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 603

_id caadria2003_a4-3
id caadria2003_a4-3
authors Chang, Yu-Li
year 2003
title Dual Interface Between Physical and Digital Cities Cyberspatial Cognitive Approach to Thread Digital City In Physical City
doi https://doi.org/10.52842/conf.caadria.2003.523
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. 523-538
summary Today, digital cities are being developed all over the world. By using a city metaphor, digital cities integrate urban information and create public spaces. However, human how to entry into the new emerging digital cities, to percept themselves in around cities, and then taking shape the recognition of digital city forms? This paper studied by the viewpoint of cognition in order to explore the structure of the new style spatiality as cyberspace. By exploring the factors of human spatial cognition in physical space to interpret that human how to image and percept the spatial form of digital cities by the spatial experience in physical space, to construct the dual interface of spatial cognition of interaction between digital cities and physical cities.
series CAADRIA
email
last changed 2022/06/07 07:55

_id ecaade03_369_112_akgun
id ecaade03_369_112_akgun
authors Akgun, Yenal
year 2003
title An Interactive Database (HizmO) for Reconstructing Lost Modernist Izmir:
doi https://doi.org/10.52842/conf.ecaade.2003.369
source Digital Design [21th eCAADe Conference Proceedings / ISBN 0-9541183-1-6] Graz (Austria) 17-20 September 2003, pp. 369-372
summary The research project in progress in the School of Architecture at the Izmir Institute of Technology includes documentation and reconstruction (by 3D modeling in electronic media) of damaged and lost early modern buildings in the Izmir region. The research aims to analyze the differences between Izmir modern buildings and Universal Modern Style, and preserve information on architectural heritage for future generations. The project is at the phase of developing an interactive web-based historical database (HizmO) that includes data (information, images, technical drawings, VRML models) and visualization of the findings. This database aims to be a pioneer in Mediterranean Region for exhibition of relations between traditional architecture (especially Mediterranean locality) and modernism, and organization of a network and off-campus learning activity for Mediterranean architecture that serve as a guide for students, researchers and architects. This paper aims at introducing this research and discussing the application of the database “HizmO,” its aims and potential effects on education in architectural history.
keywords E-learning, educational database, architectural history, VRML
series eCAADe
email
last changed 2022/06/07 07:54

_id caadria2003_c2-4
id caadria2003_c2-4
authors Al-Sallal, Khaled A.
year 2003
title Integrating Energy Design Into Caad Tools: Theoretical Limits and Potentials
doi https://doi.org/10.52842/conf.caadria.2003.323
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. 323-340
summary The study is part of a research aims to establish theoretical grounds essential for the development of user efficient design tools for energy-conscious architectural design, based on theories in human factors of intelligent interfaces, problem solving, and architectural design. It starts by reviewing the shortcomings of the current energy design tools, from both architectural design and human factor points of view. It discusses the issues of energy integration with design from three different points of view: architectural, problem-solving, and human factors. It evaluates theoretically the potentials and limitations of the current approaches and technologies in artificial intelligence toward achieving the notion "integrating energy design knowledge into the design process" in practice and education based on research in the area of problem solving and human factors and usability concerns. The study considers the user interface model that is based on the cognitive approach and can be implemented by the hierarchical structure and the object-oriented model, as a promising direction for future development. That is because this model regards the user as the center of the design tool. However, there are still limitations that require extensive research in both theoretical and implementation directions. At the end, the study concludes by discussing the important points for future research.
series CAADRIA
email
last changed 2022/06/07 07:54

_id acadia03_022
id acadia03_022
authors Anders, Peter
year 2003
title Towards Comprehensive Space: A context for the programming/design of cybrids
doi https://doi.org/10.52842/conf.acadia.2003.161
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. 161-171
summary Cybrids have been presented as mixed realities: spatial, architectural compositions comprised of physical and cyberspaces (Anders 1997). In order to create a rigorous approach to the design of architectural cybrids, this paper offers a model for programming their spaces. Other than accepting cyberspaces as part of architecture’s domain, this approach is not radical. Indeed, many parts of program development resemble those of conventional practice. However, the proposition that cyberspaces should be integrated with material structures requires that their relationship be developed from the outset of a project. Hence, this paper provides a method for their integration from the project’s earliest stages, the establishment of its program. This study for an actual project, the Planetary Collegium, describes a distributed campus comprising buildings and cyberspaces in various locales across the globe. The programming for these cybrids merges them within a comprehensive space consisting not only of the physical and cyberspaces, but also in the cognitive spaces of its designers and users.
series ACADIA
email
last changed 2022/06/07 07:54

_id sigradi2003_004
id sigradi2003_004
authors Barros, Diana Rodríguez
year 2003
title Hipermedios, metanodos y lógicas de cierre (Hypermedia, metanodes and logic of closure)
source SIGraDi 2003 - [Proceedings of the 7th Iberoamerican Congress of Digital Graphics] Rosario Argentina 5-7 november 2003
summary The present work is a contribution for the construction of a theorical perspective on the presence of metanodes and closing strategies in hypermedia readings about architecture and design. It particularly aims at describing, explaining and predicting these phenomena in relation to the positive attitudes they generate in processess of meaning construction and cognitive overflow. The results obtained are expected to help in producing guidelines and implications to be considered when systematizing the analysis and design of hypermedia on architecture and the city. It is part of the studies being currently carried out at the CEAC Center about hypermedia readings of urban fragments by non-expert users. (Project 15/B1001)
keywords Hypermedia, design, metanodes, closing strategies
series SIGRADI
email
last changed 2016/03/10 09:47

_id cf2003_m_040
id cf2003_m_040
authors BAY, Joo-Hwa
year 2003
title Making Rebuttals Available Digitally for Minimising Biases in Mental Judgements
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. 147-156
summary The problem of heuristic biases (illusions) discussed by Tversky and Kahneman (1982) that can lead to errors in judgement by human designers, when they use precedent knowledge presented graphically (Bay 2001). A Cognitive framework of belief, goal, and decision, and a framework of representation of architectural knowledge by Tzonis are used to map out the problem of heuristic biases in the human mind. These are used to discuss what aspects of knowledge can be presented explicitly and digitally to users to make rebuttal more available for human thinking at the cognitive level. The discussion is applicable to both inductive and analytic digital knowledge systems that use precedent knowledge. This discussion is targeted directly at means of addressing bias in the human mind using digital means. The problem of human bias in machine learning and generalisation are discussed in a different paper, and the problems of international or non-intentional machine bias are not part of discussion in this paper.
keywords analogy, bias, design thinking, environmental design, heuristics
series CAAD Futures
last changed 2003/11/22 07:26

_id sigradi2008_049
id sigradi2008_049
authors Benamy, Turkienicz ; Beck Mateus, Mayer Rosirene
year 2008
title Computing And Manipulation In Design - A Pedagogical Experience Using Symmetry
source SIGraDi 2008 - [Proceedings of the 12th Iberoamerican Congress of Digital Graphics] La Habana - Cuba 1-5 December 2008
summary The concept of symmetry has been usually restricted to bilateral symmetry, though in an extended sense it refers to any isometric transformation that maintains a certain shape invariant. Groups of operations such as translation, rotation, reflection and combinations of these originate patterns classified by modern mathematics as point groups, friezes and wallpapers (March and Steadman, 1974). This extended notion represents a tool for the recognition and reproduction of patterns, a primal aspect of the perception, comprehension and description of everything that we see. Another aspect of this process is the perception of shapes, primary and emergent. Primary shapes are the ones explicitly represented and emergent shapes are the ones implicit in the others (Gero and Yan, 1994). Some groups of shapes known as Semantic Shapes are especially meaningful in architecture, expressing visual features so as symmetry, rhythm, movement and balance. The extended understanding of the concept of symmetry might improve the development of cognitive abilities concerning the creation, recognition and meaning of forms and shapes, aspects of visual reasoning involved in the design process. This paper discusses the development of a pedagogical experience concerned with the application of the concept of symmetry in the creative generation of forms using computational tools and manipulation. The experience has been carried out since 1995 with 3rd year architectural design students. For the exploration of compositions based on symmetry operations with computational support we followed a method developed by Celani (2003) comprising the automatic generation and update of symmetry patterns using AutoCAD. The exercises with computational support were combined with other different exercises in each semester. The first approach combined the creation of two-dimensional patterns to their application and to their modeling into three-dimensions. The second approach combined the work with computational support with work with physical models and mirrors and the analysis of the created patterns. And the third approach combined the computational tasks with work with two-dimensional physical shapes and mirrors. The student’s work was analyzed under aspects such as Discretion/ Continuity –the creation of isolated groups of shapes or continuous overlapped patterns; Generation of Meta-Shapes –the emergence of new shapes from the geometrical relation between the generative shape and the structure of the symmetrical arrangement; Modes of Representation –the visual aspects of the generative shape such as color and shading; Visual Reasoning –the derivation of 3D compositions from 2D patterns by their progressive analysis and recognition; Conscious Interaction –the simultaneous creation and analysis of symmetry compositions, whether with computational support or with physical shapes and mirrors. The combined work with computational support and with physical models and mirrors enhanced the students understanding on the extended concept of symmetry. The conscious creation and analysis of the patterns also stimulated the student’s understanding over the different semantic possibilities involved in the exploration of forms and shapes in two or three dimensions. The method allowed the development of both syntactic and semantic aspects of visual reasoning, enhancing the students’ visual repertoire. This constitutes an important strategy in the building of the cognitive abilities used in the architectural design process.
keywords Symmetry, Cognition, Computing, Visual reasoning, Design teaching
series SIGRADI
email
last changed 2016/03/10 09:47

_id sigradi2003_106
id sigradi2003_106
authors Causa, Emiliano
year 2003
title Vasarely Genético (Genetic Vasarely)
source SIGraDi 2003 - [Proceedings of the 7th Iberoamerican Congress of Digital Graphics] Rosario Argentina 5-7 november 2003
summary This work is a software application where the user will be able to go over a collection of optic art paintings, which are computer generated (they reproduce Victor Vasarely's works style). By selecting two of these paintings, the user will obtain a third one that will inherit their characteristics. The aim of this work is to generate a collection of paintings, which evolve according to the users' taste. For this purpose, we drew the analogies between the genetic evolution of living beings and their natural selection process to adapt themselves to the environment.
keywords Genetic Art, Op Art, Artificial Intelligence, Victor Vasarely, Media Art.
series SIGRADI
email
last changed 2016/03/10 09:48

_id archidna_thesis
id archidna_thesis
authors Doo Young Kwon
year 2003
title ARCHIDNA: A GENREATIVE SYSTEM FOR SHAPE CONFIGURATONS
source University of Washington, Design Machine Group
summary his thesis concerns a new generation process for shape configurations using a set of operations. The approach derives from analyzing a particular design style and programming them into a computer. It discusses how generative CAD software can be developed that embodies a style and how this software can serve in the architectural design process as a computational design tool. The thesis proposes a prototype software system, ArchiDNA, to demonstrate the use of operations to generate drawings in a specific design style. ArchiDNA employs a set of operations to produce design drawings of shape configuration in Peter Eisenman's style for the Biocentrum building plan in Frankfurt, Germany. The principles of form generation are defined as a set of operations. ArchiDNA generates 2D and 3D drawings similar to Eisenmans plan and model for the Biocentrum building. The extension system of ArchiDNA, called ArchiDNA++, supports designers in defining operations and generating shape configurations. Designers can enter and edit their own shapes for the generation process and also control the parameters and attributes for shape operations. Thus, designers can manage the generation process and explore using ArchiDNA++, to generate shape configurations that are consistent with their own drawing style.
series thesis:MSc
type normal paper
email
last changed 2004/06/02 19:40

_id ecaade03_665_181_duarte
id ecaade03_665_181_duarte
authors Duarte, José P.
year 2003
title A Discursive Grammar for Customizing Mass Housing - The case of Siza´s houses at Malagueira
doi https://doi.org/10.52842/conf.ecaade.2003.665
source Digital Design [21th eCAADe Conference Proceedings / ISBN 0-9541183-1-6] Graz (Austria) 17-20 September 2003, pp. 665-674
summary The ultimate goal of the described research is a process for mass customizing housing based on computer-aided design and production systems. The current goal is the development of an interactive system for generating solutions on the Web based on a modeling approach called discursive grammar. A discursive grammar consists of a programming grammar and a designing grammar. The programming grammar generates design briefs based on user data; the designing grammar provides the rules for generating designs in a particular style, and a set of heuristics guides the generation of designs towards a solution that matches the design brief. This paper describes the designing grammar using Siza´s houses at Malagueira as a case study.
keywords Mass customization: housing; grammars; Siza; design automation
series eCAADe
email
more http://www.civil.ist.utl.pt/~jduarte/malag/
last changed 2022/06/07 07:55

_id ijac20031203
id ijac20031203
authors Heylighen, Ann; Neuckermans, Herman
year 2003
title (Learning from Experience)? Promises, Problems and Side-effects of Case-Based Reasoning in Architectural Design
source International Journal of Architectural Computing vol. 1 - no. 1
summary Learning from experience is the essence of Case-Based Reasoning (CBR). Because architects are said to learn design by experience, CBR seemed to hold great promises for their field, which inspired, in the 1990s, the development of various Case-Based Design (CBD) tools. Learning from the experience of developing and using these tools is the objective of this paper. On the one hand, the original expectations seem far from being accomplished today. Reasons for this limited success can be found at three different levels: the cognitive model underlying CBR, the implementation of this model into concrete CBD tools, and the context in which these tools are to be used. On the other hand, CBR research seems to have caused some interesting side effects, such as an increased interest in creativity and copyright, and a re-discovery of the key role that cases play in architectural design.
series journal
email
more http://www.multi-science.co.uk/ijac.htm
last changed 2007/03/04 07:08

_id 4450
id 4450
authors J Jupp and JS Gero
year 2003
title TOWARDS COMPUTATIONAL ANALYSIS OF STYLE IN ARCHITECTURAL DESIGN
source IJCAI03 Workshop on Computational Approaches to Style Analysis and Synthesis, S Argamon (ed), IJCAI, Acapulco, pp 1-10.
summary This paper proposes a computational model of design that attempts to capture within a social context two important aspects of style: ‘content’ and ‘manner’. We present a characterisation of style for the artefact based on a framework that consists of information theoretic measures. We discuss the benefits the study of social networks offers a computational analysis of both aspects of style. It is our aim to bring style as ‘content’ and style as ‘manner’ together using this approach.
keywords style, information theory
type normal paper
email
last changed 2004/04/10 02:15

_id ijac20031202
id ijac20031202
authors Jeng, Taysheng; Lee, Chia-Hsun
year 2003
title Tangible Design Media: Toward An Interactive CAD Platform
source International Journal of Architectural Computing vol. 1 - no. 2
summary This paper presents an interactive CAD platform that uses a tangible user interface to visualize and modify 3D geometry through manipulation of physical artifacts.The tangible user interface attempts to move away from the commonly used non-intuitive desktop CAD environment to a 3D CAD environment that more accurately mimics traditional desktop drawing and pin-up situations. An important goal is to reduce the apparent complexity of CAD user interfaces and reduce the cognitive load on designers. Opportunities for extending tangible design media toward an interactive CAD platform are discussed.
series journal
email
more http://www.multi-science.co.uk/ijac.htm
last changed 2007/03/04 07:08

_id caadria2003_c6-2
id caadria2003_c6-2
authors Li Suping, Joo-Hwa Bay
year 2003
title A Cognitive Framework of Collaborative Design Between Architects and Manufacturer-Designers
doi https://doi.org/10.52842/conf.caadria.2003.855
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. 855-870
summary The widespread application of prefabricated products in building has made prefabrication an indispensable part of building processes. In this context, instead of handling every detail by architects themselves, some parts of architectural design have been transferred to manufacturer-designers. This inevitably brings about problems in the integration of prefabricated products and the specific buildings they serve. As a result, collaboration between architects and manufacturer-designers takes place in building processes in various forms and extents (non-, semi-, and full-collaboration). In this study, we aim to investigate collaborative design process from the cognitive aspect of design generation between architects and manufacturer-designers in terms of project-related products design. By applying the Kernel of Conceptual System theory (Tzonis et al., 1978), we intend to set up two empirical models in terms of design differences' formation in collaborative design process based on a case study with seeking the answers for the following research questions: 1. What kinds of design differences are raised in design processes? 2. Why the design differences are raised in design processes? 3. What implications could be made in developing computational models to facilitate collaborative design between architects and manufacturer-designers?
series CAADRIA
email
last changed 2022/06/07 07:52

_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_a2-3
id caadria2003_a2-3
authors Lin, Chien-Cheng
year 2003
title Seeing Moving Seeing Model for Computer Media
doi https://doi.org/10.52842/conf.caadria.2003.199
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. 199-208
summary This paper discusses several kinds of the cognitive seeing and moving actions for designers in traditional and computer media. Experiments are conducted for the protocol analysis, and a coding scheme of seeing and moving actions are applied in this research. The results of this study reveal the relationships between seeing, moving, and concept-getting actions in these two medias. Base on this study, we can figure out the characteristic of seeing and moving actions and make an improvement for design education and computer-aided-design systems.
series CAADRIA
email
last changed 2022/06/07 07:59

_id a54a
id a54a
authors M Kavakli and JS Gero
year 2003
title DIFFERENCE BETWEEN EXPERT AND NOVICE DESIGNERS: AN EXPERIMENTAL STUD
source Human Behaviour in Design, edited by U Lindemann, Springer, Berlin, pp 42-51.
summary This chapter investigates the differences in performance between an expert and a novice in terms of their respective strategic knowledge. We examined conceptual design protocols of an expert and a novice, and found that the expert’s cognitive activity and productivity in the design process were almost three times as high as the novice's. The possible reason for this is the difference in their strategic knowledge. The expert’s cognitive processing is structured such that it stays within the limits of human short term memory. This provides empirical evidence for a different strategic knowledge that may be developed with experience. The expert's strategic knowledge allows him to use a smaller number of processes and to form different groupings of processes.
keywords design cognition, strategic knowledge, experts, novices
type normal paper
email
last changed 2004/04/10 01:43

_id caadria2003_b7-3
id caadria2003_b7-3
authors Ma, Y.-P., Lee, C.-H. and Jeng, T.
year 2003
title Inavigator: A Spatially-Aware Tangible Interface for Interactive 3D Visualization
doi https://doi.org/10.52842/conf.caadria.2003.963
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. 963-974
summary The purpose of this work is to design a spatially-aware tangible interface for interactive 3D visualization. We explore an integrated platform whereby digital representations are integrated with physical artifacts. Our work provides a means to display separated perspective views of a design on multiple-projection physical planes. Users can directly interact with the physical planes to view digital information. By coupling physical artifacts with digital representations, the view of 3D information is mapped to physical space. Our work reduces the cognitive load on novice designers, and enhances the user's capability of understanding the relationships between multiple design representations.
series CAADRIA
email
last changed 2022/06/07 07:59

_id ecaade03_141_137_marques
id ecaade03_141_137_marques
authors Marques, S., Goulette, J.P. and Bonnal, D.
year 2003
title Exploring design in cyberspace: a teaching experience
doi https://doi.org/10.52842/conf.ecaade.2003.141
source Digital Design [21th eCAADe Conference Proceedings / ISBN 0-9541183-1-6] Graz (Austria) 17-20 September 2003, pp. 141-144
summary The use and evolution of information and communication technologies (TIC) are changing human’s cultural, social, and material content. It regards not only the complexity of technology, but also the re-discussion of concepts concerning to several domains of knowledge, among them, architecture (theory, practice and teaching). The particular focus of this paper is to present an undergraduate teaching experience in a French School of Architecture (École d'Architecture de Toulouse). The course called FINC (“Forme, Information, Novation, Conception”), deals with new designers' attitudes exploring cyberspace. By concentrating on a critical approach of the ""reciprocal contamination"" between physical and virtual architecture, the aim of this course is to bring architectural students to face a new design experience: to explore the new cognitive and communicative environments of cyberspace, designing in a different conceptual and experimental environment.
keywords Architecture; cyberspace; design; teaching
series eCAADe
email
last changed 2022/06/07 07:59

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