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 605

_id bc3c
authors Weichselbaum, J., Hoffmann, Ch., Steinnocher, K. and Weigl, F.-St.
year 2003
title EO-PLAN-GIS Operational earth observation applications involving user communities on national and European level
source CORP 2003, Vienna University of Technology, 25.2.-28.2.2003 [Proceedings on CD-Rom]
summary The joint GeoVille/ARC Seibersdorf project EO-Plan-GIS has the objective of deriving Earth Observation (EO)/Geographic Information System (GIS) products for public and private customers (i.e. Austrian state governments and digital mapping industry). Representatives of three state administrations (i.e. Carynthia, Upper Austria and Vorarlberg) and of Tele Atlas (a commercial enterprise in the production of digital road databases) have been actively involved in the project activities. The major focus of the project is on the automated differentiation of built-up areas and the derivation of land use/cover data for both the state governments and Tele Atlas, as well as on the update and upgrade of the Tele Atlas road network. Using GIS methods, the EO-derived base data will be adapted to serve the individual user needs (i.e. Geographic State Information Systems and Tele Atlas MultiNet). EO-Plan-GIS was initiated by the Austrian Ministry of Transport, Innovation and Technology as a national initiative within theframework of the current GMES (Global Monitoring for Environment and Security) activities of ESA and the EU. It delivers inputs into the following GMES domains:• European Regional Monitoring, Subtopic A: Land cover change in Europe, characterisation of land cover changes (1950 –2000) in the EU with particular emphasis on landscapes and urban areas.• Horizontal Support Action – Information Management Tools & the Development of a European Spatial Data“Infostructure”.
series other
email
last changed 2003/03/11 20:39

_id ecaade03_047_70_maher
id ecaade03_047_70_maher
authors Maher, M.L., Liew, P.-S., Gu, N. and Ding, L.
year 2003
title An Agent Approach to Supporting Collaborative Design in 3D Virtual Worlds
doi https://doi.org/10.52842/conf.ecaade.2003.047
source Digital Design [21th eCAADe Conference Proceedings / ISBN 0-9541183-1-6] Graz (Austria) 17-20 September 2003, pp. 47-52
summary 3D Virtual worlds facilitate a level of communication and collaboration not readily available in conventional CAD systems. The integration of virtual worlds and CAD systems using a common data model can make a significant impact on synchronous collaboration and real time multi-user multi-disciplinary modification of building data. By using agents, the integration of 3D virtual worlds and CAD systems can go beyond that of passive data transfer. With sensors and effectors, each agent can interact with its environment by responding to changes in the CAD system or 3D virtual world, which can take the form of an update to the geometry, or as a recommendation to change non geometric information or to propagate changes to other parts of the design. The reasoning process for each agent can vary from a reflexive behaviour in which the agent responds directly to the sensor data to a reflective behaviour in which the agents reasons about its goals and alternatives before making a change to the environment. We demonstrate this approach using ArchiCAD and Active Worlds as the CAD system and the virtual world platform. An EDM database is used as the central repository for storing the representation of the relevant data model. A multi-agent system is developed to connect the virtual world to this database to allow active data sharing. This agent approach can be extended to the integration of other applications and data models.
keywords Design Collaboration, Virtual World, Agent and CAD
series eCAADe
email
more http://www.arch.usyd.edu.au/~mary
last changed 2022/06/07 07:59

_id 6943
id 6943
authors ML Maher, G Smith and JS Gero
year 2003
title DESIGN AGENTS IN 3D VIRTUALWORLDS
source IJCAI03 Workshop on Cognitive Modeling of Agents and Multi-Agent Interaction, R Sun (ed), IJCAI, Acapulco, pp 92-100.
summary Design agents are rational agents that monitor and modify elements of a designed environment. Special characteristics of design agents include the ability to reason about patterns and concepts, and the ability to act autonomously in modifying or changing the design to achieve their own goals. 3D Virtual Worlds are multi-user distributed systems that provide a designed environment and a closed world environment for studying design agents in a multiagent system. We present a model for a design agent reasoning process and a model for constructing a memory of the agent’s knowledge and interaction with a virtual world. The reasoning process includes sensation, perception, conception, hypothesizing, and planning a sequence of actions. Each agent has a constructed memory: a dynamic and changing view of the designed world that is determined by the agents sense data and reasoning. The agents construct and maintain a representation of the relevant objects in the world using a Function- Behavior-Structure formalism in order to reason about the intended and actual functions of the designed objects in the world. We have implemented this agent model by extending the Active Worlds platform so that each object in the 3D world can have agency. We illustrate the model with a door agent and a multi-agent room that reason about the use of the 3D world.
keywords design agents, virtual worlds, FBS framework
type normal paper
email
last changed 2004/04/10 02:47

_id 40d5
authors Koskenniemi, Outi
year 2003
title Information systems for monitoring land use planning in the Finnish Environmental Administration. GISALU (Land Use GIS) and KATSE (the Information System for Monitoring Land Use Planning)
source CORP 2003, Vienna University of Technology, 25.2.-28.2.2003 [Proceedings on CD-Rom]
summary The primary aim of the monitoring of land use planning is to obtain information about the state and development of land use planning. The new Land Use and Building Act of Finland has obliged the authorities to monitor land use since the beginning of the year 2000. Two information systems help to fulfil this task in the Finnish Environmental Administration. GISALU (Land Use GIS) is a collection of data sets containing geographical data on land use plans, deviation decisions and the cultural environment. KATSE(the Information System for Monitoring Land Use Planning) mainly contains statistical data on the state of planning as a whole and changes in it. GISALU is an important information source for KATSE. Both information systems form part of ALUTJ (the information systems for land use), and they are also subsystems of HERTTA (the Finnish Environmental Information System).
series other
email
last changed 2003/03/11 20:39

_id caadria2007_057
id caadria2007_057
authors Kouide, Tahar; G. Paterson
year 2007
title BIM as a Viable Collaborative Working Tool: A Case Study
doi https://doi.org/10.52842/conf.caadria.2007.x.l1j
source CAADRIA 2007 [Proceedings of the 12th International Conference on Computer Aided Architectural Design Research in Asia] Nanjing (China) 19-21 April 2007
summary For the majority of design practices in the construction industry the use of CAD systems have been used to merely automate hand drafting (Cohen 2003). This is the traditional way of working that has changed very little since the introduction of commercial CAD systems. These practices as means of communication are being replaced by a virtual building model environment which encapsulates all of the information for an entire construction project and thereby enables computer-supported co-operative working practices. (Newton 2003) This study aims to determine whether Building Information Modelling (BIM) can, and whether it will, replace traditional communication media as the standard in the industry for computersupported co-operative working practices in the Architecture Engineering and construction (AEC) sector. The bulk of the research comprises an extensive literature review looking at the principal reasons behind the development of BIM, the potential advantages and drawbacks of the technology, and the barriers and obstacles which inhibit its adoption as a means of computer-supported co-operative working. The findings of the study have been validated and analysed against current practice in the field through a live case study analysis of the on-going Heathrow airport Terminal 5 Project in London (UK). The Terminal 5 case study demonstrates that present software tools, although usable, still present significant implicit technical constraints to wider implementation among Small and Medium Enterprises (SMEs). The case study has also shown that in practice, the success of BIM depends just as much on the working practices and ethos of participants in the project chain as it does on the capabilities of the software itself, in particular the willingness of practitioners to change traditional working practices. The case study has shown that the present investment, in terms of time, cost, and effort required to implementing the technology means that BIM is unlikely to be adopted on small simple projects where conventional CAD is still adequate. It also highlighted that BIM tools currently available are not yet adequately developed to satisfy the requirements of the many procurement and especially contractual arrangements which presently exist and many firms will be frightened off by the unresolved legal issues which may arise from implementing BIM in their practices.
series CAADRIA
email
last changed 2022/06/07 07:50

_id c35c
authors Bender, Oliver
year 2003
title The Geographical Alpine Information System “Galpis” in the Raumalp Project. Outlay and Output
source CORP 2003, Vienna University of Technology, 25.2.-28.2.2003 [Proceedings on CD-Rom]
summary RAUMALP, an interdisciplinary research project of the Austrian Academy of Sciences, shall examine problem areas of spatial development on community level in the Austrian alpine region. The aim is the investigation of scientific basics for political decision finding, especially for the regional-specific realisation of the Alpine Convention. All ascertained information shall be included in “GALPIS”, a comprehensive Alpine Space Information System. GALPIS based on ESRI ArcGIS and MS Access software works with data from different sources, like ISIS, the electronic data base of Statistic Austria, and original data and maps gathered and elaborated by the working groups of RAUMALP. This also includes ecological raster data. Dealing with administrative units, „real“ space and raster space, RAUMALP will integrate the different space levels mostly to administrative spatial units representing the existing 1145 communities of the RAUMALP study area. This will be realised by overlay of grids, types of land use and communitypolygons. Major task of GALPIS is a conversion of former communal data (p. e. 1451 communities in 1951) that should represent the recent administrative boundaries. By this way it is possible to make thematic and time-integrative analyses of community data. GIS modelling of the six case studies is more complex. The conceptual model has to integrate several vector and raster layers such as land plots (“Digitale Katastralmappe”), types of land use (“Land Use and Land Cover Austria” by M. Seger) and biodiversity. P. e., the working group settlement is using a logical data model based on the entity “building” with the attributes “construction”,“function”, etc.
series other
email
last changed 2003/11/21 15:16

_id 792a
authors Blaschke, Thomas and Tiede, Dirk
year 2003
title Bridging GIS-based landscape analysis/modelling and 3D-simulation.Is this already 4D?
source CORP 2003, Vienna University of Technology, 25.2.-28.2.2003 [Proceedings on CD-Rom]
summary Several studies have used remote sensing to map patterns of e.g. deforestation or to analyse the rates of land use change. Thesestudies have proven useful for interpreting the causes of urbanization, deforestation etc. and the impact of such changes on theregion. Monitoring of change (e.g. deforestation or reforestation) is frequently perceived as one of the most important contributionsof remote sensing technology to the study of global ecological and environmental change (Roughgarden et al. 1991). Manyresearchers believe that the integration of remote sensing techniques within analysis of environmental change is essential if ecologistsare to meet the challenges of the future, specifically issues relating to global change; however, in practice, this integration has so farbeen limited (Griffiths & Mather 2000). Considerable difficulties are encountered in linking, on the one hand, the biologies oforganisms and the ecologies of populations to the fluxes of material and energy quantifiable at the level of ecosystems. In this paper,we concentrate on the methodological aspects of the delineation of landscape objects and touch the ecological application onlysuperficially but we elucidate the potential of the proposed methodology for several ecological applications briefly.
series other
email
last changed 2003/11/21 15:16

_id acadia05_254
id acadia05_254
authors Sheil, Bob and Leung, Chris
year 2005
title ‘Kielder Probes’ – bespoke tools for an indeterminate design process
doi https://doi.org/10.52842/conf.acadia.2005.254
source Smart Architecture: Integration of Digital and Building Technologies [Proceedings of the 2005 Annual Conference of the Association for Computer Aided Design In Architecture / ISBN 0-9772832-0-8] Savannah (Georgia) 13-16 October 2005, pp. 254-259
summary Sixteen (makers) are a group of practicing architects, academics, designers and makers who assemble when key questions surrounding design, fabrication, use and adaptability in architecture emerge. Initially, the group was formed out of a motivation to engage as designers with the physical and tactile aspects of production without a dependency upon drawing. Now, in the post digital age, the age of digital fabrication, boundaries between drawing and making, between the designer and the maker, have dissolved. Consequently sixteen*(makers) work is now engaged with questions of knowledge transfer, expertise, and innovation where modes of investigation are equally embedded within in the analogue and the digital world. This article relates to our latest ongoing work which is due for completion in 2005/06. The work has been developed as a specific response to the award of an architectural residency by the Art and Architecture Partnership at Kielder Park, Northumbria, England. From the outset, it has not been a requirement of the residency that an outcome is identified early on. In fact, as I write, the outcome remains open. Presented with an extraordinary site and coinciding with a time of rapid change the work has begun by exploring a design process that is adaptable, indeterminate, and informed by site conditions. In October 2003, sixteen*(makers) were awarded an architecture residency by The Art and Architecture Programme at Kielder (AAPK) of Northumbria, UK. This organization is well known for commissioning works such as the ‘Belvedere’ by Softroom and the ‘Skyspace’ by James Turrell. Coordinated by Peter Sharp, AAPK consists of a number of large public bodies, including The Forestry Commission, Northumbrian Water and Tyndale District Council. Together they manage a land area of 62,000 ha’s centred on the UK’s largest reservoir and surrounded on all sides by one of Europe’s largest managed forests.
series ACADIA
email
last changed 2022/06/07 07:56

_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

_id ijac20031402
id ijac20031402
authors Caldas, Luisa G.; Norford, Leslie K.
year 2003
title Shape Generation Using Pareto Genetic Algorithms: Integrating Conflicting Design Objectives in Low-Energy Architecture
source International Journal of Architectural Computing vol. 1 - no. 4
summary The Generative Design System [GDS] presented in this paper was developed to assist designers in researching low-energy architecture solutions. The GDS has the capability to evolve architectural forms that are energy-efficient, while complying to design intentions expressed by the architect and responding to conflicting objectives. To achieve this evolutionary development, the system integrates a search and optimization method [Genetic Algorithm], building energy simulation software [DOE2.1E], and Pareto multicriteria optimization techniques. The GDS adaptively generates populations of alternative solutions, from an initial schematic layout and a set of rules and constraints designed by the architect to encode design intentions. The two conflicting objective functions considered in this paper are maximizing daylighting use and minimizing energy consumption for conditioning the building. The GDS generated an uniformly sampled, continuous Pareto front, from which six points were visualized in terms of the proposed architectural solutions.
series journal
more http://www.multi-science.co.uk/ijac.htm
last changed 2007/03/04 07:08

_id ijac20031206
id ijac20031206
authors Glaser, Daniel; Peng, James
year 2003
title On Classifying Daylight for Design
source International Journal of Architectural Computing vol. 1 - no. 2
summary In this paper, we present LiQuID, a tool for clustering lighting simulation data. Photographs are useful vehicles for both describing and making assessments of architectural lighting systems. A significant barrier to using photographs during the design process relates to the sheer volume of renderings that needs to be analyzed. Although there have been efforts to produce novel visualization systems to manage large sets of photographs, this research aims to reduce the complexity by classifying data into representative prototypes.A hypothetical case study is discussed.
series journal
more http://www.multi-science.co.uk/ijac.htm
last changed 2007/03/04 07:08

_id ecaade03_260_02_nardi
id ecaade03_260_02_nardi
authors Nardini, Marco
year 2003
title Avant-garde techniques in contemporary design - New tools or new languages for the project?
doi https://doi.org/10.52842/conf.ecaade.2003.261
source Digital Design [21th eCAADe Conference Proceedings / ISBN 0-9541183-1-6] Graz (Austria) 17-20 September 2003, pp. 261-264
summary In this paper it is argued that new digital techniques join together several skills; from CAD (Computer Aided Design), to CAE (Computer Aided Engineering), till CAM (Computer Aided Manufacturing). That assemblage of methods involves a change in the way to achieve a project. The idea comes out as result of connected actions within software-hardware tools. According to this analysis the implementation of gradients (e.g. movement, time, direction) have a significant role in shaping a multi-disciplinary approach to design; supported by simulation as way to verify and control solutions. Such innovations can settle a new way to design, in terms of vocabulary, grammar and syntax? How can we develop useful tools to express the ""new visible"" of avant-garde techniques?
keywords Avant-garde techniques, simulation, complexity, new visible, immaterial,parametric design
series eCAADe
email
more http://ecologo.3go.it
last changed 2022/06/07 07:58

_id acadia16_140
id acadia16_140
authors Nejur, Andrei; Steinfeld, Kyle
year 2016
title Ivy: Bringing a Weighted-Mesh Representations to Bear on Generative Architectural Design Applications
doi https://doi.org/10.52842/conf.acadia.2016.140
source ACADIA // 2016: POSTHUMAN FRONTIERS: Data, Designers, and Cognitive Machines [Proceedings of the 36th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-0-692-77095-5] Ann Arbor 27-29 October, 2016, pp. 140-151
summary Mesh segmentation has become an important and well-researched topic in computational geometry in recent years (Agathos et al. 2008). As a result, a number of new approaches have been developed that have led to innovations in a diverse set of problems in computer graphics (CG) (Sharmir 2008). Specifically, a range of effective methods for the division of a mesh have recently been proposed, including by K-means (Shlafman et al. 2002), graph cuts (Golovinskiy and Funkhouser 2008; Katz and Tal 2003), hierarchical clustering (Garland et al. 2001; Gelfand and Guibas 2004; Golovinskiy and Funkhouser 2008), primitive fitting (Athene et al. 2004), random walks (Lai et al.), core extraction (Katz et al.) tubular multi-scale analysis (Mortara et al. 2004), spectral clustering (Liu and Zhang 2004), and critical point analysis (Lin et al. 20070, all of which depend upon a weighted graph representation, typically the dual of a given mesh (Sharmir 2008). While these approaches have been proven effective within the narrowly defined domains of application for which they have been developed (Chen 2009), they have not been brought to bear on wider classes of problems in fields outside of CG, specifically on problems relevant to generative architectural design. Given the widespread use of meshes and the utility of segmentation in GAD, by surveying the relevant and recently matured approaches to mesh segmentation in CG that share a common representation of the mesh dual, this paper identifies and takes steps to address a heretofore unrealized transfer of technology that would resolve a missed opportunity for both subject areas. Meshes are often employed by architectural designers for purposes that are distinct from and present a unique set of requirements in relation to similar applications that have enjoyed more focused study in computer science. This paper presents a survey of similar applications, including thin-sheet fabrication (Mitani and Suzuki 2004), rendering optimization (Garland et al. 2001), 3D mesh compression (Taubin et al. 1998), morphin (Shapira et al. 2008) and mesh simplification (Kalvin and Taylor 1996), and distinguish the requirements of these applications from those presented by GAD, including non-refinement in advance of the constraining of mesh geometry to planar-quad faces, and the ability to address a diversity of mesh features that may or may not be preserved. Following this survey of existing approaches and unmet needs, the authors assert that if a generalized framework for working with graph representations of meshes is developed, allowing for the interactive adjustment of edge weights, then the recent developments in mesh segmentation may be better brought to bear on GAD problems. This paper presents work toward the development of just such a framework, implemented as a plug-in for the visual programming environment Grasshopper.
keywords tool-building, design simulation, fabrication, computation, megalith
series ACADIA
type paper
email
last changed 2022/06/07 07:58

_id ijac20031209
id ijac20031209
authors Otto, George; Kalisperis, Loukas N.; Gundrum, Jack; Muramoto, Katsuhiko; Burris, Gavin; Masters, Ray; Slobounov, Elena; Heilman, Jami; Agarwala, Vijay
year 2003
title The VR-Desktop: an Accessible Approach to VR Environments in Teaching and Research
source International Journal of Architectural Computing vol. 1 - no. 2
summary The VR-Desktop initiative is an effort to bring key benefits of projection-based virtual reality into the mainstream of teaching and research at the Pennsylvania State University, through the deployment of comparatively low cost and easy to use virtual reality and integrated multimedia display systems within a variety of contexts. Recent experiences with design and implementation of single- and multi-screen VR systems for teaching and research are described. The systems discussed employ low cost and readily available hardware components, familiar desktop computing environments, and open-source VR development toolkits. The approach is modular and easily adaptable to various applications in research or instruction.
series journal
email
more http://www.multi-science.co.uk/ijac.htm
last changed 2007/03/04 07:08

_id ijac20031208
id ijac20031208
authors Ozel, Filiz; Pahle, Robert; Juyal, Manu
year 2003
title An XML Framework for Simulation and Analysis of Buildings
source International Journal of Architectural Computing vol. 1 - no. 2
summary This study focuses on the problem of how to structure spatial and component based building data with the intention to use it in the simulation and analysis of the performance of buildings. Special attention was paid to the interoperability and optimization of the resulting data files.The study builds its investigation onto XML (Extensible Markup Language) data modeling framework.The authors have studied different ways of arranging building information in XML format for effective data storage and have developed a data modeling framework called bmXML for buildings. Initial results are two-fold: a VBA application was developed to create the appropriate building model in AutoCAD with the intention to write building data in bmXML format, and a JAVA application to view the file thus created.This paper primarily focuses on the former, i.e. the AutoCAD application and the bmXML format.
series journal
more http://www.multi-science.co.uk/ijac.htm
last changed 2007/03/04 07:08

_id cf2011_p163
id cf2011_p163
authors Park, Hyoung-June
year 2011
title Mass-Customization in the Design of 4,000 Bus Stops
source Computer Aided Architectural Design Futures 2011 [Proceedings of the 14th International Conference on Computer Aided Architectural Design Futures / ISBN 9782874561429] Liege (Belgium) 4-8 July 2011, pp. 265-278.
summary In Hawaii, ‚"TheBus‚" has been a main transportation system since 1971. Considering the high cost of living in Hawaii and the absence of a rail system, the use of ‚"TheBus‚" has been an instrumental vein of the city life in Honolulu with rhythmical pauses at about 4,000 bus stops in Honolulu. However, existing undifferentiated bus stops are developed from a cost effective mass production system so that they have been problematic for satisfying specific needs from various site conditions. In this research, an integrated computational method of mass-customization for designing 4,000 bus stops is introduced. According to various site conditions, the design of each bus stop is customized. Unlike the mass‚Äêproduced bus stops commonly seen in cities today, the proposed computational method in this paper produces bus stop design outcomes that fit into the physical characteristics of the location in which they are installed. Mass-customization allows for the creation and production of unique or similar buildings and building components, differentiated through digitally‚Äêcontrolled variation (Kolarevic, 2003). The employment of a computational mass‚Äêcustomization in architectural design extends the boundary of design solutions to the satisfaction of multi-objective requirements and unlimited freedom to search alternative solutions (Duarte, 2001; Caldas, 2006). The computational method developed in this paper consists of 1) definition of a prototype, 2) parametric variation, 3) manual deformation, and 4) simulation based deformation. The definition of a prototype is the development of a basic design to be transformed for satisfying various conditions given from a site. In this paper, the bus stop prototype is developed from the analysis of more than 300 bus stops and the categorization of the existing bus stops according to their physical conditions, contextual conditions, climatic conditions, and existing amenities. Based upon the outcome of the analysis, the design variables of a bus stop prototype are defined. Those design variables then guide the basic physical parameters for changing the physical configuration of the prototype according to a given site. From this, many possible design outcomes are generated as instances for further developments. The process of manual deformation is where the designer employs its intuition to develop the selected parametric variation. The designer is compelled to think about the possible implication derived from formal variation. This optional process allows every design decision to have a creative solution from an individual designer with an incidental quality in aesthetics, but substantiated functional quality. Finally the deformation of the selection is guided and controlled by the influence of sun direction/ exposure to the selection. The simulation based deformation starts with the movement of the sun as the trigger for generating the variations of the bus stop prototype. The implementation of the computational method was made within the combination of MEL (Maya Enbedded Language), autodesk MAYA and Ecotect environment.
keywords mass-customization, parametric variation, simulation based deformation
series CAAD Futures
email
last changed 2012/02/11 19:21

_id 0744
id 0744
authors R Sosa and JS Gero
year 2003
title SOCIAL CHANGE: EXPLORING DESIGN INFLUENCE
source Multi-Agent Based Simulation III, Hales, D. Edmonds, B. Norling, E.and Rouchier, J. (eds), Springer, pp 106-119.
summary This paper explores some aspects of group divergence based on principles of design disciplines and social dissemination. Extensions to an elementary model are used to explore the fundamental relation between divergence and social influence mechanisms previously employed to explain group convergence. The possible role of a change agent is investigated supporting the notion that there is no need to invoke any extraordinary mechanism other than convergence to trigger social change.
keywords social behaviour, change agents
type normal paper
email
last changed 2004/04/10 02:40

_id cf2003_m_051
id cf2003_m_051
authors ZAMENOPOULOS, Theodore and ALEXIOU, Katerina
year 2003
title Computer-Aided Creativity and Learning in Distributed Cooperative Human-Machine Networks
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. 191-202
summary In this paper we discuss designing abilities, such as creativity and learning, as abilities that emerge though interaction in cooperative human-machine networks. We concentrate in a design system that can exhibit and support creative behaviour using knowledge learnt through distributed human-machine interaction. In this context, conflict resolution and coordination is a main issue, as well as a main indicator for the creative and adaptive ability of the design system. More specifically, we are going to present a model of coordination developed using learning control and multi-agent systems methodologies and techniques. A prototype system is tested in a virtual collaborative design assignment for simple location and three-dimensional configuration problems.
keywords collaboration, creativity, e-learning, human-machine networks
series CAAD Futures
last changed 2003/09/22 12:21

_id cf2003_m_003
id cf2003_m_003
authors ZREIK, K., STOUFFS, R., TUNÇER, B., OZSARIYILDIZ, S. and BEHESHTI, Reza
year 2003
title Information Modelling for Improving Communication in Design and Construction
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. 63-72
summary Globalisation and international competition force the AEC industry to change its work and collaboration practices. The traditional way of working is evolving into a more integrated process, and the traditional use of “synchronised passive” files and paperbased communication is being replaced with ICT based solutions. Currently, the AEC community is at an intermediate stage, i.e., it is shifting to “online” electronic documents. In this paper, a new concept called “eDocument” (eDoc) is introduced. The eDoc project is a cooperative effort in order to develop and implement a generic dynamically structured, multimedia, multi-channel, and multimodal information system as a means for communication in AEC projects. The major innovation in the concept is that, although it uses a repository, the focus is on the “logical and physical” specifications of the eDoc concept as a shared tele-workspace that is accessible through multiple platforms
keywords collaboration, digital design media, information modelling, visualisation
series CAAD Futures
last changed 2003/09/22 12:21

_id cf2003_m_113
id cf2003_m_113
authors SMITH, G. J., MAHER, M.L. and GERO, J.S.
year 2003
title Designing 3D Virtual Worlds as a Society of Agents
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. 105-114
summary We consider virtual architecture as 3D virtual worlds able to support human activities and collaboration needs in digital virtual environments. 3D virtual worlds can go beyond the simulation of physical worlds to become dynamic, adaptable worlds by incorporating agents in the representation of the world. Agents are software systems that are capable of acting autonomously according to their own goals and beliefs. A society of agents accommodates agent communication and collaboration as part of the agent reasoning. In this paper we present a framework in which agents become the basis for the elements of a 3D virtual world. This framework is presented as having a model for an agent that can interact and reason about the 3D world, and as a model for agent communication. The model is illustrated by the design of a virtual conference room."
keywords agent communication, agents, virtual architecture, virtual world
series CAAD Futures
email
last changed 2003/09/22 12:21

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