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 577

_id cf2003_m_062
id cf2003_m_062
authors JUNG, T., GROSS, M. D. and DO, E. Y.-L.
year 2003
title Light Pen - Sketching Light in 3D
source Digital Design - Research and Practice [Proceedings of the 10th International Conference on Computer Aided Architectural Design Futures / ISBN 1-4020-1210-1] Tainan (Taiwan) 13–15 October 2003, pp. 327-338
summary We describe a lighting design system driven by sketching on 3D virtual models. Conventional lighting design tools simulate the lighting effects of design decisions such as window locations, surface treatments, and fixture placement. Light Pen takes the inverse approach by allowing the designer to indicate desired illumination on a 3D model. This serves as input to a knowledge-based lighting design system, which recommends what lights to use and where to place them, based on the designer's expressed intentions and on the geometry of the space.
keywords knowledge-based, lighting, sketch, virtual environment
series CAAD Futures
email
last changed 2004/10/04 07:49

_id ecaade03_117_101_bund
id ecaade03_117_101_bund
authors Bund, Sébastien and Do, Ellen Yi-Luen
year 2003
title SPOT! Fetch Light - Interactive navigable 3D visualization of direct sunlight
doi https://doi.org/10.52842/conf.ecaade.2003.117
source Digital Design [21th eCAADe Conference Proceedings / ISBN 0-9541183-1-6] Graz (Austria) 17-20 September 2003, pp. 117-124
summary SPOT is a 3D environment for direct sunlight visualization. Implemented in Java 3D, SPOT features two distinct and complementary components: Time Projection and Navigable Animation for virtual interaction. SPOT supports multi-dimensional data visualization including sun angle variations with diurnal and annual cycles in threedimensional space. In SPOT users can sketch on any surface in the 3D environment to indicate the area for simulation. SPOT then generates a spatial distribution representation of the illuminance level on a selected surface over time, rendered with colors of varied gradients. SPOT also enables designers to visualize the temporal information of light distribution over time for a given point. For each point clicked on the 3D model, SPOT generates a calendar diagram where the X and Y axis represent the months of the year and the time of the day. The color of each cell of the calendar is the result of the calculation of the light amount reaching the selected point.
keywords Daylighting, virtual worlds, virtual environments, sketching in 3D, gestureinterface, multi-dimension information visualization
series eCAADe
email
more http://depts.washington.edu/archbook
last changed 2022/06/07 07:54

_id acadia03_008
id acadia03_008
authors Cabrinha, Mark
year 2003
title Function Follows Form: 10 Sticks (and a Bench)
doi https://doi.org/10.52842/conf.acadia.2003.057
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. 57-65
summary While the introduction of digital media in the design studio often emphasizes virtual realms, the effect of new fabrication technology on the architect brings the architect back to the realm of master-builder rather than distancing the architect from reality. While purely digital projects have pushed the development of form, they have also placed an emphasis on form over material. However, with the intention to physically build a project, the connections between process, form, and material become intertwined. The inception of this project also served as a clear reminder that the tools we use affect the way we think. This project began as a simple idea: how a column becomes animated to form an arch over time. The digitization of this idea took literally minutes in Maya. It was exported and further modeled in AutoCAD, and then rendered and reanimated in 3D Studio-Viz. This was a very brief, two-week introductory project, in a class on drafting and wood light-frame construction. It served to make a greater connection between digital media, the design process, analog drawing, and the role of craft and material.
series ACADIA
email
last changed 2022/06/07 07:54

_id cf2003_m_001
id cf2003_m_001
authors CHEVRIER, Christine and PERRIN, Jean Pierre
year 2003
title ModLum - Illumination Project Aided Design Tool
source Digital Design - Research and Practice [Proceedings of the 10th International Conference on Computer Aided Architectural Design Futures / ISBN 1-4020-1210-1] Tainan (Taiwan) 13–15 October 2003, pp. 361-370
summary Illumination phenomena simulation is important for architectural project design and communication: simulation tools must assist efficiently the designer; results have to be reliable and realistic for the decision-makers. Indeed, it is very difficult, for a nonspecialist to imagine the result of an illumination from the light designer plans. Experience shows that the success of a photo-realistic simulation relies essentially on the choice of the light source characteristics and their correct positioning in the scene. This paper first presents the specificities of illumination projects (very large geometrical data bases enlightened by a large amount of light sources) and the difficulties of their set-up. Light arrangement requires tricky compositions, judicious choices and accurate studies. Currently there is no specific modeller for the handling of light sources as they are considered in radiosity software. Then we present the interactive tool we have developed, named ModLum, in order to set up light sources in a 3D architectural model in order to save time during the design step and simplify the source handling. ModLum specifications and principles are presented. Finally, an application is presented: the illumination project of two cloisters in Quito (Ecuador, South America).
keywords architecture, lighting, simulation
series CAAD Futures
last changed 2003/09/22 12:21

_id acadia03_050
id acadia03_050
authors Schubert, Frieder and Lurz, Philipp (et al.)
year 2003
title Physical Simulation in a VR Tool for Urban Design
doi https://doi.org/10.52842/conf.acadia.2003.395
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. 395-401
summary Physical influences on a city, such as noise, light, air flow, and solar energy quantities, can already be simulated on computers; however, these simulations are usually not embedded into the urban planning process. Regarding a broad field of these influences and their correlations will improve the quality of the design. The use of simulations in the sketching stage provides the possibility of reacting accordingly for the urban planner, which is essential for sustainable design. This paper describes the development of a virtual reality tool for the early urban design process, in which we realized a network connection between a software package calculating noise propagation in urban spaces and a virtual reality design environment. In this dynamic VR design tool, it is possible to experiment with simple geometric forms and objects (these objects can be added to constructions, removed, and transformed). Interactively, with each action of the planner, simulations are generated and visualized in the VR environment in real-time. The last part of the paper describes our concept, how this VR design tool should be integrated in the study of urban planning, and how we want the students to get a sense for the impact of their design on physical phenomena in an urban scale.
series ACADIA
email
last changed 2022/06/07 07:57

_id ascaad2004_paper12
id ascaad2004_paper12
authors Al-Qawasmi, Jamal
year 2004
title Reflections on e-Design: The e-Studio Experience
source eDesign in Architecture: ASCAAD's First International Conference on Computer Aided Architectural Design, 7-9 December 2004, KFUPM, Saudi Arabia
summary The influence of digital media and information technology on architectural design education and practice is increasingly evident. The practice and learning of architecture is increasingly aided by and dependant on digital media. Digital technologies not only provide new production methods, but also expand our abilities to create, explore, manipulate and compose space. In contemporary design education, there is a continuous demand to deliver new skills in digital media and to rethink architectural design education in the light of the new developments in digital technology. During the academic years 2001-2003, I had the chance to lead the efforts to promote an effective use of digital media for design education at Department of Architecture, Jordan University of Science and Technology (JUST). Architectural curriculum at JUST dedicated much time for teaching computing skills. However, in this curriculum, digital media was taught in the form of "software use" education. In this context, digital media is perceived and used mainly as a presentation tool. Furthermore, Computer Aided Architectural Design and architectural design are taught in separate courses without interactions between the two.
series ASCAAD
email
last changed 2007/04/08 19:47

_id sigradi2005_731
id sigradi2005_731
authors Albornoz Delgado, Humberto Ángel; Laura Talía Escalante Rodríguez, Leticia Gallegos Cazares
year 2005
title Didactic Design: light and optics for preschool level
source SIGraDi 2005 - [Proceedings of the 9th Iberoamerican Congress of Digital Graphics] Lima - Peru 21-24 november 2005, vol. 2, pp. 731-737
summary Since 2003, we have been developing a pedagogic proposal and didactic material for teaching Light and Optics to kindergarden children that enhances the construction of the first scientific thinking schemes. The design (industrial and graphic) applied to this project has generated an educational product composed of 44 objects. These materials allow teaching concepts such as: combination of colors, light indispensable to see, formation of shadows and images are not objects. These have been developed as inciters of curiosity, capable to awake the innate restlessness of children, achieving to stimulate their creativity. The purpose is to explore knowledge and construct their own ideas; enrich their experiences and inquire a reality that was drawn grey and tedious, generating a process of manipulation-action and then representation-conceptualization. This product has been successfully used as a pilot test in a kindergarden, reflecting significant gains in students’ science learning. [Full paper in Spanish]
series SIGRADI
email
last changed 2016/03/10 09:47

_id caadria2003_c2-1
id caadria2003_c2-1
authors Chevrier, C., Bur, D. and Perrin, J. P.
year 2003
title Architecture as a Reference for the Development of A Cad Lighting Tool
doi https://doi.org/10.52842/conf.caadria.2003.281
source CAADRIA 2003 [Proceedings of the 8th International Conference on Computer Aided Architectural Design Research in Asia / ISBN 974-9584-13-9] Bangkok Thailand 18-20 October 2003, pp. 281-294
summary As light is increasingly perceived as a factor of quality of urban life, it is not surprising that cultural heritage buildings and even civil engineering works are being more and more often illuminated at night. The designers of the projects are revealing a nocturnal vision of the buildings which is often a reflection of the architecture: rhythm, pattern, evenness, symmetry, composition, axes, and so on. The idea of developing a "lighting-modeller" is based upon this assertion. Thus, if we express the needs in terms of functionalities, we can conclude that the hierarchical structure of the architectural edifice can fit in with a "lighting-structure". As a result, concepts like hierarchy, linking, grouping, networking, linearity-polarity, are the basis of the objects and functions that are effective for the great majority of buildings and projects. This "lighting-modeller" can then lead beyond its simulation capabilities to become a design conception tool: hypothesis and variants are quickly realized and tested, and technical data (illumination data, visual comfort) can be obtained as well.
series CAADRIA
email
last changed 2022/06/07 07:55

_id sigradi2003_058
id sigradi2003_058
authors Christakou, Evangelos Dimitrios
year 2003
title Simulação computacional da iluminação natural aplicada ao projeto do edifício (Computer simulation of natural ilumination applied to the building design)
source SIGraDi 2003 - [Proceedings of the 7th Iberoamerican Congress of Digital Graphics] Rosario Argentina 5-7 november 2003
summary The object of that study is the state of the art in computer simulation, when applied to the natural illumination in buildings, in Brasília (15°52 ' south), tropical climate of altitude, hot and dry, with great available iluminance during the year. The used methodology bases on the quantitative evaluation of the readiness of natural light in the rooms of the Hospital Sarah Kubistchek, using the software Lightscape and soon after comparing the results to the Brazilian norms. The objective seeks to make possible your use by architects in the day by day of projecting the space of the building.
series SIGRADI
email
last changed 2016/03/10 09:49

_id fd5c
id fd5c
authors Derix C and Simon C
year 2003
title Morphogenetic CA: 69’ 40’ 33 north
source Proceedings of the Generative Arts conference, Milan, 2003
summary We would like to present some recent work using cellular automata and agent modelling for the generative design of building configurations. The cellular automata is based on a 3d terrain model of a site (taken from the recent Europan competition) which is encoded with both topological and economic data, and agents that are light sensitive and which reconfigure the developing architecture by checking overshadowing and spatial occupation. The emergent pattern of development therefore results from an understanding of the programmatic and the spatial parameters of the task, and is intimately related to the site and its peculiarities.
keywords urban planning, cellular automata, agent modelling, solar performance, hierarchical massing
series other
type normal paper
email
more http://www.generativeart.com/
last changed 2012/09/20 21:37

_id acadia03_034
id acadia03_034
authors Luhan, G.A., Bhavsar, S. and Walcott, B.L.
year 2003
title Deep-Time ProbeInvestigations in Light Architecture
doi https://doi.org/10.52842/conf.acadia.2003.258
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. 258-266
summary This paper presentation presents an interdisciplinary research project conducted by a design team comprised of faculty from the Colleges of Architecture, Engineering, and Astrophysics. The title of the project, Deep-Time Probe, Investigations in Light-Architecture, explores the use of an optically active-SETI experiment that centers on the thematic of time, vision, and movement through space. The realm of architecture was the digital glue that united the varied disciplines. The core of the project is broken down into three intrinsically linked components—data representation—collection, storage, and modulation; the Project Mission Wall; and the resultant Light Architecture or Deep-Time Probe. A small team of architecture students under the direction of one architecture faculty member designed the Mission Wall while the Robotics Department provided CNC machinery to digitally mill and fabricate its components. This same team assembled the 40’x60’x15’ structure in one day. The site of the launch created an adequate interface for the public art structure at the scale of an urban park. The scale of the Mission Wall addressed a variety of places, paces, and scales that mediated between the laser, the context of the surrounding plaza, and pedestrian and vehicular circulation, all while concealing the laser from direct view. The Mission Wall served three functions. It provided a housing for the Deep-Time Probe laser. It created windows and scaffolding for lighting. Moreover, it established a series of “View Corridors” that provided the onlooker with multiple vantage points and thus multiple-readings of information as architecture. Nearly fifty “Time Probe Reporters” gathered information through oral interviews. In addition to messages linked to the interviews, the Deep-Time Probe contained verbal and graphic information, images depicting the design and fabrication processes. At the time of the launch, the design team digitized, specially formatted, converted, and modulated the data into a special high-powered laser that was “launched” into space. An advanced civilization in the universe could theoretically receive and decode this information. The Deep-Time Probe project visualized the strengths of each profession, fostered the creative aspects of each team member, and resulted in a unique and dynamic experience. The deep time probe is right now passing through the Oort Cloud, the debris left over from the formation of our Sun and planets, present as a halo surrounding our solar system . . . a distance of nearly 1.5 trillion miles.
keywords Interdisciplinary Design Research, Information Visualization, and Fabrication
series ACADIA
email
last changed 2022/06/07 07:59

_id caadria2003_c4-1
id caadria2003_c4-1
authors Santos, Eduardo T. and Derani, Luis A.
year 2003
title An Immersive Virtual Reality System for Interior and Lighting Design
doi https://doi.org/10.52842/conf.caadria.2003.593
source CAADRIA 2003 [Proceedings of the 8th International Conference on Computer Aided Architectural Design Research in Asia / ISBN 974-9584-13-9] Bangkok Thailand 18-20 October 2003, pp. 593-596
summary We are developing an immersive virtual reality system for interior and lighting design where, inside a CAVE(r), one can change at will the color, texture and finishing of all elements in the simulated environment (walls, floor, furniture and decoration) as well as position, type, color and intensity of all light sources. Although the rendering algorithm used in the system is the ray tracing, preliminary results show we are able to achieve almost real time performance. The system is intended to both help architects to better communicate their design ideas to clients through an advanced visualization tool and also speed up the interior and lighting design processes.
series CAADRIA
email
last changed 2022/06/07 07:56

_id cf2003_m_082
id cf2003_m_082
authors WITTKOPF, S.K., HUNG, T.C. and BOEY, M.K.
year 2003
title Discussing Photon-Mapping and Radiosity-Based Rendering Algorithms to Evaluate Qualitative Lighting Design in Contemporary Architecture
source Digital Design - Research and Practice [Proceedings of the 10th International Conference on Computer Aided Architectural Design Futures / ISBN 1-4020-1210-1] Tainan (Taiwan) 13–15 October 2003, pp. 351-360
summary This paper attempts to determine the impact of different light propagation algorithm on visual perception of qualitative lighting design in contemporary architecture. Radiositybased and photon-mapping-based light simulation software is used in this empirical study as a “switch” to isolate the occurrence of the specific lighting phenomenon. Images generated by the two rendering software are graded using a subjective lighting metric. The results show varying visual response. This finding informs architects that general radiosity-based renderer might not be adequate to portray accurate computational representation of translucency, directional diffused reflection and caustics; lighting phenomena observed in contemporary architecture.
keywords design evaluation, lighting, simulation
series CAAD Futures
email
last changed 2003/09/22 12:21

_id ecaade03_615_54_kheng
id ecaade03_615_54_kheng
authors Lim, Chor-Kheng
year 2003
title Is a pen-based system just another pen or more than a pen?
doi https://doi.org/10.52842/conf.ecaade.2003.615
source Digital Design [21th eCAADe Conference Proceedings / ISBN 0-9541183-1-6] Graz (Austria) 17-20 September 2003, pp. 615-622
summary Freehand sketch is the most critical stage in the design process. The importance of the freehand sketch is in its ability to freely represent various projections of ambiguous drawing using a convenience tool, pen-and-paper. Recently, pen-based system which developed attempted to use pen as an input device, allowing sketches to be freely drawn on computers. However, as far as the various drawing projections, such as diagram, symbol, plan, elevation, section, perspective, etc., how are they interrelated to a designer’s cognitive behavior? Different media have different abilities to represent projections. What’s the difference of design cognitive behavior between conventional pen-and paper and pen-based system in view of both using a pen as a design medium? This research proceeds a think-aloud protocol analysis to present an analysis and discussion. Research results show that there is a relationship of gradual embodiment, mutually complementary, going from a whole to being dissected into sections between the different projections. Moreover, pen-based system is more than a pen, it allows designer to inspect a 3-D view during the sketching stage. This gives the designer more opportunities during the sketching stage to conduct the design thinking process based on the ambiguous 2-D projections and the more concrete 3-D images, as well as more opportunities for visual feedback
series eCAADe
email
last changed 2022/06/07 07:59

_id acadia03_049
id acadia03_049
authors Lim, Chor-Kheng
year 2003
title An Insight into the Freedom of Using a Pen: Pen-based System and Pen-and-paper
doi https://doi.org/10.52842/conf.acadia.2003.385
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. 385-393
summary In earlier researches on freehand sketching, the cognitive behavior of designers was studied. In recent years, some researchers began to look into this area from the design media aspect. The pen-based system, developed by Gross, Landay and other researchers, used the pen as an input device, allowing sketches to be freely drawn in a computer environment. The importance of the freehand sketch lies in its ability to freely represent various drawing projections using ambiguous sketches. However, as for the various drawing projections, such as diagrams, symbols, plans, elevations, sections, perspectives, etc., how are they interrelated to a designer’s thinking process and the cognitive behavior? Different media have different abilities to represent different projections. Would they affect the designer’s design thinking as well? Targeting different media, i.e., conventional freehand sketches vs. the computer pen-based system, this research uses case studies and think-aloud protocol analysis to present an analysis and discussion. Research results show that there is a relationship of gradual embodiment that is mutually complementary, going from a whole perspective to being the dissected into sections between the different projections. In addition, these projections restrict the designer’s various design thinking processes, while the use of different media may somewhat change the actual design thinking of the designer
series ACADIA
email
last changed 2022/06/07 07:52

_id caadria2003_a3-3
id caadria2003_a3-3
authors Schnabel, Marc Aurel
year 2003
title Creation and Translation Virtual 3D Architectural Environments
doi https://doi.org/10.52842/conf.caadria.2003.371
source CAADRIA 2003 [Proceedings of the 8th International Conference on Computer Aided Architectural Design Research in Asia / ISBN 974-9584-13-9] Bangkok Thailand 18-20 October 2003, pp. 371-384
summary In this paper, we describe the research we undertake to investigate the perception and comprehension of spatial volumes within immersive, non-immersive virtual environments and physical models and their translation to a tangible representation. We set up two related design experiments to investigate the outcome of creation, interpretation and communication of architectural design. One, being the analysis of a cubic structure, based on three-dimensional (3D) interlocking volumes and spaces; and the other, being the design of a 3D-maze together with text -based communication. Collaboratively participants create, assess and analyse spatial relationships of volumes and spaces of a 3D maze structure or construct models of these spaces. The objective of our study is to identify how designers perceive space in Virtual Environments (VE) and communicate design ideas by using VE versa conventional methods of two-dimensional depictions such as paper and pen or 3D representations such as physical models. We investigate issues of quality, accuracy, understanding, communicating and rebuilding of designed or experienced architectural compositions.
series CAADRIA
email
last changed 2022/06/07 07:57

_id sigradi2003_116
id sigradi2003_116
authors Daz, Susana
year 2003
title Miríadas de luz (Diversity of light)
source SIGraDi 2003 - [Proceedings of the 7th Iberoamerican Congress of Digital Graphics] Rosario Argentina 5-7 november 2003
summary There is a point, a conjunction of situations: a newly found daub. Finding the shape, the exact spot, going into, imagining the unexplored vastness of something which expands itself...When a daub begins its race and I can see the colors blending, getting saturated or broken. When I see the succession of changes I become part of that space made of light. My eyes are the daub. Neither reasons nor topics inspire the moment. Only the pleasure of finding for a few minutes the magic of perceiving and having, apparently without reason, absolutely aware of our being.
keywords Light, perception, innocence, space, being
series SIGRADI
email
last changed 2016/03/10 09:50

_id ecaade03_237_51_zone
id ecaade03_237_51_zone
authors Lee, Y.Z. Lim, C.K. and Liu, Y.T.
year 2003
title Multiple digital media in realizing various urban spaces: Project 2050 Taiwan
doi https://doi.org/10.52842/conf.ecaade.2003.237
source Digital Design [21th eCAADe Conference Proceedings / ISBN 0-9541183-1-6] Graz (Austria) 17-20 September 2003, pp. 237-246
summary In Taiwan, it is a common phenomenon that landscape, urban spaces, and buildings are not considered as a whole by governments at all levels and private clients. More terribly, the government has never proposed any urban statement for the future. The Minister strongly therefore proposes this statement: 2050 vision Taiwan, aim to design the public spaces for the life of Taiwan in the year 2050. The Council for Culture Affairs plans to spend two years to cover 100 locations and invite 20 design teams to provide new vision of the places. Our design team, AleppoZONE first conducts the initial stage of this project that includes three areas of Taiwan: Taipei as the capital of Taiwan is expected to become a better place reflecting new and old space combination. Hsinchu is planned to explore the prototype for a digital city where digital technology is wellinstalled in the city plaza and public buildings. In the island of Pen-Hu, the ecology and high-tech transportation are equally considered to shape Pen-Hu as an island with nature. In the process, design team successfully synthesizes digital models and dynamic films into virtual and physical coexisting environmental animations by using multiple digital media in realizing the 2050 vision cities. The aim of this research is to give a throughout introduction of this project.
keywords Digital media; urban spaces; representation
series eCAADe
email
last changed 2022/06/07 07:52

_id acadia03_051
id acadia03_051
authors Lim, Chor-Kheng
year 2003
title G Pen: An Intelligent Designer’s Playmate
doi https://doi.org/10.52842/conf.acadia.2003.403
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. 403-409
summary In the field of design the pen-based system is a newly developed computer interface that provides the designer with the convenience of a pen in freehand sketches. But these pen-based systems only focus on an interface familiar to the designers and the application of the hardware and software that go with it, treating the pen only as a mouse-like input device. As pen and pad are devices for the pen-based system, the hope is that they can be endowed with more intelligent characteristics to let them interact with designer’s gestures and become a creative source for the designers, while simultaneously preventing the design fixation encountered by designers during design process. This research utilizes the unintentional hand gestures made by designers, such as the designer’s grip of the pen or movement involved in playing with the pen, putting it down, knocking it, twisting it or shaking it, during the thinking process or when running into a design fixation. From the interaction between the pen and the pad, certain actions may be generated to stimulate the designer’s thinking process. This research uses a neural network as the main learning mechanism for the eventual development of a prototype of a pen-based drawing system that provides timely visual stimulation: a G Pen system.
series ACADIA
email
last changed 2022/06/07 07:52

_id cf2003_m_006
id cf2003_m_006
authors ACHTEN, Henri and JESSURUN, Joran
year 2003
title Learning From Mah Jong - Towards a Multi-Agent System that can Recognize Graphic Units
source Digital Design - Research and Practice [Proceedings of the 10th International Conference on Computer Aided Architectural Design Futures / ISBN 1-4020-1210-1] Tainan (Taiwan) 13–15 October 2003, pp. 115-124
summary Sketching is a major means of exploiting the first conceptual developments in architectural design. If we want to support the architect in the ideas-developing phase of design, then we need to understand the conventions of depiction and encoding in drawings. The theory of graphic units provides an extended list of such conventions that are widely used. We propose that a multi-agent system for recognition of graphic units in drawings is fruitful: agents can specialize in graphic units, a multi-agent system can deal with ambiguity through negotiation and conflict resolution, and multi-agent systems function in dynamically changing environments. We first make a multi-agent system that can do something simpler: playing Mah Jong solitary. The Mah Jong solitary system shares the following important features with a multi-agent system that can recognize graphic units: (1) specialized agents for moves; (2) negotiation between agents to establish the best move; (3) dynamically changing environment; and (4) search activity in more advanced strategies. The paper presents the theoretical basis of graphic units and multi-agents systems. The multi-agent framework and its implementation is presented. Various levels of game play are distinguished, and these are correlated to the multi-agent system. The paper shows how the findings form the basis for graphic unit recognition.
keywords artificial intelligence, games, graphic units, agents
series CAAD Futures
email
last changed 2003/11/22 16:39

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