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 489

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

_id 63c3
authors Burdi, Luciana
year 2002
title Evaluating the Use of a Web-Based Collaborative Interactive Digital Model (CollABITA) in Supporting the Urban Design Approval Process1
source UMDS '02 Proceedings, Prague (Czech Republic) 2-4 October 2002, III.1-III.15
summary This research, after analyzing the Urban Development Approval Process in its functionalities and methodologies, is showing the key points at which the process might be supported by new computer technologies, and it establishes a web-based Collaborative Interactive Digital Model (CollABITA Model) that relates and facilitates the graphical representation of the urban design process with some elements of the methodological approach. The CollABITA Model will dramatically facilitate the idea of broadening public participation, and indirectly by this, also collaboration. This new web-based support tool, is focusing on how new Informative Computer Technologies can be used in order to have a more co-operative design process. By utilizing the enormous potential of Internet for informing the process, and software for visualizing its products, the Model will provide an effective support, which will be able to deliver information in various forms to the Designers, Developers, Decision Makers, Agencies and the final user (the Citizens). The Model is concerned with the big challenge of supporting the urban design approval process itself, by exploring different kind of visualizations and communication tools, rather than producing a guide for carrying out the design. CollABITA Model is based on the existent framework structure of the extranet tool already available. Then, more then those, CollABITA Model will try to solve, by adding technical and collaborative functionalities, those issues that are characteristics in the urban design process and that are not jet solved by using one of the software .
keywords 3D City modeling
series other
email
more www.udms.net
last changed 2003/03/29 10:43

_id ad19
id ad19
authors Calderon, C., and Noble, R
year 2005
title BEYOND MODELLING: AVANT-GARDE COMPUTER TECHNIQUES IN RESIDENTIAL BUILDINGS.
source I Jornadas de Investigacion en Construccion, Madrid, 2-4 June, 2005.
summary If the result of computer innovations can be interpreted as an emerging “difference” in the quality of constructed space, then in order to truly understand what future applications may be regarding architecture at present, we should look at what advanced functions are available in the process of designing forms and space (DeLuca and Nardini, 2002). Recently the so called parametric approach, a technique for describing a large class of designs with a small description in programming code, has become a focus of attention in architectural computing. In this paper, we reflect on the current use of parametric tools using real case studies as well as our own proof of concept parametric programmes and report on how the avant-garde computer techniques may help to increase the quality of residential building.
keywords Building Quality, Parametric Design
series other
type normal paper
email
last changed 2005/12/02 11:42

_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 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 9ad5
authors Lee, Chia Hsun and Jeng, Taysheng
year 2002
title A ContextManager for Multimedia Presentation in Intelligent Corners: A Human-centric Interaction Approach
source CAADRIA 2002 [Proceedings of the 7th International Conference on Computer Aided Architectural Design Research in Asia / ISBN 983-2473-42-X] Cyberjaya (Malaysia) 18–20 April 2002, pp. 159-166
doi https://doi.org/10.52842/conf.caadria.2002.159
summary This paper presents an Intelligent Corner project using a ContextManager for coupling human action with physical material and digital information. This paper focuses on multi-modal interaction between human and tangible media in a ubiquitous computing environment. A ContextManager is deployed for managing humancentric interaction and mediating computational tasks in an Intelligent Corner. This experimental study integrates tangible user interface and ubiquitous computing for users to experience multimedia presentation in a rich and comprehensive environment.
series CAADRIA
email
last changed 2022/06/07 07:52

_id ga0226
id ga0226
authors Liu, X., Frazer, Jh. and Tang, M.X.
year 2002
title A generative design system based on evolutionary and mathematical functions
source International Conference on Generative Art
summary Previous work by Professor John Frazer on Evolutionary Architecture provides a basis for the development of a system evolving architectural envelopes in a generic and abstract manner. Recent research by the authors has focused on the implementation of a virtual environment for the automatic generation and exploration of complex forms and architectural envelopes based on solid modelling techniques and the integration of evolutionary algorithms, enhanced computational and mathematical models. Abstract data types are introduced for genotypes in a genetic algorithm order to develop complex models using generative and evolutionary computing techniques. Multi-objective optimisation techniques are employed for defining the fitness function in the evaluation process.
series other
email
more http://www.generativeart.com/
last changed 2003/08/07 17:25

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

_id 5830
authors Saunders, Rob and Gero, John S.
year 2002
title Curious Agents and Situated Design Evaluations
source Gero JS and Brazier FMT (eds) (2002) Agents in Design 2002. Key Centre of Design Computing and Cognition, University of Sydney, pp. 133-149
summary This paper presents a possible future direction for agentbased simulation using complex agents that can learn from experience and report their individual evaluations. Adding learning to the agent model permits the simulation of potentially important agent behaviour such as curiosity. The agents can then report evaluations of a design that are situated in their individual experience, such as their level of interest as they explore. The paper describes the architecture of curious agents that can be used in the situated evaluation of designs. It then describes an example of the application of such curious agents in the evaluation of the curating of an exhibition in an art gallery.
series other
email
last changed 2003/05/10 10:16

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

_id 83ce
authors Schnabel, Marc Aurel and Kvan, Thomas
year 2002
title Design, Communication & Collaboration in Immersive Virtual Environments
source International Journal of Design Computing, 4, 2002 Special Issue on Designing Virtual Worlds
summary Virtual Environments (VE) are increasingly offered as environments for design. Using VE to visualize ideas from the initial steps of design; the architect is challenged to deal with perception of space; solid and void; without translations to and from a two dimensional media. From this new ability; we might expect new forms of design expression.
keywords Virtual Environment; Remote Collaboration; Design Evaluation; Spatial Understanding
series journal paper
email
last changed 2002/11/15 18:29

_id bc52
id bc52
authors SCHNABEL, Marc Aurel; KVAN, Thomas
year 2002
title DESIGN, COMMUNICATION & COLLABORATION IN IMMERSIVE VIRTUAL ENVIRONMENTS
source International Journal of Design Computing, Special Issue on Designing Virtual Worlds, Volume 4; ISSN 1329-7147 (The International Journal of Design Computing is a peer-reviewed scholarly journal, published on the World Wide Web and archived by the University of Sydney Library. {http://www.arch.usyd.edu.au/kcdc/journal/})
summary Virtual Environments (VE) are increasingly offered as environments for design. Using VE to visualize ideas from the initial steps of design, the architect is challenged to deal with perception of space, solid and void, without translations to and from a two dimensional media. From this new ability, we might expect new forms of design expression. The goal of our study was to identify how designers use and communicate early design ideas by using immersive three-dimensional VEs. We set-up a series of experiments including navigation- and perception-tasks, designing in immersive VE, transcription of design, remote communication between design partners and controlled observations. We explored initial intentions of three-dimensional (3D) immersive design schemes, textual descriptions and collaborations within immersive VE. This article describes the outcome of creation, interpretation and communication of architectural design, by using a 3D maze together with text-based communication in a series of collaborative design experiments. We conducted the first successful attempt of a Joint Design Studio, which uses immersive VE as tool of design and communication between remote partners. We discuss frameworks and factors influencing how architectural students communicate their proposals in an immersive Virtual Environment Design Studio (VeDS), and how this new approach of design studio enables new forms of design expressions.
keywords Virtual Environments; Virtual Environment Design Studio; VeDS; Design Communication
series journal paper
type normal paper
email
more http://www.arch.usyd.edu.au/kcdc/journal/vol4/schnabel/
last changed 2005/07/19 10:57

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

_id 166c
authors Song, Y., Clayton, M.J. and Johnson, R.E.
year 2002
title Anticipating reuse: documenting buildings for operations using web technology
source Automation in Construction 11 (2) (2002) pp. 185-197
summary This research explores the feasibility of web technology as a means for delivering building information to better support facility operations. Our research proposes just-in-time (JIT) facility documentation as a pragmatic solution to the limitations of current as-built documents, allowing more effective reuse of building information. Our investigation addresses four issues: (1) what building information is needed for facility operations; (2) how the design and construction team can improve the format for delivering the building information to facility operators; (3) how current web technology can store and deliver facility information in support of operations; and (4) what is the mechanism of documenting building information using the web technology. We surveyed literature, interviewed members of design and operations teams and reviewed current initiatives of industry and software vendors to identify problems with current practices. We also surveyed promising web technologies and conducted experiments to determine how these technologies could help to solve the problems. We constructed a conceptual framework of JIT facility documentation as a solution to current information fragmentation problems. We developed a prototype of the JIT document system to demonstrate a "proof of concept" by using current web technologies such as Autodesk's DWF, Microsoft's Active Server Pages, VB and Java script, and Access database to develop the prototype system. By dynamically composing HTML pages in response to task-specific requests, our prototype enables easy access and integration of a variety of building information to support facility operations.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:23

_id caadria2005_b_5c_g
id caadria2005_b_5c_g
authors Hue-Ku Shih
year 2005
title Social Events Awareness System in Design Environment: An Interactive Public Information Services Provider
source CAADRIA 2005 [Proceedings of the 10th International Conference on Computer Aided Architectural Design Research in Asia / ISBN 89-7141-648-3] New Delhi (India) 28-30 April 2005, vol. 2, pp. 404-410
doi https://doi.org/10.52842/conf.caadria.2005.404
summary This paper is an application of its main project, “Interactive Public Information Services Provider in Design Environment”. The project is based on the ID sensing technology and network services to support the social events, formal/informal communication and data communication…etc. In the paper we emphasize on how we can support social events in pervasive computing method. An architect indicates that informal communication is the key of creative ideas in design environment. (Henn, 2002) Here we describe how the concept of the main project can support the awareness of social events in design environment. We introduce the awareness system into three parts: 1. Scenarios 2. Parts in the framework 3. The design issues in the system.
series CAADRIA
email
last changed 2022/06/07 07:50

_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 6b70
authors Af Klercker, Jonas and Pittioni, Gernot
year 2002
title Architect and Structural Engineer in interactive design
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. 386-389
doi https://doi.org/10.52842/conf.ecaade.2002.386
summary We are convinced that an interactive design process involving engineers and architects will create values to a project. Looking back there have been some obstacles, like a week’s time for exchange of drawings with traditional postal services; manual calculation methods, which could not be spoiled on loose grounds like architect’s sketches; different media – architect’s drawings and engineer’s numbers in tables; attitudes and traditional roles, implemented already in education. Today most of these obstacles can be overcome and we have made a test. We have used ArchiCad by Graphisoft and FEM-design by SKANSKA IT Solutions to test to make an interactive design. Our conclusions are that exchange of information, drawings and other documents is more or less routine in praxis, and it works almost instantly. Computers make calculation faster and easier for the engineer. Though we would wish to have software which manages to do more rapid estimations. Even simulations such as of loads on a structure are practically possible. By using model based CAD the data can be used for transferring quantities for calculations as well as visualization of the design as a platform for collaborate analysis. The technique is developed and usable but to gain acceptance and make use of it is also a matter of attitudes and of application activities in education.
series eCAADe
type normal paper
email
last changed 2022/06/07 07:54

_id 730e
authors Af Klercker, Jonas
year 1997
title Implementation of IT and CAD - what can Architect schools do?
source AVOCAAD First International Conference [AVOCAAD Conference Proceedings / ISBN 90-76101-01-09] Brussels (Belgium) 10-12 April 1997, pp. 83-92
summary In Sweden representatives from the Construction industry have put forward a research and development program called: "IT-Bygg 2002 -Implementation". It aims at making IT the vehicle for decreasing the building costs and at the same time getting better quality and efficiency out of the industry. A seminar was held with some of the most experienced researchers, developers and practitioners of CAD in construction in Sweden. The activities were recorded and annotated, analysed and put together afterwards; then presented to the participants to agree on. Co-operation is the key to get to the goals - IT and CAD are just the means to improve it. Co-operation in a phase of implementation is enough problematic without the technical difficulties in using computer programs created by the computer industry primarily for commercial reasons. The suggestion is that cooperation between software companies within Sweden will make a greater market to share than the sum of all individual efforts. In the short term, 2 - 5 years, implementation of CAD and IT will demand a large amount of educational efforts from all actors in the construction process. In the process of today the architect is looked upon as a natural coordinator of the design phase. In the integrated process the architect's methods and knowledge are central and must be spread to other categories of actors - what a challenge! At least in Sweden the number of researchers and educators in CAAD is easily counted. How do we make the most of it?
series AVOCAAD
last changed 2005/09/09 10:48

_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 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

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