis: The metaphorical and conceptual argument for the creation of virtual environments is supported by the observation of the physical environment of human beings and the objects that surround them.The research we have carried out is aimed at establishing a project methodology for interface design based on the hypothesis that observation and knowledge of the relationship between man and environment (architectural and urban), man and object (literacy and symbolic representation) is the basis for the design of recognizable virtual environments. These are functional, representative and efficient elements for the achievement of communicative objectives of such virtual environments. The project reference that supports our research is the outcome of academic and professional project analysis. These projectswill support the demonstration of the suggested methodology which, in the course of the presentation, will be applied to a project to be developed and whose metaphorical basis is the city of Valparaiso.The objective is to use the urban environment as a metaphorical argument for the design of a virtual environment for the Cultural and Historical Registry of Literature, Plastic Arts and Chilean Architecture where Valparaiso has served as reference, source of inspiration and object of study. Together with the methodological project, we will present the instruments that have been created for reference analyis with the purpose of interface design and in order to facilitate a mechanism to evaluate interface design projects.
series SIGRADI
email
last changed 2016/03/10 09:52

_id ddssar0218
id ddssar0218
authors Koutamanis, Alexander
year 2002
title Information Amount Measurement in Generative Systems:An Objective Approach to Termination
source Timmermans, Harry (Ed.), Sixth Design and Decision Support Systems in Architecture and Urban Planning - Part one: Architecture Proceedings Avegoor, the Netherlands), 2002
summary Termination in computational generative systems is linked increasingly to user intervention: the generative system concludes when the user chooses it to do so. The similarities between this approach to termination and the creative artistic process suggest that the products of generative systems are amenable to analysis in terms of well-formedness leading to a formal measure that acts as an automatic termination trigger. The paper proposes that such a measure can be derived from structural information theory. By applying the compression of structural information theory to meaningful principles of a design world we derive a consistent, universal description of the design result at any given state. This description expresses the correlation of the design with its formal constraints, as well as the general perception of the design’s patterns.
series DDSS
last changed 2003/08/07 16:36

_id c7e0
id c7e0
authors Maria Gabriela Caffarena Celani
year 2002
title BEYOND ANALYSIS AND REPRESENTATION IN CAD: A NEW COMPUTATIONAL APPROACH TO DESIGN EDUCATION
source Submitted to the Department of Architecture in partial fulfillment of the requirements for the degree of Doctor of Philosophy in the field of Architecture: Design & Computation at the Massachusetts Institute of Technology
summary This thesis aims at changing students' attitude towards the use of computer-aided design (CAD) in architecture. It starts from the premise that CAD is used mostly for analysis and representation, and not as a real design aide, and that architecture students have a bias against learning computer programming. For this purpose, a prototypical instruction system that mixes computer-aided design and computational design theory was developed, based on a series of fundamental concepts that are common to both fields. This system was influenced by Mitchell's (1987) The Art of Computer Graphics Programming and Stiny's (1976) shape grammars. Despite being based on solid theoretical foundations, CAD has progressively become an exclusively practical tool, since its origins in the 50's and 60's, while computational design theories have been mostly restricted to the academic circles. This thesis proposes an inversion in the present situation: the study of CAD theory, and the application of computational design into practice. The system proposed provides a conceptual framework that can be adapted to different circumstances, including course formats and resources, as well as students' background and technical training. It is based on seven fundamental concepts from computational design theories that are also important to the study of shape grammars: symmetry, recursion, rule-based compositions, parameterization of shapes, generative systems, algorithmization of design procedures, and shape emergence. These concepts are introduced within a CAD context, where their practical implementation and experimentation are possible, focusing the understanding of the computational nature of design. During this research, the proposed system was tested in two case studies with students from schools that had contrary orientations in terms of the importance of CAD in the architectural curriculum. In these experimental courses, students' activities evolved from using a commercial CAD tool in an innovative way, to the use of programming techniques for creating meaningful tools. Despite not having a statistical reach, the fieldwork allowed drawing preliminary conclusions about the proposed system's efficacy, since virtually all the students reported changing their understanding of the role of CAD in architecture, while some also acknowledged a conceptual influence in other subjects and in the way they see architecture.
keywords Symmetry
series thesis:PhD
type normal paper
email
more http://www.fec.unicamp.br/~celani/
last changed 2004/11/17 20:51

_id cb9f
authors Paterson, Inga and Natanson, Louis
year 2002
title Context, Practice and Technique in the Development of a Creative Curriculum
source SIGraDi 2002 - [Proceedings of the 6th Iberoamerican Congress of Digital Graphics] Caracas (Venezuela) 27-29 november 2002, pp. 39-42
summary This paper explores ideas in relation to the design and delivery of a university level curriculum aimed at producing computer artists. Theessential principle is that the organisation of the film industry is a useful paradigm, and that the paradigm can be used as a tool in the designand delivery of this kind of curriculum. The education of graduates destined for the “new media” industries is complex. A particular problemis to achieve balance between development of technological skills on the one hand and artistic and creative development on the other. The challenge for educators is that many students are motivated by acquiring technical expertise and may not realise the importance of artistic and creative development. Comparisons with the world of film are used to address the problem of balance. The background to this approach is discussed and some preliminary results, in terms of student attitudinal change, are described.
series SIGRADI
email
last changed 2016/03/10 09:57

_id 33ba
authors Reffat, Rabee M.
year 2002
title Intelligent Agents for Concept Invention of Design Forms
source Gero JS and Brazier FMT (eds) (2002) Agents in Design 2002. Key Centre of Design Computing and Cognition, University of Sydney, pp. 55-68
summary Concept invention refers to the act of discovering new concepts for the first time. Concept invention may require a new interpretation that motivates new mappings of the situation prior to the discovery of a new concept. This paper is concerned with developing intelligent design agents that would be capable of inventing creative concepts of design forms, shapes and compositions while involved in the design process. A new approach of exploiting the old notion of "displacement of concepts" with regard to concept invention in designing in the form of mobile design agents is adopted and utilised in developing the structure of intelligent mobile agentbased system.
series other
email
last changed 2003/05/10 10:16

_id 8461
authors Saunders, Rob
year 2002
title Curious Design Agents and Artificial Creativity - A Synthetic Approach to the Study of Creative Behaviour
source The University of Sydney, Faculty of Architecture
summary Creative products are generally recognised as satisfying two requirements: firstly they are useful, and secondly they are novel. Much effort in AI and design computing has been put into developing systems that can recognise the usefulness of the products that they generate. In contrast, the work presented in this thesis has concentrated on developing computational systems that are able to recognise the novelty of their work. The research has shown that when computational systems are given the ability to recognise both the novelty and the usefulness of their products they gain a level of autonomy that opens up new possibilities for the study of creative behaviour in single agents and the emergence of social creativity in multi-agent systems. The work presented in this thesis has developed a model of curiosity in design as the selection of design actions with the goal of generating novel artefacts. Agents that embody this model of curiosity are called “curious design agents”. The behaviour of curious design agents is demonstrated with a range of applications to visual and nonvisual design domains. Visual domains include rectilinear drawings, Spirograph patterns, and “genetic artworks” similar to the work of Karl Sims. Non-visual domains include an illustrative abstract design space useful for visualising the behaviour of curious agents and the design of doorways to accommodate the passage of large crowds. The design methods used in the different domains show that the model of curiosity is applicable to models of designing by direct manipulation, parametric configuration or by using a separate design tool that embodies the generative aspects of the design process. In addition, an approach to developing multi-agent systems with autonomous notions of creativity called artificial creativity is presented. The opportunities for studying social creativity in design are illustrated with an artificial creativity system used to study the emergence of social notions of whom and what are creative in a society of curious design agents. Developing similar artificial creativity systems promises to be a useful synthetic approach to the study of socially situated, creative design.
series thesis:PhD
email
last changed 2003/05/06 11:33

_id 2d44
authors Tsou, Jin-Yeu and Chow, Benny
year 2002
title Integrating Scientific Simulation with Rapid-Prototyping Modeling for Design Curriculum Development
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. 548-551
doi https://doi.org/10.52842/conf.ecaade.2002.548
summary Although Computer-Aided Architectural Design tools have been introduced to studios for design visualization and communication, tangible models constructed by cardboard or other modeling materials still play an important role in assisting students on developing their conceptual framework related to spatial organization. A Rapid Prototyping (RP) system could provide a paradigm shift from the existing workflow of hand-made architectural model into an automated computer-aided manufacturing (CAM) environment. The introduction of computer controlled manufacturing technology will not limit the use of current conventional model making, and it will provide new capabilities for precise scaled model making and the possibility to generate free-form surface models for design representation. Because the technical capabilities of RP system could dramatically change the design workflow, the computer-aided manufacturing approach for architectural design has been adopted by overseas and local academic institutions. In this paper, we report the findings of a pilot study that applied rapid prototyping technology in architectural design education for helping students exploring an automated computer-aided manufacturing environment during early stage of design development.
series eCAADe
email
last changed 2022/06/07 07:57

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