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 515

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

_id b74f
authors Dijkstra, Jan and Timmermans, Harry
year 2002
title Towards a multi-agent model for visualizing simulated user behavior to support the assessment of design performance
source Automation in Construction 11 (2) (2002) pp. 135-145
summary We introduce the outline of a multi-agent model that can be used for visualizing simulated user behavior to support the assessment of design performance. We will consider various performance indicators of building environments, which are related to user reaction to design decisions. This system may serve as a media tool in the design process for a better understanding of what the design will look like, especially for those cases where design or planning decisions will affect the behavior of individuals. The system is based on cellular automata and multi-agent simulation technology. The system simulates how agents move around in a particular 3D (or 2D) environment, in which space is represented as a lattice of cells. Agents represent objects or people with their own behavior, moving over the network. Each agent will be located in a simulated space, based on the cellular automata grid. Each iteration of the simulation is based on a parallel update of the agents conforming local rules. Agents positioned within an environment will need sensors to perceive their local neighborhood and some means with which to affect the environment. In this way, autonomous individuals and the interaction between them can be simulated by the system. As a result, designers can use the system to assess the likely consequences of their design decisions on user behavior. We think that the system provides a potentially valuable tool to support design and decision-making processes, related to user behavior in architecture and urban planning.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:22

_id 88ea
authors Dzieglewska, Maja
year 2002
title Cityscan - A digital urban experience
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. 201-203
doi https://doi.org/10.52842/conf.ecaade.2002.201
summary CITYSCAN is a series of interactive city documentations produced with contemporary multimedia techniques. It is offered as an elective course offered at the Department of Architecture by Prof. Dr. Ludger Hovestadt at ETH Zurich. Digital processing of information, multimedia programs, interactive presentations, teamwork and visualisation, are objects of investigation. A dense global CITYSCAN map elaborated together with students is our long-term goal.
series eCAADe
last changed 2022/06/07 07:55

_id 2c3e
authors Estévez, Alberto T.
year 2002
title El nuevo proyectar cibernético-digital y El nuevo proyectar ecológico-medioambiental [The new cyber-digital project and the new ecological-environmental project.]
source SIGraDi 2002 - [Proceedings of the 6th Iberoamerican Congress of Digital Graphics] Caracas (Venezuela) 27-29 november 2002, pp. 10-13
summary “Genetic architectures”, not only like a metaphorical name. New materials and new tools give a new architecture. Up to now the human being had to conform with acting only at the superficial level of objects. Now, it’s possible to think further away and descend to actions at the molecular level, influencing on genetic design and on programming chains which are then developed by themselves as artificial computing elements and natural live elements. It’s time to apply all these to architecture, when these can become an integrating part of architecture. These should include an advanced contemporary architecture versus (and basing itself on) the use of the computer as a mere substitute of manual drafts while improving pintoresque ecology: “the new cibernetic-digital architectural design & the new ecological-environmental architectural design”. Not building in the nature, building with the nature, building the nature self. The utopy of today is the reality of tomorrow.
series SIGRADI
email
last changed 2016/03/10 09:51

_id 6a37
authors Fowler, Thomas and Muller, Brook
year 2002
title Physical and Digital Media Strategies For Exploring ‘Imagined’ Realities of Space, Skin and Light
source Thresholds - Design, Research, Education and Practice, in the Space Between the Physical and the Virtual [Proceedings of the 2002 Annual Conference of the Association for Computer Aided Design In Architecture / ISBN 1-880250-11-X] Pomona (California) 24-27 October 2002, pp. 13-23
doi https://doi.org/10.52842/conf.acadia.2002.013
summary This paper will discuss an unconventional methodology for using physical and digital media strategies ina tightly structured framework for the integration of Environmental Control Systems (ECS) principles intoa third year design studio. An interchangeable use of digital media and physical material enabledarchitectural explorations of rich tactile and luminous engagement.The principles that provide the foundation for integrative strategies between a design studio and buildingtechnology course spring from the Bauhaus tradition where a systematic approach to craftsmanship andvisual perception is emphasized. Focusing particularly on color, light, texture and materials, Josef Albersexplored the assemblage of found objects, transforming these materials into unexpected dynamiccompositions. Moholy-Nagy developed a technique called the photogram or camera-less photograph torecord the temporal movements of light. Wassily Kandinsky developed a method of analytical drawingthat breaks a still life composition into diagrammatic forces to express tension and geometry. Theseschematic diagrams provide a method for students to examine and analyze the implications of elementplacements in space (Bermudez, Neiman 1997). Gyorgy Kepes's Language of Vision provides a primerfor learning basic design principles. Kepes argued that the perception of a visual image needs aprocess of organization. According to Kepes, the experience of an image is "a creative act ofintegration". All of these principles provide the framework for the studio investigation.The quarter started with a series of intense short workshops that used an interchangeable use of digitaland physical media to focus on ECS topics such as day lighting, electric lighting, and skin vocabulary tolead students to consider these components as part of their form-making inspiration.In integrating ECS components with the design studio, an nine-step methodology was established toprovide students with a compelling and tangible framework for design:Examples of student work will be presented for the two times this course was offered (2001/02) to showhow exercises were linked to allow for a clear design progression.
series ACADIA
email
last changed 2022/06/07 07:51

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

_id 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 8183
authors Lahti, J., Alavalkama, I. and Häikiöv, J.
year 2002
title Representing and distributing 3D-content in webbased architectural design education - Evaluating 3D-presentation methods for e-learning
source Connecting the Real and the Virtual - design e-ducation [20th eCAADe Conference Proceedings / ISBN 0-9541183-0-8] Warsaw (Poland) 18-20 September 2002, pp. 96-104
doi https://doi.org/10.52842/conf.ecaade.2002.096
summary As information telecommunication technology develops, teaching at universities changes. E-learning and working on-line create new challenges for the development of architectural education. Education of architecture contains special challenges. With new presentation technologies ideas and objects can be presented graphically in 3- dimensions on the e-learning environment. In a research project the Architectural Media Laboratory (AML) at the Tampere University of Technology (TUT) has studied the use of different techniques utilizing computer modelling and photography-based methods in presenting and teaching architecture.
series eCAADe
email
last changed 2022/06/07 07:52

_id 757b
authors Lee, Jaemin and Akleman, Ergun
year 2002
title Practical Image Based Lighting
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. 279-288
doi https://doi.org/10.52842/conf.acadia.2002.279
summary In this paper, we present a user-friendly and practical method for seamless integration of computergeneratedimages (CG) with real photographs and video. In general, such seamless integration isextremely difficult and requires recovery of real-world information to simulate the same environment forboth CG and real objects. This real-world information includes camera positions and parameters,shapes, material properties, and motion of real objects. Among these, one of the most important islighting.Image-based lighting that is developed to recover illumination information of the real world fromphotographs has recently become popular in computer graphics. In this paper we present a practicalimage-based lighting method that is based on a simple and easily constructable device: a square platewith a cylindrical stick. We have developed a user-guided system to approximately recover illuminationinformation (i.e. orientations, colors, and intensities of light sources) from a photograph of this device.Our approach also helps to recover surface colors of real objects based on reconstructed lightinginformation.
series ACADIA
email
last changed 2022/06/07 07:51

_id da49
authors Maher, Mary Lou and Gero, John S.
year 2002
title Agent Models of 3D Virtual Worlds
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. 125-135
doi https://doi.org/10.52842/conf.acadia.2002.125
summary Architectural design has relevance to the design of virtual worlds that create a sense of place throughthe metaphor of buildings, rooms, and inhabitable spaces. The design and implementation of virtualworlds has focused on the design of 3D form for fast rendering to allow real time exploration of theworld. Using platforms that were originally designed for computer games, some virtual worlds nowcontain preprogrammed interactive behaviors. We present an agent model of virtual worlds in which theobjects in the world have agency, that is, the objects can sense their environment, reason about theirgoals, and make changes to the environment. This agent model is presented and illustrated using a wallagent. Following from the wall agent, we generalize how agency can be attached to any 3D model in avirtual world.
series ACADIA
email
last changed 2022/06/07 07:59

_id f299
authors Martens, Bob and Peter, Herbert
year 2002
title Developing Systematics Regarding Virtual Reconstruction of Synagogues
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. 349-356
doi https://doi.org/10.52842/conf.acadia.2002.349
summary Computer-assisted reconstruction of no-longer existent (architectural) objects and their surroundingsamounts to a “virtual comeback”. Irreversible destruction having removed identity-establishing buildingsfrom the urban surface forever is the principal reason for re-creating them by imagination. Following thedestruction during the so-called “Reichskristall-Night” of November 1938, the synagogues of the Jewishcommunity in Vienna will only survive by means of virtual reconstruction. Sixty years later, in the commemorativeyear of 1998, the first synagogue reconstruction was initiated. The medium-range goal,however, aims at the reconstruction of at least ten additional synagogues as a project to be carried outin stages over a period of several years. Changes in personnel also call for a structure to be trackeddown later on. This paper deals with handling of modeling in a systematic manner, taking intoconsideration personnel changes,aiming at a traceable data structure for subsequent use and follow-upwork.
series ACADIA
email
last changed 2022/06/07 07:59

_id b2f6
authors Schira, Gretchen
year 2002
title Analysis of Digital Image Properties and Human Preference
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. 413-422
doi https://doi.org/10.52842/conf.acadia.2002.413
summary The three studies summarized in this paper present evidence that aesthetic preference for visualsurface texture is closely correlated with spatial frequency and orientation. The stimuli used were digitalversions of real environments, in the sense that they originated in photographs of real surfaces.Correlations are significant, and robust, and they were not effected by identifiability of the images.Theoretically, this points to the possibility that aesthetic preferences for objects in the builtenvironment—‘virtual’ and ‘real’—are not exclusively devoted to culture, memory and association, aspost-modern discourse would dictate. Although more work needs to be done, it nevertheless points tothe potential that preference for digital/virtual as well as real architectural environments be consideredthe visual stimuli to which human beings are neurologically tuned. Digital technology provides themeans to implement such research, and computer simulations of ‘real’ environments will be the firstapplication. With an ability to adapt aesthetically to the changing human condition, the importantquestions are how should one adapt such surfaces and under what criteria or under what influence arethe adaptations made?
series ACADIA
email
last changed 2022/06/07 07:57

_id 18dd
authors Sjöström, Calle
year 2002
title Non-Visual Haptic Interaction Design - Guidelines and Applications
source Lund Institute of Technology, School of Architecture
summary This dissertation has three cornerstones: * Haptics * Human-Computer Interaction (HCI) * Blind Users Haptics deals with controlling human movements and getting feedback through the sense of touch. A haptic interface transmits forces to a person’s hand or fingers in a way that mimics the sensation of touching real objects. Virtual haptic touch can be particularly useful for people with visual impairments. It makes it possible for a blind person to touch virtual objects, corresponding to the way a sighted person can see objects on a computer screen. The goal of this research was to carry out an unbiased investigation of the potential of this technology for blind people. The more specific aims were to: * Investigate if and how blind people’s computer usage can be improved by virtual haptics. * Investigate the problems that arise with graphical user interfaces for blind people and how these problems can be managed with haptics. * Develop new applications and find new areas in which virtual haptics can be applied for blind people. The design process has been primarily influenced by theories of usability engineering and reflection in action/reflection on action, focusing on the role of the engineer-designer. A concerted effort is made to use technology as a language to communicate with the users. Several haptic interface devices have been involved. The Phantom from SensAble Technologies has been used the most. It is a small robot with a thimble or stylus attached to the tip which supplies force feedback to the user. The others are the FEELit Mouse from Immersion and the force feedback joysticks from Logitech and Microsoft. Eighteen test applications were developed over five years’ time. They included games, curves, textures, drawings, menus, floor plans, and geometrical objects. Formal and informal user tests were performed on blind, blind-deaf and sighted people. One of the key results presented are five guidelines for non-visual haptic interaction design for researchers, designers, testers, developers and users of such applications. The guidelines are: 1. Elaborate a virtual object design of its own 2. Facilitate navigation and overview 3. Provide contextual information 4. Utilize all available modalities 5. Support the user in learning the interaction method and the specific environments and programs These guidelines represent the filtered and condensed knowledge and experience that the Haptics Group at Certec has gained during the testing and development process. They are further delineated and are a complement to existing HCI guidelines. This work shows that there is great potential in using haptic technology in applications for blind people. It is viable to translate both 2D and 3D graphical information and make it comprehensible via haptics. It has been demonstrated that a blind person can orientate and navigate in a virtual haptic environment and that these tasks can be further supported by using complementary information such as sound and Braille. It is also possible for a blind person to use knowledge gained in the virtual world for real life orientation.
keywords Haptics; Human-Computer Interaction; Blind People; Design Guidelines; Computer Access
series thesis:PhD
email
more http://www.certec.lth.se/doc/hapticinteraction/
last changed 2003/02/12 22:37

_id e80d
authors Szewczyk, Jaroslaw
year 2002
title Architectural Meaning in the Existing Architectural Notations - The Technologies for Interoperable Architectural Data Management
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. 230-237
doi https://doi.org/10.52842/conf.ecaade.2002.230
summary The paper presents results of investigations upon possible representations of architectural objects containing ‘architectural meaning’. Five groups of such existing representations are analyzed briefly: (1) structural EXPRESS–based definitions, (2) object EXPRESS- and IFC- based notations, (3) XML-based notations, (4) experimental ones, and (5) binary notations. The working taxonomy of the notations is presented and their shortcomings are mentioned. The potential of XML notations for CAD data has been recognized by software vendors and standard organizations all over the world. Many corporations and standardization bodies are developing XML-based notations of CAD data, focusing on interoperability problems. Some of these notations are becoming standards (aecXML, i-drop), influencing the development of all CAAD industry. There are some main groups of problems with the existing commercial standards: Lack of ‘open’ data in its ‘open’ context, lack of architectural meaning in commercial notations, problems with simpler intuitive standards for notation of conceptual design data in early design stages, too complex data semantics, too atomized data, and richness of the data structures. The problems are taken under consideration in order to discuss the present state of architectural standards. Nowadays architects are forced to work with semi-architectural notations, lacking their essence, i.e. lacking methods to describe elements of cultural heritage connected to geometry forms. Instead of language of architecture they deal with virtual cyber-slang.
series eCAADe
email
last changed 2022/06/07 07:56

_id bd05
authors Zarnowiecka, Jadwiga C.
year 2002
title In search of new computer tools: what does Bovill really measure in architecture?
source Connecting the Real and the Virtual - design e-ducation [20th eCAADe Conference Proceedings / ISBN 0-9541183-0-8] Warsaw (Poland) 18-20 September 2002, pp. 342-345
doi https://doi.org/10.52842/conf.ecaade.2002.342
summary Research is carried out concerning the use of computer programming techniques for architectural urban design. This research concerns a wide spectrum of tools involving all stages of the design process. Bovill claims that the progression of the perception of detail can be expressed by the use of Box-Counting Dimension. The lack of the needed progression of detail would be expressed by the decrease in the value of the dimension measured. However, doubts appear already at the stage of choosing the objects to be measured, as they are likely to be selected in an arbitrary way. Thus chances are increased for the easy confirmation of the correctness of the results obtained. It remains doubtful, however, whether in the case of a different selection of components measured the results would have been confirmed. The measurements are carried out on the drawings of the facades, or on details. Bovill left unanswered the issue of the “importance” of lines on drawings, i.e. which might, or even should be, left out. He also claims that the siding should not be taken into account during the measurements. This, however, brings the question of which elements of the drawing constitute siding, and which details. Therefore, would the drawings made by two people look identical and yield the same results of the Box-Counting Dimension measurements? By demonstrating diverse examples this paper discusses the possibilities of using Box-Counting Dimension (one of the fractal dimension of Mandelbrot) in design.
series eCAADe
email
last changed 2022/06/07 07:57

_id ddssar0201
id ddssar0201
authors Achten, H.H.
year 2002
title Requirements for Collaborative Design in 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 The concept of collaborative design has recently come under renewed attention in the field of computer aided architectural design support. Although collaborative design deals with the same aspects of cooperation by various participants in the design process as previously studiedin, for example, concurrent engineering and multi-disciplinary design, it nevertheless puts a different research emphasis. Collaborative design looks at how the process can be improved in such a way that collaboration –working together in a manner to enhance each participants contribution to the design– emerges from the process. In engineering design practice, thismeans a shift forward in the design process where engineers are asked earlier for their input in the design solution. For CAAD research, the phenomenon of collaborative design poses the question how design tools and environments can be made in such a way that collaboration will occur. In this paper, the aims is to describe the concept of collaborative design in architecture, and to give an outline of the perceived requirements in the organisation of design and Computer Aided Design Support to achieve collaborative design.
series DDSS
last changed 2003/11/21 15:15

_id ba50
authors Achten, Henri and Jessurun, Joran
year 2002
title An Agent Framework for Recognition of Graphic Units in Drawings
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. 246-253
doi https://doi.org/10.52842/conf.ecaade.2002.246
summary Architects use graphic conventions in their drawings that have meaningful content to the design task. In previous work, such well-defined sets of graphic entities have been identified and defined. These sets are called graphic units. In this paper, we discuss how graphic unit recognition in drawings can take place using a multi-agent systems approach. This approach seems promising as singular agents may specialize in graphic unit-recognition, and multi-agent systems can address problems of ambiguity through negotiation mechanisms. We present an agent framework for this purpose, how it connects to the theory of graphic units, and how agents for recognizing graphic units are defined. The paper ends with a discussion of current findings and future work.
series eCAADe
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 ddssar0202
id ddssar0202
authors Akin, Ömer and Özkaya, Ipek
year 2002
title Models of Design Requirement
source Timmermans, Harry (Ed.), Sixth Design and Decision Support Systems in Architecture and Urban Planning - Part one: Architecture Proceedings Avegoor, the Netherlands), 2002
summary Case studies show that significant proportions of design errors and failures are linked to poor requirement specification during both early stages of design and as changes occur. Computational requirements engineering as a front-end to design iterations is a promising area addressing theseproblems. In other design disciplines, such as in software engineering, requirement engineering has given significant product improvements. In this paper, we present a state-space representation of requirement models for architectural design. The purpose of requirement modeling in design is tocreate a process by which requirements can be converted into working design solutions through frontend validation. We suggest three models of requirement specification, co-evolutionary [CoM], multiple domain [MDM] and single domain [SDM] models, that can facilitate this effort. Taken together all three models provide a full set of logical permutations of requirement-solution “worlds” and “operations.” We compare each model against the others in terms of facilitating change management and computability.
series DDSS
last changed 2003/11/21 15:15

For more results click below:

this is page 0show page 1show page 2show page 3show page 4show page 5... show page 25HOMELOGIN (you are user _anon_998254 from group guest) CUMINCAD Papers Powered by SciX Open Publishing Services 1.002