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 312

_id ascaad2006_paper29
id ascaad2006_paper29
authors Bennadji, A. and A. Bellakha
year 2006
title Evaluation of a Higher Education Self-learning Interface
source Computing in Architecture / Re-Thinking the Discourse: The Second International Conference of the Arab Society for Computer Aided Architectural Design (ASCAAD 2006), 25-27 April 2006, Sharjah, United Arab Emirates
summary This paper is a follow-up to a previous paper published in ASCAAD 2004 (A. Bennadji et al 2005). The latter reported on CASD (Computer Aided Sustainable Design) a self-learning educational interface which assists the various building’s actors in their design with a particular attention to the aspect of energy saving. This paper focuses on the importance of software evaluation and how the testing is done to achieve a better human-machine interaction. The paper will go through the summative evaluation of CASD, presents the output of this evaluation and addresses the challenge facing software developers: how to make an interface accessible to all users and specifically students in higher education.
series ASCAAD
email
last changed 2007/04/08 19:47

_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 301caadria2004
id 301caadria2004
authors Chia-Yu Wang, Teng-Wen Chang
year 2004
title Information Sharing for Small Design Studios - Ubiquitous Information Flow Approaches
doi https://doi.org/10.52842/conf.caadria.2004.391
source CAADRIA 2004 [Proceedings of the 9th International Conference on Computer Aided Architectural Design Research in Asia / ISBN 89-7141-648-3] Seoul Korea 28-30 April 2004, pp. 391-404
summary While balancing the feasibility of management as well as design quality, design offices with strong focus on design are getting smaller and more compact. Mobility and dynamic information flow are two key issues for information sharing in design studio. In this research, we discussions about these concepts of ubiquitous computing, workflow and information model on small design studio. The goal of this research is trying to use available digital equipments as a ubiquitous device for sharing information dynamically no matter where and when they are. Use such digital equipments as well as server to store information and improve human interaction to achieve better interaction between human and technology. For these issues, we analyze three components of our system—the types of information, the interactive behaviors using roles as a metaphor, and ubiquitous devices that are available for small design studio. Within this research, we propose a system call Ubiquitous Information Flow Tool (UIFO) based on Java and Web technology for testing and reifying the concepts of ubiquitous information flow.
series CAADRIA
email
last changed 2022/06/07 07:55

_id 2004_050
id 2004_050
authors Chiu, Mao-Lin
year 2004
title Curious Agents in Virtual Exhibitive Environments Simulative Human-Computer Interaction
doi https://doi.org/10.52842/conf.ecaade.2004.050
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 50-57
summary The creation of virtual environments is becoming the alternative for spatial design, while what can be expanded from the real environment is often questioned. This paper proposes the agent interface based on curiosity to create human computer interaction in virtual exhibitive environments. From a social and behavioral point of view, this research explores the use of places as metaphors and simulative human-computer interactions in virtual environments by reactive agents and proactive curious agents based on situation detection. The process is demonstrated by a museum exhibition project. Both the physical and the virtual environment are built, and studied the human behaviors and experiences from their presence at both environments. Agent interfaces are adopted in the virtual environment to enhance people-to-people and people-to-place interactions. The development process, the observation, the interface agent, and discussion based on the findings are presented.
keywords Virtual Environment; Digital Design; Agent; Curiosity; Interfaces
series eCAADe
email
last changed 2022/06/07 07:56

_id 410caadria2004
id 410caadria2004
authors Chiung-Hui Chen, Hui-Tin Lin, Mao-Lin Chiu
year 2004
title A Scenario-Based Agent System for Digital City Interaction
doi https://doi.org/10.52842/conf.caadria.2004.693
source CAADRIA 2004 [Proceedings of the 9th International Conference on Computer Aided Architectural Design Research in Asia / ISBN 89-7141-648-3] Seoul Korea 28-30 April 2004, pp. 693-706
summary Urban design involves coordination and communication for collecting consensus among citizens and developing the design strategy and spatial program. While these are web-based systems for representing the real world actions, there is lack of human interaction for receiving feedbacks during the process. Therefore, the purpose of this study is to introduce the agents into the participatory design process (PDP) based on scenarios. This paper has developed a webbased system prototype to demonstrate how the agent can interact with users and how the interface facilitates incremental design. We present a participatory design project in an old street to illustrate how the Scenario-Based Agent System (SBAS) model functions in a real application. Meanwhile, four issues will be discussed in regarding with building a learning interaction agent as an actor.
series CAADRIA
email
last changed 2022/06/07 07:56

_id 20ff
id 20ff
authors Derix, Christian
year 2004
title Building a Synthetic Cognizer
source Design Computation Cognition conference 2004, MIT
summary Understanding ‘space’ as a structured and dynamic system can provide us with insight into the central concept in the architectural discourse that so far has proven to withstand theoretical framing (McLuhan 1964). The basis for this theoretical assumption is that space is not a void left by solid matter but instead an emergent quality of action and interaction between individuals and groups with a physical environment (Hillier 1996). In this way it can be described as a parallel distributed system, a self-organising entity. Extrapolating from Luhmann’s theory of social systems (Luhmann 1984), a spatial system is autonomous from its progenitors, people, but remains intangible to a human observer due to its abstract nature and therefore has to be analysed by computed entities, synthetic cognisers, with the capacity to perceive. This poster shows an attempt to use another complex system, a distributed connected algorithm based on Kohonen’s self-organising feature maps – SOM (Kohonen 1997), as a “perceptual aid” for creating geometric mappings of these spatial systems that will shed light on our understanding of space by not representing space through our usual mechanics but by constructing artificial spatial cognisers with abilities to make spatial representations of their own. This allows us to be shown novel representations that can help us to see new differences and similarities in spatial configurations.
keywords architectural design, neural networks, cognition, representation
series other
type poster
email
more http://www.springer.com/computer/ai/book/978-1-4020-2392-7
last changed 2012/09/17 21:13

_id ecaade2022_398
id ecaade2022_398
authors Dzurilla, Dalibor and Achten, Henri
year 2022
title What’s Happening to Architectural Sketching? - Interviewing architects about transformation from traditional to digital architectural sketching as a communicational tool with clients
doi https://doi.org/10.52842/conf.ecaade.2022.1.389
source Pak, B, Wurzer, G and Stouffs, R (eds.), Co-creating the Future: Inclusion in and through Design - Proceedings of the 40th Conference on Education and Research in Computer Aided Architectural Design in Europe (eCAADe 2022) - Volume 1, Ghent, 13-16 September 2022, pp. 389–398
summary The paper discusses 23 interviewed architects in practice about the role of traditional and digital sketching (human-computer interaction) in communication with the client. They were selected from 1995 to 2018 (the interval of graduation) from three different countries: the Czech Republic (CR), Slovakia (SR), Netherland (NR). To realize three blending areas that impact the approach to sketching: (I) Traditional hand and physical model studies (1995-2003). (II)Transition form - designing by hand and PC (2004–2017). (III) Mainly digital and remote forms of designing (2018–now). Interviews helped transform 31 “parameters of tools use” from the previous theoretical framework narrowed down into six main areas: (1) Implementation; (2)Affordability; (3)Timesaving; (4) Drawing support; (5) Representativeness; (6) Transportability. Paper discusses findings from interviewees: (A) Implementation issues are above time and price. (B) Strongly different understanding of what digital sketching is. From drawing in Google Slides by mouse to sketching in Metaverse. (C) Substantial reduction of traditional sketching (down to a total of 3% of the time) at the expense of growing responsibilities. (D) 80% of respondents do not recommend sketching in front of the client. Also, other interesting findings are further described in the discussion.
keywords Architectural Sketch, Digital Sketch, Effective Visual Communication
series eCAADe
email
last changed 2024/04/22 07:10

_id ecaade2021_297
id ecaade2021_297
authors Guida, George, Tian, Runjia and Dong, Yuebin
year 2021
title Multimodal Virtual Experience for Design Schools in the Immersive Web
doi https://doi.org/10.52842/conf.ecaade.2021.1.415
source Stojakovic, V and Tepavcevic, B (eds.), Towards a new, configurable architecture - Proceedings of the 39th eCAADe Conference - Volume 1, University of Novi Sad, Novi Sad, Serbia, 8-10 September 2021, pp. 415-424
summary The COVID-19 pandemic has made most schools, universities, and gathering spaces fully virtual. Commonly used communication platforms such as Zoom, Skype, and Microsoft Teams are limited in recreating physical interactions and offer mostly static interfaces with limited occasions for spontaneous encounters. This project creates a space that seeks to address this issue, first through the digitization of familiar physical spaces, and then through their augmentation via WebXR technologies[1]. A gamification strategy is adopted, where users can virtually learn, collaborate and socialize through personalized avatars within a dynamic and multi-sensorial digital environment. In this paper, we present a completed prototype that is currently being tested at the Harvard Graduate School of Design. The school of architecture has been digitized and experientially augmented thanks to an asymmetrical system that offers rich modalities of interaction through different platforms. The project builds upon the wide experiential potential of digital platforms, otherwise not possible in reality, and implements a customized multi-modal user interface (Reeves et al. 2004).
keywords WebXR; Virtual Reality; Human Computer Interaction; Gamification; User Interface
series eCAADe
email
last changed 2022/06/07 07:51

_id 2004_024
id 2004_024
authors Holmgren, S., Rüdiger, B., Storgaard, K. and Tournay, B.
year 2004
title The Electronic Neighbourhood - A New Urban Space
doi https://doi.org/10.52842/conf.ecaade.2004.024
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 24-34
summary During the event Cultural Market Days on 23 and 24 August 2003 at Noerrebro Park in Copenhagen, visitors could also enter the marketplace from their home via the Internet, as a digital 3D model had been constructed that showed the marketplace with all its information booths and activities. This virtual marketplace functioned as an extension of the urban space, allowing you to take part in the flow of information, activities and experiences that were offered in the marketplace. And this just by a click on the Internet address: http://www.e-kvarter.dk. Furthermore at certain times of the day you could chat with people from some of the many working groups of the urban regeneration project in Noerrebro. The digital 3D model is similar to the marketplace, but it creates its own universe in the green surroundings of Noerrebro Park. And now, when the Cultural Market Days are finished and the booths and people have gone, the Electronic Marketplace still remains on the Internet, with a potential for developing a new public space for information, dialogue and cooperation between the actors of the urban regeneration project. This paper presents the results of a 3-year research project, The Electronic Neighbourhood (2000-2004). Researchers have developed and tested a digital model of the urban area and other digital tools for supporting the dialogue and cooperation between professionals and citizens in an urban regeneration project in Copenhagen. The Danish Agency for Enterprise and Housing, the Ministry for Refugees, Immigration and Integration and Copenhagen Municipality have financed the research, which is planned to be published 2004. The results can also be followed on the Internet www.e-kvarter.dk.
keywords 3D Modelling; Virtual Environments; Design Process; Human-Computer Interaction; Collaborative Design; Urban Planning
series eCAADe
last changed 2022/06/07 07:50

_id 503caadria2004
id 503caadria2004
authors Jin Kook Lee, Hyun-Soo Lee
year 2004
title HCIS: the Housing Context Inference System Model for Smart Space
doi https://doi.org/10.52842/conf.caadria.2004.759
source CAADRIA 2004 [Proceedings of the 9th International Conference on Computer Aided Architectural Design Research in Asia / ISBN 89-7141-648-3] Seoul Korea 28-30 April 2004, pp. 759-776
summary This research is about the basic methods in making computers understand human behavior in an architectural space in regards to reaction to interaction between the machine and human. Its ultimate objective is to analyze the related technology making this series of works possible synthetically on the basis of information system within architectural territoriality. In the end it is expected to offer a theoretical basis to embody smart space, up-to-date and intelligent architectural space. There are two issues that motivate this research: what are the Housing Context and its Inference System, and how smart space can infer the Housing Context and react with proper response. The Husing Context consists of 1) state of user, 2) state of physical environment, 3) state of computational environment, 4) history of user-environment interaction and 5) architectural territoriality. Especially, spatial information of architectural territoriality is a significant key of HCIS. Spatial divisions and boundaries made of architectural elements or facilities determinate their own micro-territorialities. Ontologies are used to describe the Housing Context predicate. In this paper, we can say that the Housing Context and the Housing Log(history of user-environment interaction, a set of the Housing Context) written by ontologies can be a beneficial model of HCIS. Furthermore, we can develop the Housing Log Databases and its variable applications that have enabled to make simulating and analyzing tool of design, the Augmented Web Presence and the other helpful applications.
series CAADRIA
email
last changed 2022/06/07 07:52

_id 502caadria2004
id 502caadria2004
authors Kirsty A. Beilharz
year 2004
title Designing Generative Sound for Responsive 3D Digital Environment Interaction
doi https://doi.org/10.52842/conf.caadria.2004.741
source CAADRIA 2004 [Proceedings of the 9th International Conference on Computer Aided Architectural Design Research in Asia / ISBN 89-7141-648-3] Seoul Korea 28-30 April 2004, pp. 741-758
summary This paper examines three key areas of responsive sound interaction in 3D Digital Environments: designing generative sound that derives its composition and relevance from social and physical human interaction within a digital environment; the relation of sonic structure to the digital visual and spatial experience; and responsive, reactive real time sound generation activated by environmental conditions and human behaviours. The primary purposes for responsive sound design are: (1) to provide navigational cues supporting way-finding and spatial orientation; and (2) to provide realtime generative environmental sound that reflects social behaviour in a way that is meaningful and recognisable. The applied contexts for navigational cues and environmental generative sound include online (multi-user), synchronous Virtual Environments and Digital Installation Spaces (e.g. intelligent rooms, virtual reality and immersive environments). Outcomes of responsive sound design include: a trigger system of aural alerts, warnings and guidance; a computational system for generating sound in real time activated by spatial location and social interaction; and an audio (non-visual) tool aiding spatial orientation and way-finding interaction in 3D immersive Digital Environments.
series CAADRIA
email
last changed 2022/06/07 07:51

_id 2004_074
id 2004_074
authors Lang, Silke and Hovestadt, Ludger
year 2004
title Interaction in Architectural Immersive Applications Using 3D Video
doi https://doi.org/10.52842/conf.ecaade.2004.074
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 74-81
summary In this paper we describe the impact of 3D video technology on immersive telepresence applications in the context of architecture. This technology enables new ways of collaborating and communicating between distant locations. The photorealistic appearance of a 3D user representation and other objects allows for natural and close co-operation in immersive spaces. We conclude with experiences and results derived from inserting and interacting with 3D representations of users in specific Virtual Reality scenarios.
keywords Human-Computer Interaction, 3D Video, Virtual Reality, Tele-Immersion, Prediction and Evaluation
series eCAADe
last changed 2022/06/07 07:52

_id caadria2012_049
id caadria2012_049
authors Rajasekaran, Balaji; T. Brahmani and C. Reshma
year 2012
title Spatial personality for human space interaction: Space for change
doi https://doi.org/10.52842/conf.caadria.2012.069
source Proceedings of the 17th International Conference on Computer Aided Architectural Design Research in Asia / Chennai 25-28 April 2012, pp. 69–78
summary Exploring the duality of pervasive computing and architecture in order to propose new models of interaction between people and their built environment. One of the unique "affordances" of digital media is interactivity. This word has come to stand for all manners of engagements between people and things but as McCollough (2004) reminds us the word implies deliberation over the exchange of messages. "Objects" or architecture would be exempt from this mode of communication since, in a likewise manner, we don't interact with a door, we simply open it. However, computing provides a reflexive twist for it is not only the means through which we indirectly communicate with others but also a subject with which we can directly interact. They solicit information and based on the deliberation we ask them for return responses. This quality of computing, especially as it becomes pervasive, has profound implications for architecture and urbanism. When computation becomes embedded into the very materials we build, they along with their nature as inanimate objects become questionable. Our environment itself becomes the interactive subject through which we can inquire about our condition, perform diagnostic tasks or most significantly converse to discover more about our surrounding and ourselves.
keywords Interaction; communication; responsive; environment; performative
series CAADRIA
email
last changed 2022/06/07 08:00

_id sigradi2020_549
id sigradi2020_549
authors Rodríguez-Velásquez, Maribel
year 2020
title Socio-technical interactions in the relationship between social movements and internet: a review of the state of the art and the theoretical framework
source SIGraDi 2020 [Proceedings of the 24th Conference of the Iberoamerican Society of Digital Graphics - ISSN: 2318-6968] Online Conference 18 - 20 November 2020, pp. 549-554
summary The paper recognizes the relationship between social movements and internet how new practices of resistance through technological appropriation (Castells, 2012). This social interaction mediated by technology, understood as socio-technical interaction, establish new dynamics between human-technology-human and other heterogeneous actants (Latour, 2008), such as power and counter-power institutions that also connect to the socio-technical network. Therefore, the studies about digital interaction of the instrumental line are expanded, towards an understanding of socio-technical interactions, from the dynamics of design/use interconnected with cultural, political and economic contexts (Scolari, 2004, 2019), because the technology must satisfy social needs.
keywords Socio-technical interaction, Social movements, Internet, Human-Computer Interaction, Socio- technical network
series SIGraDi
email
last changed 2021/07/16 11:52

_id 2004_066
id 2004_066
authors Woessner, Uwe, Kieferle, Joachim and Drosdol, Johannes
year 2004
title Interaction Methods for Architecture in Virtual Environments
doi https://doi.org/10.52842/conf.ecaade.2004.066
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 66-73
summary Virtual and Augmented Reality have become common tools in the architectural design process. This technology assists all participants in gaining planning certainty. To interact with the digital models, different input methods are used and adapted by the authors like keyboard, on screen menu, tangible interface, tablet PC and PDA. While every input method has certain advantages and disadvantages, currently tablet PC and PDA best cover the users’ general needs. A usability test shows that reviews with tablet PC are faster compared to other interfaces.
keywords Human-Computer Interaction, Interface, Virtual Reality, Augmented Reality
series eCAADe
email
last changed 2022/06/07 07:57

_id sigradi2004_209
id sigradi2004_209
authors Alexandre Cantini Rezende
year 2004
title Estudo sobre o cognitivismo e o hipertexto, e a disponibilização de material didático na internet [A Study on Cognitivism and Hypertext, and Pedagogical Material delivery over the Internet]
source SIGraDi 2004 - [Proceedings of the 8th Iberoamerican Congress of Digital Graphics] Porte Alegre - Brasil 10-12 november 2004
summary Internet has made the use of computer based teaching tools more popular then ever. Little attention has been paid to methods for providing schoolbooks in hypertext environment, though. The objective of this research was to develop propositions of methods and tools specifically for presenting textbook in interactive digital environments, paying attention to the characteristics and demands of contemporary youth and the characteristics and potentialities of hypertext systems, specially its associative quality, similar to those of the human mind. The theory on which this article is based is brought by David Ausubel.s cognitive pedagogy and its similarity to web systems, especially those which are hypertext based.
keywords Hypertext; Education; Cognition; Webdesign; Textbook
series SIGRADI
email
last changed 2016/03/10 09:47

_id acadia04_282
id acadia04_282
authors Anders, Peter
year 2004
title Arch-OS: An Implementation of Cybrid Strategies
doi https://doi.org/10.52842/conf.acadia.2004.282
source Fabrication: Examining the Digital Practice of Architecture [Proceedings of the 23rd Annual Conference of the Association for Computer Aided Design in Architecture and the 2004 Conference of the AIA Technology in Architectural Practice Knowledge Community / ISBN 0-9696665-2-7] Cambridge (Ontario) 8-14 November, 2004, 282-293
summary A review of the literature on Intelligent Buildings suggests an ideal of a building as an autonomous system that controls its internal and external environments. The model, whose origin lies with early models of artificial intelligence, effectively treats the building as a slave to human needs, and appears to invest more intelligence in the building than in its occupants. This paper proposes that automated environments be understood as extensions of human sense and awareness. It describes an operating system, Arch-OS, that exemplifies this approach by increasing building occupants’ consciousness of their environment.
keywords Cybrid, Mixed Reality, Responsive Environment, Planetary Collegium
series ACADIA
email
last changed 2022/06/07 07:54

_id acadia04_000
id acadia04_000
authors Beesley, P., Cheng, N.Y.-W. and Williamson, R.S. (eds.)
year 2004
title FABRICATION: EXAMINING THE DIGITAL PRACTICE OF ARCHITECTURE
doi https://doi.org/10.52842/conf.acadia.2004
source Proceedings of the 23rd Annual Conference of the Association for Computer Aided Design in Architecture and the 2004 Conference of the AIA Technology in Architectural Practice Knowledge Community / ISBN 09696665-2-7] Cambridge (Ontario) 8-14 November, 2004.
summary We are presenting design ideas, technical innovation, and fabrication expertise that address crucial issues. Authors investigate how to effectively design and practice architecture with automated prototyping and manufacturing. We want to understand where this might lead, and how it might change the nature of architecture itself. We are just beginning to discover the opportunities to be found in integrating automated fabrication within the practice of architecture. At the same time, the new century has brought very mixed perspectives on confident Modern progress. A cautious scrutiny of 'innovation' is needed. Fabrication is an old word with the straightforward meaning, to make. The roots of the word lead to the origins of architecture. Making has been considered a virtue by ancient writers and modern politicians alike. Fabrication (and homo faber, 'one who makes') have served as fundamental terms that constitutions and contract laws have been built upon. Shaping and working with materials is at the core of Western civilization. However at a point in human history where nature is steadily being replaced by human artifice, the consequences of making are far from simple. Whether for good or ill, our new fabricated environment is transforming the world.
series ACADIA
type normal paper
last changed 2022/06/07 07:49

_id ddss2004_d-269
id ddss2004_d-269
authors Beetz, J., J. van Leeuwen, and B. de Vries
year 2004
title Towards a Multi Agent System for the Support of Collaborative Design
source Van Leeuwen, J.P. and H.J.P. Timmermans (eds.) Developments in Design & Decision Support Systems in Architecture and Urban Planning, Eindhoven: Eindhoven University of Technology, ISBN 90-6814-155-4, p. 269-280
summary In this paper we are drafting the outline of a framework for a Multi Agent System (MAS) for the support of Collaborative Design in the architectural domain. The system we are proposing makes use of Machine Learning (ML) techniques to infer personalized knowledge from observing a users’ action in a generic working environment using standard tools such as CAD packages. We introduce and discuss possible strategies to combine Concept Modelling (CM)-based approaches using existing ontologies with statistical analysis of action sequences within a domain specific application. In a later step, Agent technologies will be used to gather additional related information from external resources such as examples of similar problems on the users hard disk, from corresponding work of team-members within an intranet or from advises of expert from different knowledge domains, themselves represented by agents. As users deny or reward resulting proposals offered by the agent(s) through an interface the system will be enhanced over time using methods like Reinforced Learning.
keywords Multi Agent Systems, Design & Decision Support Systems, Collaborative Design, Human Computer Interfaces, Machine learning, Data Mining
series DDSS
last changed 2004/07/03 22:13

_id b83a
id b83a
authors Benoudjit A, Derix C and Coates P
year 2004
title Human perception and space classification: The Perceptive Network
source Proceedings of the Generative Arts conference, Milan, 2004
summary This paper presents a computer model for space perception, and space classification that is built around two artificial neural networks (ANN). This model is the first known application in architecture, where a self-organized map (SOM) is used to create a space classification map on the base of human perception criteria. This model is built with the aim to help both the space designers (architects, interior designer and urban designers), and the space users to gain a better understanding of the space in particular, and the environment where they evolve in general. This work is the continuity of an outgoing work started in the CECA by C. Derix around Kohonen network.
keywords neural network, self-organised feature map, perception, spatial configuration
series other
type normal paper
email
more http://www.generativeart.com/
last changed 2012/09/20 21:28

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