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 495

_id ddssar0206
id ddssar0206
authors Bax, M.F.Th. and Trum, H.M.G.J.
year 2002
title Faculties of Architecture
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 order to be inscribed in the European Architect’s register the study program leading to the diploma ‘Architect’ has to meet the criteria of the EC Architect’s Directive (1985). The criteria are enumerated in 11 principles of Article 3 of the Directive. The Advisory Committee, established by the European Council got the task to examine such diplomas in the case some doubts are raised by other Member States. To carry out this task a matrix was designed, as an independent interpreting framework that mediates between the principles of Article 3 and the actual study program of a faculty. Such a tool was needed because of inconsistencies in the list of principles, differences between linguistic versions ofthe Directive, and quantification problems with time, devoted to the principles in the study programs. The core of the matrix, its headings, is a categorisation of the principles on a higher level of abstractionin the form of a taxonomy of domains and corresponding concepts. Filling in the matrix means that each study element of the study programs is analysed according to their content in terms of domains; thesummation of study time devoted to the various domains results in a so-called ‘profile of a faculty’. Judgement of that profile takes place by committee of peers. The domains of the taxonomy are intrinsically the same as the concepts and categories, needed for the description of an architectural design object: the faculties of architecture. This correspondence relates the taxonomy to the field of design theory and philosophy. The taxonomy is an application of Domain theory. This theory,developed by the authors since 1977, takes as a view that the architectural object only can be described fully as an integration of all types of domains. The theory supports the idea of a participatory andinterdisciplinary approach to design, which proved to be awarding both from a scientific and a social point of view. All types of domains have in common that they are measured in three dimensions: form, function and process, connecting the material aspects of the object with its social and proceduralaspects. In the taxonomy the function dimension is emphasised. It will be argued in the paper that the taxonomy is a categorisation following the pragmatistic philosophy of Charles Sanders Peirce. It will bedemonstrated as well that the taxonomy is easy to handle by giving examples of its application in various countries in the last 5 years. The taxonomy proved to be an adequate tool for judgement ofstudy programs and their subsequent improvement, as constituted by the faculties of a Faculty of Architecture. The matrix is described as the result of theoretical reflection and practical application of a matrix, already in use since 1995. The major improvement of the matrix is its direct connection with Peirce’s universal categories and the self-explanatory character of its structure. The connection with Peirce’s categories gave the matrix a more universal character, which enables application in other fieldswhere the term ‘architecture’ is used as a metaphor for artefacts.
series DDSS
last changed 2003/11/21 15:16

_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 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 ddssar0225
id ddssar0225
authors Ozsariyildiz, S.S., Sariyildiz, I.S. and Stouffs, R.
year 2002
title ICKT support for the Building Industry: A Virtual Partner
source Timmermans, Harry (Ed.), Sixth Design and Decision Support Systems in Architecture and Urban Planning - Part one: Architecture Proceedings Avegoor, the Netherlands), 2002
summary We are now at a stage in which ICKT techniques allows us to develop knowledge intensive systems, such as intelligent decision support systems, to support collaboration and cooperation. This paper describes a theoretical approach, in which collaborative agents take on the role as a partner during the decision making process, in order to support various actors in the building process. The group-decision making set-up will be discussed and we will give an overview on the state of art of this subject. We will give some insights into their application in the building practice. In addition, we will provide some examples of use-case-scenarios as inception and early design support and evaluate it.
series DDSS
last changed 2003/08/07 16:36

_id drs_thesis_0902
id drs_thesis_0902
authors Shelden, D.
year 2002
title Digital Surface Representation and the Constructability of Gehry’s Architecture
source PhD Thesis MIT, Cambridge, MA
summary This thesis presents work in the development of computational descriptions of Gehry’s architectural forms. In Gehry’s process for realizing buildings, computation serves as an intermediary agent for the integration of design intent with the geometric logics of fabrication and construction. This agenda for digital representation of both formal and operational intentions, in the context of an ongoing exploration of challenging geometries, has provided new roles for computation in architectural practice. The work described in this thesis focuses on the digital representation of surface geometry and its capacity for describing the constructibility of building enclosure systems. A particular class of paper surface forms – curved surfaces with minimal in plane deformation of the surface material – provide the specific object of inquiry for exploring the relationships between form, geometry and constructibility. An analysis and framework for the description of Gehry’s geometry is developed through existing theory of differential geometry and topology. Geometric rules of constructibility associated with several enclosure system strategies are presented in this framework. With this theoretical framework in place, the discussion turns to efforts to develop generative strategies for the rationalization of surface forms into constructible configurations.
series thesis:PhD
email
last changed 2005/09/09 12:58

_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 ddssar0205
id ddssar0205
authors Batara, A., Dave, B. and Bishop, I.
year 2002
title Design Decision Support through Translation between Multiple Representations of Spatial Data
source Timmermans, Harry (Ed.), Sixth Design and Decision Support Systems in Architecture and Urban Planning - Part one: Architecture Proceedings Avegoor, the Netherlands), 2002
summary Urban planning and urban design involve collaboration of diverse participants with multiple agendas and multiple criteria. The participants typically use multiple representations of spatial data to derive inferences and insights about the planning problems, leading to a shared decision-making process. To support such multidisciplinary work, this paper proposes a new computational approach and technique for translation between multiple representations of spatial data. This approach is designed to supportdesign decision-making in the interrelated interests of design participants. Prototype implementation and evaluation are conducted to test and validate the proposals.
series DDSS
last changed 2003/11/21 15:16

_id 5965
authors Bueno, Ernesto and Salguero, Cesar
year 2002
title Centro Virtual de Arte Digital Venezolano - Proyecto de Titulación sobre Arquitectura para el Ciberespacio [Virtual Center of Venezuelan Digital Art - Thesis Project on Architecture for the Cyberspace ]
source SIGraDi 2002 - [Proceedings of the 6th Iberoamerican Congress of Digital Graphics] Caracas (Venezuela) 27-29 november 2002, pp. 180-183
summary This article talks about the development and presentation of our work of Degree Thesis, framed inside a Degree Theses restructuring process in the School of Architecture, in this case, emphasizing in virtual buildings design. The Virtual Centre of Venezuelan Digital Art project is a research and design project of a type of Arts Centre with cyberspace only presence specialized in the exhibition of Venezuelan digital art. The first part of it needed an information research, studies in the diverse ways in thatcomputers have being used for virtual museums design, the diverse focuses for the creation of this type of museums and the study of a museum model that adapts to the way this project were focused. When completing the theoretical basement, the individual proposals were developed. In general terms, the prospective results were achieved.
series SIGRADI
email
last changed 2016/03/10 09:47

_id ddssar0213
id ddssar0213
authors De Groot, Ellie and Paule, Bernard
year 2002
title DIAL-Europe: New Functionality’s for an Integrated Daylighting Design Tool
source Timmermans, Harry (Ed.), Sixth Design and Decision Support Systems in Architecture and Urban Planning - Part one: Architecture Proceedings Avegoor, the Netherlands), 2002
summary The European project DIAL-Europe started in April 2000 and intends to enhance and to enlarge the capabilities of the LesoDIAL software. The aim of this “Swiss” tool was to give architects relevant information regarding the use of daylight, at the very first stage of the design process. DIAL-Europe focuses on European standards and climatic data. Further, a Heating & Cooling evaluation module and an Artificial Lighting module will be added. The objective of the Heating & Cooling module is to indicate the implications of the user’s design on heating and cooling energy and on thermal comfort.The objective of Artificial Lighting module is to develop a tool that will give an estimation of illuminance values on the work plane and provide guidance on qualitative aspects and visual comfort as well as on switching control and integration with daylight based on generic light sources and luminaires. Furthermore, the scope of the examples of simulated rooms will be increased in order to allow the user to compare their design with more similar cases. This paper will present the state of achievement and give an overview of the first version of the DIAL-Europe software, which will beavailable at the beginning of 2002.
series DDSS
last changed 2003/08/07 16:36

_id ddssup0205
id ddssup0205
authors Deguchi, A., Tabira, Y., Matsuura, H., Nakano, H. and Arima, T.
year 2002
title Integration System of Archaeological and Geographical Informationfor Planning in Historical Regions
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 This study aims to construct the GIS for supporting the planning process and archaeological analysis in the historical regions by integrating geographical data and archaeological data on the sites with ruinsand remains in various period from ancient through medieval which had been buried and was recently excavated in geologic layers and mounds. First, for understanding the trends of environmental condition the excavated sites, we analyze the relationship between the site location and the condition ofgeography and natural environment by using the constructed system.Secondary, we develop the system to make it possible to browse and operate the information on the GIS through the internet. This web GIS constructed by us supports sharing the information on planning for preservation of historical sites among city planners, archaeologists and citizens, and serve as a tool for the collaboration and the coordination of urban development and historical preservation. Finally, as the application with the GIS, we show the results of case studies and point out the merits and effects about usage of the GIS for archaeological analysis as well as learning the local history.
series DDSS
last changed 2003/08/07 16:36

_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 ga0207
id ga0207
authors Fischer, T.
year 2002
title Computation-Universal Voxel Automata as Material for Generative Design Education
source International Conference on Generative Art
summary This paper is a report on the educational application of a voxel automata system for massively parallel execution of computation-universal cellular units in the generative design field. The software, designed and co-developed by the author to enable developmental strategies in generative design - for example with respect to 3D design generation, semantic self-evaluation and self-replication - was applied in teaching at the School of Design at The Hong Kong Polytechnic University to achieve two goals: to teach programming as part of the School’s Interactive Systems Design stream and to teach generative concepts at a theoretical, yet hands-on and highly intensive level. An introduction to the software, its development and its functions as well as a discussion of the teaching/learning experience is given, highlighting design educational aspects and student design work. The paper concludes with an analysis of how student approaches to generative concepts have been affected by the tool and how ideas and feedback from students have supported the ongoing development of the voxel automata system and its documentation.
series other
email
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id 1a42
authors Fjeld, M., Lauche, K., Bichsel, M., Voorhorst, F., Krueger, H., Rauterberg, M.
year 2002
title Physical and Virtual Tools: Activity Theory Applied to the Design of Groupware
source Computer Supported Cooperative Work (CSCW), Kluwer
summary Activity theory is based on the concept of tools mediating between subjects and objects. In this theory, an individual's creative interaction with his or her surroundings can result in the production of tools. When an individual's mental processes are exteriorized in the form of tools - termed objectification - they become more accessible to other people and are therefore useful for social interaction. This paper shows how our understanding of activity theory has shaped our design philosophy for groupware and how we have applied it. Our design philosophy and practice is exemplified by a description of the BUILD-IT system. This is an Augmented Reality system we developed to enhance group work; it is a kind of graspable groupware which supports cooperative planning. The system allows a group of people, co-located around a table, to interact, by means of physical bricks, with models in a virtual three-dimensional (3D) setting. Guided by task analysis, a set of specific tools for different 3D planning and configuration tasks was implemented as part of this system. We investigate both physical and virtual tools. These tools allow users to adjust model height, viewpoint, and scale of the virtual setting. Finally, our design practice is summarized in a set of design guidelines. Based on these guidelines, we reflect on our own design practice and the usefulness of activity theory for design.
series other
last changed 2003/04/23 15:50

_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 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 ga0213
id ga0213
authors Herr, Christiane M.
year 2002
title Generative Architectural Design and Complexity Theory
source International Conference on Generative Art
summary During the past decades, complexity theory has evolved as a new discipline that provides a broad scientific perspective towards dynamic real-life phenomena, challenging the classical linear worldview as well as simple cause-and-effect-style Newtonian physics. For architects, the advent of this new science offers the challenge as well as the chance to reconsider common design approaches and to invent new strategies based on the new paradigms. The actual application of complexity theory to architectural design, however, results in a fundamental dilemma: How can a reflective, ultimately retrospective body of thought (complexity theory) be applied to prospective design challenges (architecture)? Being part of a current MArch thesis project, the proposed paper focuses on this general dilemma between architectural design and complexity theory and discusses actual as well as potential future generative architectural design approaches involving complexity theory. Generative design strategies commonly apply algorithmic methods and formalisms, which can conveniently produce and deal with high levels of complexity. Complexity describes general properties of a system and can be further dissected into several modes: epistemic, ontological and functional complexity. This taxonomy offers insights into generative design applications, which have mostly focused on a limited set of complexity modes. Besides complexity generated by sheer numbers, aspects like functional or hierarchical complexity offer further perspectives on generative systems, processes and output. Considering these aspects of complexity theory, future challenges to generative architectural design can be predicted.
series other
email
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id ddssar0216
id ddssar0216
authors Jones, Dennis B.
year 2002
title The Quantum Matrix:A Three Dimensional Data Integration and Collaboration ToolFor Virtual Environments
source Timmermans, Harry (Ed.), Sixth Design and Decision Support Systems in Architecture and Urban Planning - Part one: Architecture Proceedings Avegoor, the Netherlands), 2002
summary If a picture is worth a thousand words, what if they could walk and talk? How would you like to bring a whole new dimension to your ideas; to use visualization to convey a sense of time and motion, to use imagery to give your ideas vividness; to use sound to give them voice and view them threedimensionally. The Matrix allows you to do all of this and much more. The Matrix resembles Rubik’s cube, but its purpose is to store, manage and access data of all types and to view them in three dimensions in virtual environments such as the CAVE and on your desktop. The current version can store, access and view almost anything that is in digital form, including:Text files Pictures Video Clips Sound Files Spreadsheets URL’s HTML pages Databases CAD drawings Gantt Charts Business Graphics VRML modelsExecutable Programs OLE (Object Link & Embedded) The Matrix is a three-dimensional multimedia and document management tool. The Matrix anticipates the convergence of electronic media into one consistent environment for analysis and representation. the Matrix uses VMRL and OpenGL technologies to allow the user to be immersed in their data as withCinerama, IMAX and Virtual Reality Environments. The Matrix allows the user to exercise their creativity by interactively placing and organizing their data three dimensionally and navigating through and viewingdata and documents in 3D (monocular and binocular – stereo). The Matrix user interface is simple to use. Employing the now familiar “drag and drop” method to manage data and documents. Items can be placed into the matrix grid at a user selected matrix cube location. Upon dropping a document on a cube it appears as a mapped image onto the surface. Navigating through the 3D Matrix-space is fun. All navigation uses real-time animation giving you instant feed back as to where you are. Data drilling is as simple as mouse click on a Matrix cube. Double clicking the on an object in the matrix activates that object. Data dreams was an image that preexisted the program by several years. The dream was to create a new way oforganizing and exploring data. The Qube image was created using Microstation by Bentley Systems, Inc. The figure was modeled using Poser by MetaCreations and composited using Adobe Photoshop.
series DDSS
last changed 2003/08/07 16:36

_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 ddssar0219
id ddssar0219
authors Koutamanis, Alexander
year 2002
title Verbal Retrieval of Pictorial Information
source Timmermans, Harry (Ed.), Sixth Design and Decision Support Systems in Architecture and Urban Planning - Part one: Architecture Proceedings Avegoor, the Netherlands), 2002
summary The proliferation of on-line image databases and the utility of these images have triggered the development of content-based techniques for indexing and retrieval. Most techniques are characterized by a verbal interpretation of visual patterns for query formulation. The paper describes the integration of such verbal terms for architectural pictorial information in AZILE, a natural language interface that operates through a dialogue with the user. In this dialogue the user expresses queries as normal everydayutterances. These are parsed and matched to a thesaurus of architectural terms and concepts. The meaning and associations of these terms result into a preliminary fuzzy classification of available pictorialinformation. The purpose of AZILE is three-fold. Firstly, it serves as an incremental refinement of the query. Secondly, it facilitates direct retrieval of suitable information in a browsing fashion. Thirdly, itsupports machine learning by automatically indexing of the images with the terms identified in the user’s utterances.
series DDSS
last changed 2003/08/07 16:36

_id ddssup0203
id ddssup0203
authors Kovács, L.B., Kotsis, I. and Dobosy, A.
year 2002
title A Generic Support Module to Site Planning with Road Access
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 The aim of this paper is to present a generic module providing several support functions for site planning. The site will be composed of several building lots in harmony with each other and the surroundings. The site plan should satisfy the goals, conditions, rules and regulations explicitly orimplicitly indicated by the design brief. The maximum size and the placement area for the building on each of the lots are part of the plan. Proper road access should be provided for each of the building lots.A variety of ideas and patterns are used to create unified groups of building lots subject to certain restrictions on size, form and other attributes of the composition. Two basically different approachesfor the road planning will be compared. One of them is space planning first with some preconceptions on the structure of the road network, followed by the actual road formation. The other one starts with planning the road access first - provided that the site is properly divided into subareas. In the second phase of this approach the building lots are formed on each of the sites created by the road network. In both approaches several iterations might be necessary. A logic programming prototype with Prologimplementation is presented. Connection to earlier support modules and ideas for an integrated support system are outlined.
series DDSS
last changed 2003/08/07 16:36

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