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 190

_id c7e9
authors Maver, T.W.
year 2002
title Predicting the Past, Remembering the Future
source SIGraDi 2002 - [Proceedings of the 6th Iberoamerican Congress of Digital Graphics] Caracas (Venezuela) 27-29 november 2002, pp. 2-3
summary Charlas Magistrales 2There never has been such an exciting moment in time in the extraordinary 30 year history of our subject area, as NOW,when the philosophical theoretical and practical issues of virtuality are taking centre stage.The PastThere have, of course, been other defining moments during these exciting 30 years:• the first algorithms for generating building layouts (circa 1965).• the first use of Computer graphics for building appraisal (circa 1966).• the first integrated package for building performance appraisal (circa 1972).• the first computer generated perspective drawings (circa 1973).• the first robust drafting systems (circa 1975).• the first dynamic energy models (circa 1982).• the first photorealistic colour imaging (circa 1986).• the first animations (circa 1988)• the first multimedia systems (circa 1995), and• the first convincing demonstrations of virtual reality (circa 1996).Whereas the CAAD community has been hugely inventive in the development of ICT applications to building design, it hasbeen woefully remiss in its attempts to evaluate the contribution of those developments to the quality of the built environmentor to the efficiency of the design process. In the absence of any real evidence, one can only conjecture regarding the realbenefits which fall, it is suggested, under the following headings:• Verisimilitude: The extraordinary quality of still and animated images of the formal qualities of the interiors and exteriorsof individual buildings and of whole neighborhoods must surely give great comfort to practitioners and their clients thatwhat is intended, formally, is what will be delivered, i.e. WYSIWYG - what you see is what you get.• Sustainability: The power of «first-principle» models of the dynamic energetic behaviour of buildings in response tochanging diurnal and seasonal conditions has the potential to save millions of dollars and dramatically to reduce thedamaging environmental pollution created by badly designed and managed buildings.• Productivity: CAD is now a multi-billion dollar business which offers design decision support systems which operate,effectively, across continents, time-zones, professions and companies.• Communication: Multi-media technology - cheap to deliver but high in value - is changing the way in which we canexplain and understand the past and, envisage and anticipate the future; virtual past and virtual future!MacromyopiaThe late John Lansdown offered the view, in his wonderfully prophetic way, that ...”the future will be just like the past, onlymore so...”So what can we expect the extraordinary trajectory of our subject area to be?To have any chance of being accurate we have to have an understanding of the phenomenon of macromyopia: thephenomenon exhibitted by society of greatly exaggerating the immediate short-term impact of new technologies (particularlythe information technologies) but, more importantly, seriously underestimating their sustained long-term impacts - socially,economically and intellectually . Examples of flawed predictions regarding the the future application of information technologiesinclude:• The British Government in 1880 declined to support the idea of a national telephonic system, backed by the argumentthat there were sufficient small boys in the countryside to run with messages.• Alexander Bell was modest enough to say that: «I am not boasting or exaggerating but I believe, one day, there will bea telephone in every American city».• Tom Watson, in 1943 said: «I think there is a world market for about 5 computers».• In 1977, Ken Olssop of Digital said: «There is no reason for any individuals to have a computer in their home».The FutureJust as the ascent of woman/man-kind can be attributed to her/his capacity to discover amplifiers of the modest humancapability, so we shall discover how best to exploit our most important amplifier - that of the intellect. The more we know themore we can figure; the more we can figure the more we understand; the more we understand the more we can appraise;the more we can appraise the more we can decide; the more we can decide the more we can act; the more we can act themore we can shape; and the more we can shape, the better the chance that we can leave for future generations a trulysustainable built environment which is fit-for-purpose, cost-beneficial, environmentally friendly and culturally significactCentral to this aspiration will be our understanding of the relationship between real and virtual worlds and how to moveeffortlessly between them. We need to be able to design, from within the virtual world, environments which may be real ormay remain virtual or, perhaps, be part real and part virtual.What is certain is that the next 30 years will be every bit as exciting and challenging as the first 30 years.
series SIGRADI
email
last changed 2016/03/10 09:55

_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 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 12d9
authors Anumba, C.J., Ugwu, O.O., Newnham, L. and Thorpe, A.
year 2002
title Collaborative design of structures using intelligent agents
source Automation in Construction 11 (1) (2002) pp. 89-103
summary The construction industry has a long tradition of collaborative working between the members of a construction project team. At the design stage, this has traditionally been based on physical meetings between representatives of the principal design disciplines. To aid these meetings, the information and communications technologies that are currently available have been utilised. These have yielded some success but are hampered by the problems posed by the use of heterogeneous software tools and the lack of effective collaboration tools that are necessary to collapse the time and distance constraints, within which increasingly global design teams work. In particular, there are very few tools available to support distributed asynchronous collaboration. Distributed artificial intelligence, which is commonly implemented in the form of intelligent agents, offers considerable potential for the development of such tools. This paper examines some of the issues associated with the use of distributed artificial intelligence systems within the construction industry. It describes the potential for the use of agent technology in collaborative design and then goes on to present the key features of an agent-based system for the collaborative design of portal frame structures. An example is presented to demonstrate the working and benefits of the prototype system, which makes a significant contribution by allowing for peer to peer negotiation between the design agents.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:22

_id 2044
authors Barros, Diana Rodríguez and Mandagaran, María
year 2002
title Sistemas Hipermediales y descentramiento temático [Hyper medial Systems and thematic decentralized]
source SIGraDi 2002 - [Proceedings of the 6th Iberoamerican Congress of Digital Graphics] Caracas (Venezuela) 27-29 november 2002, pp. 190-192
summary Hipermedia lead to a non- linear organization of information, where the user decides the path to follow and the relations among the different information blocks. They constitute starting points for establishing both social and sin gu lar “sense genealogies”. Sense production by means of mutimedia access and the resignifying of information correspond, within the Theory of Science Didactics, to the concept of thematic decentering. This concept refers to fl exibility and transference modes, opposed toseg men ta tion and which enable to explore, approach and relate different topics and complexities. It is supposed to generate more cultivated individuals by broadly linking science, technology and art. Within this theoretic frame work, the work presents the de vel op ment of a hipermedium on the Villa Victoria Cultural Center, which aims at a didactic treat ment of cultural spaces as object of knowl edge.
series SIGRADI
email
last changed 2016/03/10 09:47

_id 1389
authors Bustos, Gabriela L. and Burgos, Iván P.
year 2002
title Desarrollo y Aplicabilidad de Menús Virtuales en VRML [Architectonic Development and Applicability of Virtual Menus in VRML]
source SIGraDi 2002 - [Proceedings of the 6th Iberoamerican Congress of Digital Graphics] Caracas (Venezuela) 27-29 november 2002, pp. 199-202
summary The Virtual Reality Modeling Language (VRML), has allowed extend all of its resources and possibilities for Architectural Applications under the same Virtual Reality’s technology platform. In order to take advantages of its possibilities, this resource focus on exposes the development and application of virtual menus in VRML and Java Script as a first step for the creation of Synthetic Environment Laboratory in the faculty of Architecture and Design of University of Zulia, Venezuela. It presents in short, how algorithms were defined to design the menus, the use of a program in Visual Basic that permit addition of virtual menus toany WRL file, without any programming approach, as well as specific samples of applicability of the menus developed in a VRMLenvironment and how they are included in a methodological model of architectural design.
keywords virtual reality, synthetic environments, architectural design, inmersive projection systems.
series SIGRADI
email
last changed 2016/03/10 09:47

_id caadria2006_597
id caadria2006_597
authors CHOR-KHENG LIM, CHING-SHUN TANG, WEI-YEN HSAO, JUNE-HAO HOU, YU-TUNG LIU
year 2006
title NEW MEDIA IN DIGITAL DESIGN PROCESS: Towards a standardize procedure of CAD/CAM fabrication
source CAADRIA 2006 [Proceedings of the 11th International Conference on Computer Aided Architectural Design Research in Asia] Kumamoto (Japan) March 30th - April 2nd 2006, 597-599
doi https://doi.org/10.52842/conf.caadria.2006.x.r4i
summary In 1990, due to the traditional architecture design and construction method difficult to build the complicated and non-geometry free-form Fish Structure in Barcelona, architect Frank Gehry started learn from the field of aerospace to utilize CAD/CAM technology in design and manufacture process. He created the free-form fish model in CAD system and exported the digital CAD model data to CAM machine (RP and CNC) to fabricate the design components, and finally assembled on the site. Gehry pioneered in the new digital design process in using CAD/CAM technology or so-called digital fabrication. It becomes an important issue recently as the CAD/CAM technology progressively act as the new digital design media in architectural design and construction process (Ryder et al., 2002; Kolarevic, 2003). Furthermore, in the field of architecture professional, some commercial computer systems had been developed on purpose of standardizes the digital design process in using CAD/CAM fabrication such as Gehry Technologies formed by Gehry Partners; SmartGeometry Group in Europe and Objectile proposed by Bernard Cache. Researchers in the research field like Mark Burry, Larry Sass, Branko Kolarevic, Schodek and others are enthusiastic about the exploration of the role of CAD/CAM fabrication as new design media in design process (Burry, 2002; Schodek et al., 2005; Lee, 2005).
series CAADRIA
email
last changed 2022/06/07 07:50

_id ddssar0207
id ddssar0207
authors Conti, G. and Ucelli, G.
year 2002
title A Java3D Tool for Real-Time Collaboration in a Virtual Reality CAADEnvironment
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 the development of network-based virtual communities and the use of avatars have brought a new level of complexity to the meaning of virtuality, providing the technology for remote presence and collaborative experiences. In this project the intention was to pursue this articulated vision of VR in order to assist the design profession during the early stages of the design process. The objective was to provide a tool that is capable of creating 3D shapes in a shared VR environment, thus allowing thedesign and its evolution to be shared. The use of the Java programming language was a natural choice for this project. Because of Java’s performance scalability and hardware independence the concept ofCAAD has been extended, making it possible to create a VR environment that can co-exist between high-end supercomputers and standard PCs. The project is currently being tested using PCs and an SGI system running a Reality Centre. The research reported in this paper describes the architecture and application of software that aims to increase the opportunity for collaboration within virtual worlds and enable effective and transparent information exchange.
series DDSS
last changed 2003/08/07 16:36

_id 3ad9
authors Dierckx, T., Stellingwerff, M. and Verbeke, J.
year 2002
title Relating to the ‘real’ Theories for and Experiences with Educational Database Systems
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. 80-87
doi https://doi.org/10.52842/conf.ecaade.2002.080
summary One of the most ubiquitous computer applications is the database. Common databases are capable of handling massive amounts of data, which allow users to instantly find the factual data they seek. In most cases the assistance of a database is straightforward and objective. However, when people work with databases with a rich and diverse content, this can lead to unexpected findings, surprises and possibly a revolution in their understanding of a design problem. Furthermore multimedia databases and the systems with a more enhanced set of interactive features provide more appealing results. Databases become most interesting when the creators and the users can rise the data to a level that touches knowledge, wisdom and creativity. This paper goes into questions about the application of databases in architectural education. What can be the role of databases in the education of next generation architects? What should educators offer the students through database content, or what should be left open for creative initiatives? We present a broad overview of possible database content, various modes of interaction with the databases and several ways of representation of the database content. The overview shows areas where educational database technology is still underdeveloped and areas where a lot of concurrent databases exist. The theoretical overview enabled us to set out a further strategy for database applications in our school of Architecture. Besides the theory, we present our recent experiences with a database for architectural realizations. The database of buildings can be used in different educational exercises.
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 f6d6
authors El Araby, Mostafa
year 2002
title Possibilities and Constraints of using Virtual Reality in Urban Design
source CORP 2002, Vienna, pp. 457-463
summary This study aims at exploring the rapid growth of the use of Virtual Reality techniques in the field of Urban Design. Currently, VirtualReality —the ultimate representation— and Virtual Environments are the most growing fields of information technology and have agreat media attention. This research discusses the possibilities and limitations of applying Virtual Reality (VR) technology inenvironmental simulations for urban design practice. There is evidence to suggest that the use of such technology will enhanceconceivable image of any proposed project at any urban setting for users, designers and clients. Therefore, city officials andadministrators (clients) and the public (users) can reach better decisions regarding proposed projects within their towns and cities.Specifically, this research structured in several interdependent parts: the first part is concerned with the definition of VR as well as abackground of its history and current achievements. Types and components of VR systems are described and traditional simulationtechniques are reviewd. In addition, a discussion of current attempts in incorporating VR in urban design disciplines are presented.This discussion raises the question of appropriateness of the VR techniques in urban design projects. An assesment of both potentialsand limitations of aplying this technique, i.e. VRML (Virtual Reality Modelling Language), are discussed. This study definespotentialities, constraints and problems of using this technique, and recommends future research efforts in the field of using theVirtual Reality as a medium for delivering real content for those interested in the design of the built environment.
series other
email
more www.corp.at
last changed 2002/12/19 12:19

_id ae2a
authors Fowler, Thomas and Muller, Brook
year 2002
title Physical and Digital Media Strategies For Exploring ‘Imagined’ Realities of Space, Skin and Light
source SIGraDi 2002 - [Proceedings of the 6th Iberoamerican Congress of Digital Graphics] Caracas (Venezuela) 27-29 november 2002, pp. 24-27
summary This paper will discuss an unconventional methodology for using physical and digital media strategies interchangeably in a tightly structured framework for the integration of environmental control systems (ECS) principles into a third year design studio. An eight-step methodology enabled architectural explorations of rich tactile and luminous engagement. The principles that provide the foundation for these integrative strategies between a design studio and building technology course, spring from a systematic approach that follows the tradition of the Bauhaus principles (e.g., Albers, Moholy-Nagy, Kandinsky and Kepes) of craftsmanship and visual perception.A series of intense short workshops focused on day lighting, electric lighting, and skin vocabulary to lead students to consider these components as part of their form-making inspiration. Examples of student work and their feedback on this methodology process will show how the exercises were linked to allow for a clear design progression.
series SIGRADI
email
last changed 2016/03/10 09:52

_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 ddss2008-02
id ddss2008-02
authors Gonçalves Barros, Ana Paula Borba; Valério Augusto Soares de Medeiros, Paulo Cesar Marques da Silva and Frederico de Holanda
year 2008
title Road hierarchy and speed limits in Brasília/Brazil
source H.J.P. Timmermans, B. de Vries (eds.) 2008, Design & Decision Support Systems in Architecture and Urban Planning, ISBN 978-90-6814-173-3, University of Technology Eindhoven, published on CD
summary This paper aims at exploring the theory of the Social Logic of Space or Space Syntax as a strategy to define parameters of road hierarchy and, if this use is found possible, to establish maximum speeds allowed in the transportation system of Brasília, the capital city of Brazil. Space Syntax – a theory developed by Hillier and Hanson (1984) – incorporates the space topological relationships, considering the city shape and its influence in the distribution of movements within the space. The theory’s axiality method – used in this study – analyses the accessibility to the street network relationships, by means of the system’s integration, one of its explicative variables in terms of copresence, or potential co-existence between the through-passing movements of people and vehicles (Hillier, 1996). One of the most used concepts of Space Syntax in the integration, which represents the potential flow generation in the road axes and is the focus of this paper. It is believed there is a strong correlation between urban space-form configuration and the way flows and movements are distributed in the city, considering nodes articulations and the topological location of segments and streets in the grid (Holanda, 2002; Medeiros, 2006). For urban transportation studies, traffic-related problems are often investigated and simulated by assignment models – well-established in traffic studies. Space Syntax, on the other hand, is a tool with few applications in transport (Barros, 2006; Barros et al, 2007), an area where configurational models are considered to present inconsistencies when used in transportation (cf. Cybis et al, 1996). Although this is true in some cases, it should not be generalized. Therefore, in order to simulate and evaluate Space Syntax for the traffic approach, the city of Brasília was used as a case study. The reason for the choice was the fact the capital of Brazil is a masterpiece of modern urban design and presents a unique urban layout based on an axial grid system considering several express and arterial long roads, each one with 3 to 6 lanes,
keywords Space syntax, road hierarchy
series DDSS
last changed 2008/09/01 17:06

_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 265f
authors Groisman, M., Montagu, A.F. and Pimentel, D.
year 2002
title El ciclo, la línea y la trama. Las formas de aproximación a una educación en perpetua reforma [The cycle, the line and the grid. Ways to approach towards a progressive education.]
source SIGraDi 2002 - [Proceedings of the 6th Iberoamerican Congress of Digital Graphics] Caracas (Venezuela) 27-29 november 2002, pp. 47-50
summary The present situation of the educational procedures in Latin American countries are under a critical process of paradigmatic changes as a by product of the last connection with the industrial world and the first one of the “information society”. The design disciplines has been affected by this situation and started to be the main challenge for architects and designers in order to understand the potentialities of the new technologies avoiding to be used as simple “cliches”. Regarding digital technologies, the graduated and post graduated strategy for the new courses should be organized as flexible and open systems avoiding the “clip art” environment and the obsolete models of education. The “digital culture” combined with extensive procedures of “information technology” has defined an overwhelming expansion of “virtual services” (intangibles) in opposition of the “world of objects” (tangibles). Therefore we have been organized a new “digitaldesign”course at post graduated level comprising five careers (Architecture, Industrial, Graphic, Textil and Garment, and Imageand Sound Design) of our Faculty.
series SIGRADI
email
last changed 2016/03/10 09:52

_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 24ff
authors Mark, Earl and Aish, Robert
year 2002
title Exploring New Pathways Between Physical and Virtual Models - The Vaults at Fountains Abbey
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. 464-470
doi https://doi.org/10.52842/conf.ecaade.2002.464
summary The first generations of computer aided design systems were largely characterized by geometrical modeling software that could, in some applications, generate physical output in the form of computer aided manufacturing. More recently the technology has expanded to include a variety of ways to reverse direction, such that physical objects are captured and translated into computer graphics geometrical models. Laser surveying methods that produce point clouds are among the newer technologies that make this possible. The interpretation of the point clouds and translation of them into a computer graphics three-dimensional model can be subject to various mediation processes. This paper reports on a translation environment that interprets the point clouds so as to not just replicate the physical world, but rather encapsulates it towards the refinement and realization of geometry design objectives. A case study of Fountains Abbey, a Cistercian Abbey in the United Kingdom, serves as the basis for experimentation and control of surface geometry.
series eCAADe
email
last changed 2022/06/07 07:59

_id 3439
authors Paranandi, M. and Sarawgi, T.
year 2002
title Virtual Reality on Architecture: Enabling Possibilities
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. 309-316
doi https://doi.org/10.52842/conf.caadria.2002.309
summary This paper examines the potential of Virtual Reality (VR) technologies for architectural applications. There has been a great deal of anticipation for its implications for architecture since Ivan Sutherland's first VR system in the 60's. The term VR was formalized and became popular in the main stream in the late 80's and became an industry by the late 90's. Although it has found good applications in Medicine, Flight Simulation, and Video Game Industry, its effect on architecture remains imperceptible. In the work that we review, we found that the success of VR in architecture has primarily been in the passive and exploratory applications. We also note that at the present time, the cost of VR systems is directly proportionate to the level of photorealism and immersion. We contend that photorealistic visualization and total immersion are not absolute prerequisites for making most design decisions. Hence, through this paper we bring to light the inherent promise of VR technology and the potential impact it could have with its current limitations, on the way we conventionally think and design our built environment pushing it beyond space and time constraints.
series CAADRIA
email
last changed 2022/06/07 08:00

_id ddssup0214
id ddssup0214
authors Pelizaro, C., Timmermans, H., Laing, R. and Miller, D.
year 2002
title Towards A Decision Support System for the Planning, Design and Maintenance of Urban Green Space
source Timmermans, Harry (Ed.), Sixth Design and Decision Support Systems in Architecture and Urban Planning - Part two: Urban Planning Proceedings Avegoor, the Netherlands), 2002
summary As one of the domains of urban planning and design, that of green space is lagging behind in terms of the use of advanced computer technology, mo dels and design methodology compared to, for example, retail and transportation planning. However, recently, there is some evidence of the development and testing of tools such as visualization, GIS and conjoint analyses in this area, although not of more integrated Decision Support Systems. The purpose of this study is to outline ideas and needs for thedevelopment of a Decision Support System for the planning and design of green space. The objective is to provide planners with an integrated framework for the provision and management of these parts of urban areas.
series DDSS
last changed 2003/08/07 16:36

For more results click below:

this is page 0show page 1show page 2show page 3show page 4show page 5... show page 9HOMELOGIN (you are user _anon_878349 from group guest) CUMINCAD Papers Powered by SciX Open Publishing Services 1.002