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 604

_id sigradi2003_002
id sigradi2003_002
authors Argumedo, Cristina and Paganini, Ana
year 2003
title Diseño Digital. Estudio Exploratorio de caso (Digital Design. Exploratory study of a case)
source SIGraDi 2003 - [Proceedings of the 7th Iberoamerican Congress of Digital Graphics] Rosario Argentina 5-7 november 2003
summary After the passage of the mechanical era to the digital era, the design must respond with increasing complexity of the technique, together with the plurality of expectations. Design education is sustained in conceptual instrumentation; it implies to recognize problematics that surpass the possibilities of an isolated or self-sufficient discipline; transdiscipline becomes essential for the understanding of the subjects.The porpuse is to generate new instruments for perception of space, combined with new visualization technologies. Anyway we must speak of all the design areas. The use of computer science has a specificity applications that are proper to each area. New technologies and the role of the new graphs in the design process, generate a new aesthetic.
series SIGRADI
last changed 2016/03/10 09:47

_id ijac20031103
id ijac20031103
authors Achten, Henri H.
year 2003
title New Design Methods for Computer Aided Architectural Design Methodology Teaching
source International Journal of Architectural Computing vol. 1 - no. 1
summary Architects and architectural students are exploring new ways of design using Computer Aided Architectural Design software. This exploration is seldom backed up from a design methodological viewpoint. In this paper, a design methodological framework for reflection on innovate design processes by architects that has been used in an educational setting is introduced.The framework leads to highly specific, weak design methods, that clarify the use of the computer in the design process.The framework allows students to grasp new developments, use them in their own design work, and to better reflect on their own position relative to CAAD and architectural design.
series journal
email
more http://www.multi-science.co.uk/ijac.htm
last changed 2007/03/04 07:08

_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 acadia03_002
id acadia03_002
authors Anders, Peter
year 2003
title Four Degrees Of Freedom
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, p. 17
doi https://doi.org/10.52842/conf.acadia.2003.x.s7a
summary Letting go is hard to do. Remember back to when, after months of trying, you let go of the handlebars of your bicycle and sailed down the street, effortless and assured. It was a freedom born of mastery, balance and technique. You had let go, but were in control. Technique extends to other devices as well and we are here to discuss architectural computation. Here too, as we will see, mastery is shown by letting go. These papers explore new degrees of freedom in design computation. Each is on a separate aspect of architecture, whether it be aesthetics, process, or structure. Two papers inquire into the entities of design and the processes by which they are manifested. They pose important questions. If we can affect the course of design going forward, are we free to change its past? By defining the characteristics of objects at the outset, are we through automation free to choose from a refined spectrum of outcomes? From the evidence of these papers, the answer to both questions is yes. Through the agency of parametric design we can affect the future and past of architectural processes and their products. Rather than being locked into rigid, linear decisions we are temporally free to choose, tweak and modify. Choice and chance play an important role in aesthetics as well. This has become emblematic of design trends as we have seen in recent years. One of our papers addresses the indeterminacy of particle systems in the design of a monument to the victims of 9/11. By letting go of the handlebars of the computer, the author has been freed to new, poetic forms and processes. Another paper opens urban design to its client community by use of a sophisticated web site. In the tradition of populist innovators like Charles Moore and Lucien Kroll, the authors have extended the design process beyond the office walls to the city itself. The designers, by loosening their grip on the project have made the effort democratic and participatory. Intriguingly, at the end of the paper, they note that this use of cyberspace opens the door to a non-physical architecture. Could architecture, then, let go its materialist biases as well? We hope to engage this and other questions shortly.We are pleased then, to share with you these insights and projects. Wassim and I hope that these presentations will be as liberating for you as they were for us.
series ACADIA
email
last changed 2022/06/07 07:49

_id sigradi2003_070
id sigradi2003_070
authors Angulo, Antonieta H. and Vásquez de Velasco, Guillermo P.
year 2003
title El Uso de Scaners y Ploteadores Tridimensionales en Talleres de Diseño Iniciales (The Use of Three-dimensional Scanners and Plotters in Early Design Studios)
source SIGraDi 2003 - [Proceedings of the 7th Iberoamerican Congress of Digital Graphics] Rosario Argentina 5-7 november 2003
summary The paper makes reference to the introduction of a new pedagogical strategy in the teaching of fundamental design in early design studios. The authors recognizes a relationship between the creative process and the media that supports the design process, and proposes the use of 3-dimensional scanners and plotters (rapid prototyping) for interfacing between the use of digital and analogue media. The paper suggests that in such learning environment the students will learn to design without the limitations that analogue or digital media will individually impose in the creative process. The paper ends with an outline for a relevant design exercise.
keywords Conceptual design, 3-d scanners, 3-d plotters
series SIGRADI
email
last changed 2016/03/10 09:47

_id avocaad_2003_06
id avocaad_2003_06
authors Arturo F. Montagu and Juan Pablo Cieri
year 2003
title Urbamedia - Development of an urban database of fragments of some Argentinian and Latin-American cities using digital technology
source LOCAL VALUES in a NETWORKED DESIGN WORLD - ADDED VALUE OF COMPUTER AIDED ARCHITECTURAL DESIGN, Stellingwerff, Martijn and Verbeke, Johan (Eds.), (2004) DUP Science - Delft University Press, ISBN 90-407-2507-1.
summary The proposal of "Urbamedia" is to undertake the development of 3D virtual and interactive models of historical areas of Latin-American cities. The selected zone is the "Mayo Avenue" including the "Mayo Square", an historical place of the city of Buenos Aires, Argentina; this project is financed by the National Agency of Scientific and Technological Development of Argentina and the University of Buenos Aires.We are presenting the first experimental model of the "Mayo Square" that has been developed at ABACUS, Department of Architecture & Building Aids Computer Unit, University of Strathclyde UK. combined with a system analysis of urban activities using the “Atlas.ti” CAQDAS software.This particular use of the “Atlas.ti” software is under experimental applications to this type of urban analysis procedures; allowed us the possibility to analysed a set of activities by means of graph theory as result of a series of interviews to the people working in the area. We are also looking to include historical areas of three cities: Mar del Plata, Rosario and Santa Fe (Argentina) and eventually other cities from Latin América as Rio de Janeiro and Habana.Due that ABACUS has a strong experience in city modelling plus the powerful software and hardware used there, we must develop a VRML customized menu to be adapted to our low cost PC equipment. The 3D model will be used mainly in urban design simulation procedures and the idea is to extend to other type of simulations of the environmental parameters.
keywords Architecture, Local values, Globalisation, Computer Aided Architectural Design
series AVOCAAD
email
last changed 2006/01/16 21:38

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

_id ijac20031107
id ijac20031107
authors Berridge, Philip; Koch, Volker; Brown, Andre G.P.
year 2003
title Information Spaces for Mobile City Access
source International Journal of Architectural Computing vol. 1 - no. 1
summary This paper describes two complementary European research projects that share common interests and goals.The work described is intended to facilitate city analysis and support decision-making. The first project focuses on the distribution, access and ease of use of city data. The system allows access to historical data concerning key buildings in Liverpool, England, via a suite of web-based tools and a palmtop device. The second project looks at extending the functionality of traditional computer aided design (CAD) software to enable geometric and semantic data to be combined within a single environment. The system allows those involved in city planning to better understand the past and present development pattern of an area so that their decisions on future proposals are better informed.The paper concludes by describing a system that integrates particular aspects of the two projects, and the potential that this integration can bring.This new work provides mobile access to historical city development data, current city information and tools to support urban project development.
series journal
more http://www.multi-science.co.uk/ijac.htm
last changed 2007/03/04 07:08

_id sigradi2003_043
id sigradi2003_043
authors Bianchi, N., Montelpare, A. and Soboleosky, L.
year 2003
title El aprendizaje inicial del proceso proyectual (The initial learning of the design process)
source SIGraDi 2003 - [Proceedings of the 7th Iberoamerican Congress of Digital Graphics] Rosario Argentina 5-7 november 2003
summary The act of design using the graphic language is esential to the organization and determination of the process. Introducing digital tools modifies the design project research. Its application faces the traditional experience and encourages different demands conceptually and operatively. We wonder if the use of digital media, from the very beginning, is possible or pupils must have trainning in the use of conventional graphic in order to be meaningfull. Our proposition is to include digital technology from the beginnitng of the teaching process, in order to explore the potencial of each mode and promoving to learn the normative background.
keywords Initial learning design, analog and digital modes
series SIGRADI
email
last changed 2016/03/10 09:47

_id acadia07_174
id acadia07_174
authors Bontemps, Arnaud; Potvin, André; Demers, Claude
year 2007
title The Dynamics of Physical Ambiences
source Expanding Bodies: Art • Cities• Environment [Proceedings of the 27th Annual Conference of the Association for Computer Aided Design in Architecture / ISBN 978-0-9780978-6-8] Halifax (Nova Scotia) 1-7 October 2007, 174-181
doi https://doi.org/10.52842/conf.acadia.2007.174
summary This research proposes to support the reading of physical ambiences by the development of a representational technique which compiles, in a numerical interface, two types of data: sensory and filmic. These data are recorded through the use of a portable array equipped with sensors (Potvin 1997, 2002, 2004) as well as the acquisition of Video information of the moving environment. The compilation of information is carried out through a multi-media approach, by means of a program converting the environmental data into dynamic diagrams, as well as the creation of an interactive interface allowing a possible diffusion on the Web. This technique, named APMAP/Video, makes it possible to read out simultaneously spatial and environmental diversity. It is demonstrated through surveys taken at various seasons and time of the day at the new Caisse de dépôt et de placement headquarters in Montreal which is also the corpus for a SSHRC (Social Sciences and Humanities Research Council) research grant on Environmental Adaptability in Architecture (Potvin et al. 2003-2007). This case study shows that the technique can prove of great relevance for POEs (Post Occupancy Evaluation) as well as for assistance in a new design project.
series ACADIA
email
last changed 2022/06/07 07:54

_id cf2011_p157
id cf2011_p157
authors Boton, Conrad; Kubicki Sylvain, Halin Gilles
year 2011
title Understanding Pre-Construction Simulation Activities to Adapt Visualization in 4D CAD Collaborative Tools
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. 477-492.
summary Increasing productivity and efficiency is an important issue in the AEC field. This area is mainly characterized by fragmentation, heterogeneous teams with low lifetimes and many uncertainties. 4D CAD is one of the greatest innovations in recent years. It consists in linking a 3D model of the building with the works planning in order to simulate the construction evolution over time. 4D CAD can fill several needs from design to project management through constructivity analysis and tasks planning (Tommelein 2003). The literature shows that several applications have been proposed to improve the 4D CAD use (Chau et al. 2004; Lu et al. 2007; Seok & al. 2009). In addition, studies have shown the real impact of 4D CAD use in construction projects (Staub-French & Khanzode 2007; Dawood & Sika 2007). More recently, Mahalingam et al. (2010) showed that the collaborative use of 4D CAD is particularly useful during the pre-construction phase for comparing the constructability of working methods, for visually identifying conflicts and clashes (overlaps), and as visual tool for practitioners to discuss and to plan project progress. So the advantage of the 4D CAD collaborative use is demonstrated. Moreover, several studies have been conducted both in the scientific community and in the industrial world to improve it (Zhou et al. 2009; Kang et al. 2007). But an important need that remains in collaborative 4D CAD use in construction projects is about the adaptation of visualization to the users business needs. Indeed, construction projects have very specific characteristics (fragmentation, variable team, different roles from one project to another). Moreover, in the AEC field several visualization techniques can represent the same concept and actors choose one or another of these techniques according to their specific needs related to the task they have to perform. For example, the tasks planning may be represented by a Gantt chart or by a PERT network and the building elements can be depicted with a 3D model or a 2D plan. The classical view (3D + Gantt) proposed to all practitioners in the available 4D tools seems therefore not suiting the needs of all. So, our research is based on the hypothesis that adapting the visualization to individual business needs could significantly improve the collaboration. This work relies on previous ones and aim to develop a method 1) to choose the best suited views for performed tasks and 2) to compose adapted multiple views for each actor, that we call “business views”. We propose a 4 steps-method to compose business views. The first step identifies the users’ business needs, defining the individual practices performed by each actor, identifying his business tasks and his information needs. The second step identifies the visualization needs related to the identified business needs. For this purpose, the user’s interactions and visualization tasks are described. This enables choosing the most appropriate visualization techniques for each need (step 3). At this step, it is important to describe the visualization techniques and to be able to compare them. Therefore, we proposed a business view metamodel. The final step (step 4) selects the adapted views, defines the coordination mechanisms and the interaction principles in order to compose coordinated visualizations. A final step consists in a validation work to ensure that the composed views really match to the described business needs. This paper presents the latest version of the method and especially presents our latest works about its first and second steps. These include making more generic the business tasks description in order to be applicable within most of construction projects and enabling to make correspondence with visualization tasks.
keywords Pre-construction, Simulation, 4D CAD, Collaboration, Computer Supported Cooperative Work, Human-Computer Interface, Information visualization, Business view, Model driven engineering
series CAAD Futures
email
last changed 2012/02/11 19:21

_id acadia03_008
id acadia03_008
authors Cabrinha, Mark
year 2003
title Function Follows Form: 10 Sticks (and a Bench)
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
doi https://doi.org/10.52842/conf.acadia.2003.057
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 caadria2003_b5-2
id caadria2003_b5-2
authors Caldas, Luisa G.
year 2003
title Shape Generation Using Pareto Genetic Algorithms Integrating Conflicting Design Objectives in Low-Energy Architecture
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. 681-694
doi https://doi.org/10.52842/conf.caadria.2003.681
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], a 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 CAADRIA
email
last changed 2022/06/07 07:54

_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 c5c5
id c5c5
authors Calderon, C., Cavazza M. and Diaz, D.
year 2003
title A NEW APPROACH TO VIRTUAL DESIGN FOR SPATIAL CONFIGURATION PROBLEMS,
source 7th IEEE International Information Visualisation Conference, London, UK, 16-17 July 2003. http://www.graphicslink.demon.co.uk/IV03/
summary In this paper, we present a new framework for the use of Virtual Reality (VR) in engineering design for configuration applications. Traditional VR systems support the visual exploration of a design solution but do not assist the user in exploring alternative solutions based on domain knowledge. Extending previous work in the area of Intelligent Virtual Environment, we propose an intelligent configuration system based on constraint logic programming (CLP), integrated in a real-time 3D graphic environment. This type of integration facilitates the expression of design knowledge in the VE and enables the user to interactively solve and/or refine a spatial configuration problem. In the system described in this paper, the user can visually explore configurations, but his interaction with objects of the configuration problem triggers new cycles of constraint propagation from the modified configuration to produce a new compatible solution.
keywords Virtual Reality, Virtual Design
series other
type normal paper
email
last changed 2005/12/02 11:31

_id sigradi2003_097
id sigradi2003_097
authors Carnicero, C. , Fornari, G. and Enrich, Rosa
year 2003
title Superficies en las ciudades invisibles (Surfaces in the invisible cities)
source SIGraDi 2003 - [Proceedings of the 7th Iberoamerican Congress of Digital Graphics] Rosario Argentina 5-7 november 2003
summary We present as an example a story entitled "Invisible Cities" by Italo Calvino in which the author describes an imaginary city. Appealing to mathematical concepts, students seek to design a type of city or architectural space, arising from each student's interpretation of the text. Here, Literature, Design and Mathematics form a framework in which each discipline justifies the presence of the others. In our private case the need of an evolution of the language is presented besides by means of the use of the Digital Graphic.
series SIGRADI
email
last changed 2016/03/10 09:48

_id cf2003_m_098
id cf2003_m_098
authors CHAMPION, E., DAVE, B. and BISHOP, I.
year 2003
title Interaction, Agency and Artefacts
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. 249-258
summary This paper argues (i) that understanding of a place (especially in heritage environments) requires a level of cultural engagement and (ii) that virtual environments, in their typical current form, fail to provide such engagement. A proposed solution to the issue of cultural presence is to apply the interactive mechanisms commonly used in computer games (social agents, levels of interaction constraint, and task-based manipulation of artefacts) to virtual heritage environments. The hypothesis is that the resulting environment will allow for greater engagement and a more culturally immersive learning environment. Virtual environments also often lack techniques for evaluating the extent to which their design goals are achieved. A proposed secondary outcome is that designers and researchers of virtual environment can also use the above interactive mechanisms for the evaluation of user engagement without simultaneously interrupting the user’s feeling of engagement.
keywords engagement, evaluation, games, HCI, virtual heritage, virtual world
series CAAD Futures
email
last changed 2003/09/22 12:21

_id cf2003_m_103
id cf2003_m_103
authors CHANG, T.-W., WOODBURY, R. and DATTA, S.
year 2003
title Interactive Mapping between Knowledge Level and Symbol Level with Geometry. A KL-Model for Design Space Exploration
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. 157-166
summary Design space exploration is long-standing motivating ideas in computer-aided design. It realises this vision through a model of design states for making and moving amongst states and an organisation of states into a structure called a design space. Using a design space structuring mechanism based on a subsumption relation, this paper sketches a theory called Geometric Typed Feature Structures (GTFS) to preserve the formal properties of the design space movement algorithms for geometry. It also provides the theory for incorporation of user-guided exploration in the design space. Consequently, the clear division between knowledge level and symbol level, such that functional decomposition •• formal symbol level and design •• model symbol level, disappears. We can therefore use the same subsumption relation to structure the design space exploration interactively. Such interactive mapping between knowledge level and symbol level provides the fine-grained opportunities for user intervention in formal design space movement algorithms. In this paper, we summarize this approach with an example of GTFS subsumption process.
keywords design space, geometric description, knowledge level, subsumption, unfolding
series CAAD Futures
email
last changed 2003/09/22 12:21

_id acadia03_003
id acadia03_003
authors Chang, W. and Woodbury, R.
year 2003
title Undo Reinterpreted
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. 19-27
doi https://doi.org/10.52842/conf.acadia.2003.019
summary The class of operations known as “undo” has proven to be a valuable addition to most professional work tools. In practice though, its use is frustrating: undo often undoes too much. Its essential informal semantics are that it returns the user to a prior state by recapitulating all intervening states. Why not give the user greater control over which aspects of a design to undo? An alternative is to seek to reuse prior work in any logically-coherent pattern—user input is a precious commodity. The area of generative systems provides insights in a search for alternatives to undo, in particular that prior user and system actions can be changed and reused in new contexts. We contingently introduce a concept we label as design promotions to describe system designs that demonstrate a tight coupling between interactive authorship and system-led generation, that treat past user actions as valuable intentional statements, and that treat alternative user choices as first-class objects of concern. In practice these three properties emphasize reuse. We briefly survey the current state of undo-like operations and potential candidates for implementing design promotions strategies. Through examples, we demonstrate approaches to realizing undo-like operations over specific representations, especially that of constructive solid geometry.
series ACADIA
email
last changed 2022/06/07 07:55

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