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 614

_id a126
id a126
authors Finucane E, Derix C and Coates P
year 2006
title Evolving Urban Structures using Computational Optimisation
source Proceedings of the Generative Arts conference, Milan, 2006
summary This paper investigates the use of computer analogies for naturally inspired optimisation techniques as an aid to developing the site layout and massing for the new World Trade Centre development in Pristina Kosovo, which is being designed and developed by 4M Group architectural company, in conjunction with the Advanced Modelling Group Aedas. The development of a genetic algorithm will incorporate various techniques, that have been developed in the field of multi-objective optimisation, to create three dimensional massing models, and site layout solutions which partially fulfil the Prisina brief requirements, which are taken from specifications created by 4M Group. Genetic algorithms are based on natural evolutionary principles which are explained in this paper. It will incorporate Pareto concepts to manage the optimisation of the various objective functions. For example, these will include volume and position of units, which will ensure that the different and sometime conflicting needs of the site are balanced throughout the optimisation. This type of problem is often known as an NP-complete (non-determinate polynomial time) problem. This will provide architects and planners with a number of Pareto optimised site massing solutions as an aid to the design process. An initial investigation into the specifics of the Pristina site requirements, will be followed by an investigation into the the genetic algorithm which is created in Visual Basic for Applications (VBA) linked with AutoCAD as the graphical output of the code. The embryology (development) of the various solutions from the genetic information incorporates an ‘ant’ pheromone trail model, which simulates the action of ants during food foraging, as a tool for initial route planning within the site. Diffusion and cellular automata are used during the development of the solution to construct the massing for the site.
keywords urban planning, evolutionary algorithms, pareto optimization, Lindenmayer systems, ant-colony optimization, cellular automaton
series other
type normal paper
email
more http://www.generativeart.com/
last changed 2012/09/20 18:33

_id ascaad2016_012
id ascaad2016_012
authors Veloso, Pedro; Ramesh Krishnamurti
year 2016
title On Slime Molds and Corridors - The application of network design algorithms to connect architectural arrangements
source Parametricism Vs. Materialism: Evolution of Digital Technologies for Development [8th ASCAAD Conference Proceedings ISBN 978-0-9955691-0-2] London (United Kingdom) 7-8 November 2016, pp. 95-104
summary The use of adjacency graphs to represent and generate architectural arrangements tends to favor direct connections between contiguous rooms. These disregard specialized circulatory systems (such as corridors), which consider connections between non-contiguous spatial units or accesses. This paper addresses two specific issues: (1) how to represent a circulation network for a specific access/adjacency graph embedding; and (2) how to design good circulatory solutions for the arrangement that optimizes this network. To represent a complete circulation network, we propose a scheme, an adapted straight skeleton, based on the boundaries of the spatial units. To design possible circulation alternatives, we adopt the Slime Mold model (Tero et al., 2006; 2007). Using this model, we develop an original method, termed Adjacency Graph Selection (AGS), to generate circulation solutions for arrangements. As an initial test case for AGS, we use floor plan of the Louvre Abu Dhabi, designed by the French architect Jean Nouvel.
series ASCAAD
email
last changed 2017/05/25 13:31

_id sigradi2006_e070c
id sigradi2006_e070c
authors Cardoso, Daniel
year 2006
title Controlled Unpredictability: Constraining Stochastic Search as a Form-Finding Method for Architectural Design
source SIGraDi 2006 - [Proceedings of the 10th Iberoamerican Congress of Digital Graphics] Santiago de Chile - Chile 21-23 November 2006, pp. 263-267
summary Provided with a strict set of rules a computer program can perform the role of a simple designer. Taking advantage of a computer’s processing power, it can also provide an unlimited number of variations in the form while following a given set of constraints. This paper delineates a model for interrelating a rule-based system based on purely architectural considerations with non-deterministic computational procedures in order to provide controlled variations and constrained unpredictability. The experimental model consists of a verisimilar architectural problem, the design of a residential tower with a strict program of 200 units of different types in a given site. Following the interpretation of the program, a set of rules is defined by considering architectural concerns such as lighting, dimensions, circulations, etc. These rules are then encoded in a program that generates form in an unsupervised manner by means of a stochastic search algorithm. Once the program generates a design it’s evaluated, and the parameters on the constraints are adjusted in order to produce a new design. This paper presents a description of the architectural problem and of the rule building process, images and descriptions of three different towers produced, and the code for the stochastic-search algorithm used for generating the form. The succesful evolution of the experiments show how in a computation-oriented design process the interpretation of the problem and the rule setting process play a major role in the production of meaningful form, outlining the shifting role of human designers from form-makers to rule-builders in a computation-oriented design endeavour.
keywords Architectural Design; Stochastic; Random; Rule-based systems; Form-generation
series SIGRADI
email
last changed 2016/03/10 09:48

_id 2006_738
id 2006_738
authors Chen, Chiung-Hui and Mao-Lin Chiu
year 2006
title Space Tags and User Behavior Modeling - Applying agents to detect navigational patterns in urban streets
doi https://doi.org/10.52842/conf.ecaade.2006.738
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. 738-745
summary Urban pedestrian studies on navigation have been conducted for developing applications to ease the task of exploring in a virtual environment. As navigation in virtual environments is evidently difficult and as many virtual worlds have been designed to be used by untrained visitors that explore the environment, navigational supports are critically needed. This study is aimed to collect information about the user needs in order to build a model of user preference and produce simulative scenarios that can reveal the navigational patterns related to street design. The study is based on the attention theory for studying people who are socially interacting with street activities and furniture within designated areas. Furthermore, the study attempts to apply agent interface develop a prototype system with space tags. Finally, the system and its applications, and major findings of these applications are reported
keywords space tags; navigational patterns; street; agent interface; user behavior
series eCAADe
email
last changed 2022/06/07 07:55

_id 7987
id 7987
authors Dimitrios Makris, Ioannis Havoutis, Georges Miaoulis, Dimitri Plemenos
year 2006
title MultiCAD – MOGA A System for Conceptual Style Design of Buildings
source Conference Proceedings of the 9th 3IA (2006) International Conference on Computer Graphics and Artificial Intelligence, p73-84
summary The synthesis of the three-dimensional morphology of a building is one of the most important tasks in architecture. Space planning and morphology are of the most interesting and complex of architectural design problems. Architectural design is guided by the constraints on the spatial composition and the morphology of the final building. During the conceptual phase problems are characterised by fuzziness and complexity. Building requirements are ill-defined and contradictory. The designer should explore the solution space for alternative building solutions while refining requirements and style preferences. In this paper we present the development and implementation of an Evolutionary Declarative Design system prototype for the aid of conceptual style design of buildings. The system is a specific MultiCAD prototype system including architectural knowledge, architectural style and a multi-objective genetic algorithm. Two design cases are presented for two different architectural styles. The applicability and efficiency of the system prototype are discussed.
keywords declarative modelling, evolutionary design, multi-objective genetic algorithms, architectural conceptual design, constraints
series other
type normal paper
email
more http://3ia.teiath.gr/3ia_previous_conferences_cds/2006/Papers/Full/Makris_8.pdf
last changed 2007/11/29 15:55

_id acadia06_068
id acadia06_068
authors Elys, John
year 2006
title Digital Ornament
doi https://doi.org/10.52842/conf.acadia.2006.068
source Synthetic Landscapes [Proceedings of the 25th Annual Conference of the Association for Computer-Aided Design in Architecture] pp. 68-78
summary Gaming software has a history of fostering development of economical and creative methods to deal with hardware limitations. Traditionally the visual representation of gaming software has been a poor offspring of high-end visualization. In a twist of irony, this paper proposes that game production software leads the way into a new era of physical digital ornament. The toolbox of the rendering engine evolved rapidly between 1974-1985 and it is still today, 20 years later the main component of all visualization programs. The development of the bump map is of particular interest; its evolution into a physical displacement map provides untold opportunities of the appropriation of the 2D image to a physical 3D object.To expose the creative potential of the displacement map, a wide scope of existing displacement usage has been identified: Top2maya is a scientific appropriation, Caruso St John Architects an architectural precedent and Tord Boonje’s use of 2D digital pattern provides us with an artistic production precedent. Current gaming technologies give us an indication of how the resolution of displacement is set to enter an unprecedented level of geometric detail. As modernity was inspired by the machine age, we should be led by current technological advancement and appropriate its usage. It is about a move away from the simplification of structure and form to one that deals with the real possibilities of expanding the dialogue of surface topology. Digital Ornament is a kinetic process rather than static, its intentions lie in returning the choice of bespoke materials back to the Architect, Designer and Artist.
series ACADIA
email
last changed 2022/06/07 07:55

_id sigradi2006_e028c
id sigradi2006_e028c
authors Griffith, Kenfield; Sass, Larry and Michaud, Dennis
year 2006
title A strategy for complex-curved building design:Design structure with Bi-lateral contouring as integrally connected ribs
source SIGraDi 2006 - [Proceedings of the 10th Iberoamerican Congress of Digital Graphics] Santiago de Chile - Chile 21-23 November 2006, pp. 465-469
summary Shapes in designs created by architects such as Gehry Partners (Shelden, 2002), Foster and Partners, and Kohn Peterson and Fox rely on computational processes for rationalizing complex geometry for building construction. Rationalization is the reduction of a complete geometric shape into discrete components. Unfortunately, for many architects the rationalization is limited reducing solid models to surfaces or data on spread sheets for contractors to follow. Rationalized models produced by the firms listed above do not offer strategies for construction or digital fabrication. For the physical production of CAD description an alternative to the rationalized description is needed. This paper examines the coupling of digital rationalization and digital fabrication with physical mockups (Rich, 1989). Our aim is to explore complex relationships found in early and mid stage design phases when digital fabrication is used to produce design outcomes. Results of our investigation will aid architects and engineers in addressing the complications found in the translation of design models embedded with precision to constructible geometries. We present an algorithmically based approach to design rationalization that supports physical production as well as surface production of desktop models. Our approach is an alternative to conventional rapid prototyping that builds objects by assembly of laterally sliced contours from a solid model. We explored an improved product description for rapid manufacture as bilateral contouring for structure and panelling for strength (Kolarevic, 2003). Infrastructure typically found within aerospace, automotive, and shipbuilding industries, bilateral contouring is an organized matrix of horizontal and vertical interlocking ribs evenly distributed along a surface. These structures are monocoque and semi-monocoque assemblies composed of structural ribs and skinning attached by rivets and adhesives. Alternative, bi-lateral contouring discussed is an interlocking matrix of plywood strips having integral joinery for assembly. Unlike traditional methods of building representations through malleable materials for creating tangible objects (Friedman, 2002), this approach constructs with the implication for building life-size solutions. Three algorithms are presented as examples of rationalized design production with physical results. The first algorithm [Figure 1] deconstructs an initial 2D curved form into ribbed slices to be assembled through integral connections constructed as part of the rib solution. The second algorithm [Figure 2] deconstructs curved forms of greater complexity. The algorithm walks along the surface extracting surface information along horizontal and vertical axes saving surface information resulting in a ribbed structure of slight double curvature. The final algorithm [Figure 3] is expressed as plug-in software for Rhino that deconstructs a design to components for assembly as rib structures. The plug-in also translates geometries to a flatten position for 2D fabrication. The software demonstrates the full scope of the research exploration. Studies published by Dodgson argued that innovation technology (IvT) (Dodgson, Gann, Salter, 2004) helped in solving projects like the Guggenheim in Bilbao, the leaning Tower of Pisa in Italy, and the Millennium Bridge in London. Similarly, the method discussed in this paper will aid in solving physical production problems with complex building forms. References Bentley, P.J. (Ed.). Evolutionary Design by Computers. Morgan Kaufman Publishers Inc. San Francisco, CA, 1-73 Celani, G, (2004) “From simple to complex: using AutoCAD to build generative design systems” in: L. Caldas and J. Duarte (org.) Implementations issues in generative design systems. First Intl. Conference on Design Computing and Cognition, July 2004 Dodgson M, Gann D.M., Salter A, (2004), “Impact of Innovation Technology on Engineering Problem Solving: Lessons from High Profile Public Projects,” Industrial Dynamics, Innovation and Development, 2004 Dristas, (2004) “Design Operators.” Thesis. Massachusetts Institute of Technology, Cambridge, MA, 2004 Friedman, M, (2002), Gehry Talks: Architecture + Practice, Universe Publishing, New York, NY, 2002 Kolarevic, B, (2003), Architecture in the Digital Age: Design and Manufacturing, Spon Press, London, UK, 2003 Opas J, Bochnick H, Tuomi J, (1994), “Manufacturability Analysis as a Part of CAD/CAM Integration”, Intelligent Systems in Design and Manufacturing, 261-292 Rudolph S, Alber R, (2002), “An Evolutionary Approach to the Inverse Problem in Rule-Based Design Representations”, Artificial Intelligence in Design ’02, 329-350 Rich M, (1989), Digital Mockup, American Institute of Aeronautics and Astronautics, Reston, VA, 1989 Schön, D., The Reflective Practitioner: How Professional Think in Action. Basic Books. 1983 Shelden, D, (2003), “Digital Surface Representation and the Constructability of Gehry’s Architecture.” Diss. Massachusetts Institute of Technology, Cambridge, MA, 2003 Smithers T, Conkie A, Doheny J, Logan B, Millington K, (1989), “Design as Intelligent Behaviour: An AI in Design Thesis Programme”, Artificial Intelligence in Design, 293-334 Smithers T, (2002), “Synthesis in Designing”, Artificial Intelligence in Design ’02, 3-24 Stiny, G, (1977), “Ice-ray: a note on the generation of Chinese lattice designs” Environmental and Planning B, volume 4, pp. 89-98
keywords Digital fabrication; bilateral contouring; integral connection; complex-curve
series SIGRADI
email
last changed 2016/03/10 09:52

_id sigradi2006_e090b
id sigradi2006_e090b
authors Hanna, Sean and Turner, Alasdair
year 2006
title Teaching parametric design in code and construction
source SIGraDi 2006 - [Proceedings of the 10th Iberoamerican Congress of Digital Graphics] Santiago de Chile - Chile 21-23 November 2006, pp. 158-161
summary Automated manufacturing processes with the ability to translate digital models into physical form promise both an increase in the complexity of what can be built, and through rapid prototyping, a possibility to experiment easily with tangible examples of the evolving design. The increasing literacy of designers in computer languages, on the other hand, offers a new range of techniques through which the models themselves might be generated. This paper reviews the results of an integrated parametric modelling and digital manufacturing workshop combining participants with a background in computer programming with those with a background in fabrication. Its aim was both to encourage collaboration in a domain that overlaps both backgrounds, as well as to explore the ways in which the two working methods naturally extend the boundaries of traditional parametric design. The types of projects chosen by the students, the working methods adopted and progress made will be discussed in light of future educational possibilities, and of the future direction of parametric tools themselves. Where standard CAD constructs isolated geometric primitives, parametric models allow the user to set up a hierarchy of relationships, deferring such details as specific dimension and sometimes quantity to a later point. Usually these are captured by a geometric schema. Many such relationships in real design however, can not be defined in terms of geometry alone. Logical operations, environmental effects such as lighting and air flow, the behaviour of people and the dynamic behaviour of materials are all essential design parameters that require other methods of definition, including the algorithm. It has been our position that the skills of the programmer are necessary in the future of design. Bentley’s Generative Components software was used as the primary vehicle for the workshop design projects. Built within the familiar Microstation framework, it enables the construction of a parametric model at a range of different interfaces, from purely graphic through to entirely code based, thus allowing the manipulation of such non-geometric, algorithmic relationships as described above. Two-dimensional laser cutting was the primary fabrication method, allowing for rapid manufacturing, and in some cases iterative physical testing. The two technologies have led in the workshop to working methods that extend the geometric schema: the first, by forcing an explicit understanding of design as procedural, and the second by encouraging physical experimentation and optimisation. The resulting projects have tended to focus on responsiveness to conditions either coded or incorporated into experimental loop. Examples will be discussed. While programming languages and geometry are universal in intent, their constraints on the design process were still notable. The default data structures of computer languages (in particular the rectangular array) replace one schema limitation with another. The indexing of data in this way is conceptually hard-wired into much of our thinking both in CAD and in code. Thankfully this can be overcome with a bit of programming, but the number of projects which have required this suggests that more intuitive, or spatial methods of data access might be developed in the future.
keywords generative design; parametric model; teaching
series SIGRADI
email
last changed 2016/03/10 09:53

_id ddss2006-hb-325
id DDSS2006-HB-325
authors Jean Oh, Jie-Eun Hwang, Stephen F. Smith, and Kimberle Koile
year 2006
title Learning from Main Streets - A machine learning approach identifying neighborhood commercial districts
source Van Leeuwen, J.P. and H.J.P. Timmermans (eds.) 2006, Innovations in Design & Decision Support Systems in Architecture and Urban Planning, Dordrecht: Springer, ISBN-10: 1-4020-5059-3, ISBN-13: 978-1-4020-5059-6, p. 325-340
summary In this paper we explore possibilities for using Artificial Intelligence techniques to boost the performance of urban design tools by providing large scale data analysis and inference capability. As a proof of concept experiment we showcase a novel application that learns to identify a certain type of urban setting, Main Streets, based on architectural and socioeconomic features of its vicinity. Our preliminary experimental results show the promising potential for the use of machine learning in the solving of urban planning problems.
keywords Main street approach, Community development, Artificial intelligence, Machine learning, Active learning algorithm
series DDSS
last changed 2006/08/29 12:55

_id caadria2006_179
id caadria2006_179
authors KEATRUANGKAMALA K., NILKAEW P.
year 2006
title STRONG VALID INEQUALITY CONSTRAINTS FOR ARCHITECTURAL LAYOUT DESIGN OPTIMIZATION
doi https://doi.org/10.52842/conf.caadria.2006.x.w5d
source CAADRIA 2006 [Proceedings of the 11th International Conference on Computer Aided Architectural Design Research in Asia] Kumamoto (Japan) March 30th - April 2nd 2006, 179-185
summary In the past decades, many attempts have been made to solve the challenging architectural layout design problem such as non-linear programming and evolutionary algorithm (Michalek and Papalambros, 2002). The Mixed Integer Programming (MIP) (Kamol and Krung, 2005) was recently developed to find the global optimal solution. However, the problem can be shown to belong to the class of NP-hard problem (Michalek and Papalambros, 2002). Hence, only the small instances of the problem can be solved in a reasonable time. In order to deal with large problem sizes, this paper utilizes the strong valid inequalities (George and Laurence). It cut off the infeasible points in the integral search space by formulated the disconnected constraints involved with line configurations of three rooms. It is shown to significantly increase the computational speed to more than thirty percents. This exhibits the practical use of the MIP formulation to solve the medium size architectural layout design problems.
series CAADRIA
email
last changed 2022/06/07 07:49

_id acadia06_555
id acadia06_555
authors Kudless, A., Vukcevich, I.
year 2006
title Flexible Formwork Research (FPR)
doi https://doi.org/10.52842/conf.acadia.2006.x.r8t
source Synthetic Landscapes [Proceedings of the 25th Annual Conference of the Association for Computer-Aided Design in Architecture] p. 555
summary FFR investigates the self-organization of plaster and elastic fabric to produce evocative visual and acoustic effects. Inspired by the work of the Spanish architect Miguel Fisac and his experiments with flexible concrete formwork in the 1960-70s, FFR continues this line of research by exploring aspects of pattern generation and recognition in relation to self-organized form. In line with the theme of the current exhibition, Digital Exchange, the work can be understood as a dialog between physical and digital computation. The form is a result of a negotiation between the digital manipulation of images and the physical deformations of materials under stress. Both digital and physical processes play an equal role in the final form of the plaster tiles.Reflecting on Miguel Fisac’s flexible concrete formwork, there was a desire to investigate the potential for more differentiated patterns while still using the same basic fabrication technique. This was accomplished through the use of a custom-designed script in Rhino that analyzes a given image and translates it into a field of points. These points establish areas of constraint in the elastic membrane of the mould. Through numerous physical tests, the minimum and maximum distances between constraint points was determined and these were entered into the script as limits for the point creation. If the points are too close, large wholes with very thin and weak plaster form whereas if the points are too far apart the amount of elastic deformation is so great that the weight of the plaster can cause failures to occur in the fabric mould. One of the most important aspects of the project is its resonance with the body and our natural attraction and repulsion for certain forms. Through exploring the natural self-organization of material under stress, FFR unintentionally reminds us of our own flesh. The plaster tiles resonate with our own body’s material as it sags, expands, and wrinkles in relationship with gravity, structure, and time.
series ACADIA
email
last changed 2022/06/07 07:49

_id 2006_874
id 2006_874
authors Lee, Ming-xian and Ji-Hyun Lee
year 2006
title Form, Style and Function - A Constraint-Based Generative System for Apartment Façade Design
doi https://doi.org/10.52842/conf.ecaade.2006.874
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. 874-883
summary This paper describes the development of a constraint-based generative system (FSF system) to support the design of middle and high-rise apartment façades from architectural plans. Floor plan and façade designs are heavily interrelated, and, sometimes, the plan constrains the façade design during the design process. This relationship lends itself to apply constraint-based systems and we have designed the system to connect intelligently between apartment plan and façade. In our system, we define constraints into three categories: structural form, architectural style and function. We use genetic algorithm to generate plausible alternatives quickly and augmented by a constraint-based system, façades can be generated and modified much more easily in terms of real-time visual feedback for checking violence of the constraints and of dealing with updates smoothly through intelligent connecting plans to façades.
keywords Generative system; Plan-to-façade; Constraint-based system; Intelligent CAD; Style description
series eCAADe
email
last changed 2022/06/07 07:51

_id ddss2006-hb-187
id DDSS2006-HB-187
authors Lidia Diappi and Paola Bolchi
year 2006
title Gentrification Waves in the Inner-City of Milan - A multi agent / cellular automata model based on Smith's Rent Gap theory
source Van Leeuwen, J.P. and H.J.P. Timmermans (eds.) 2006, Innovations in Design & Decision Support Systems in Architecture and Urban Planning, Dordrecht: Springer, ISBN-10: 1-4020-5059-3, ISBN-13: 978-1-4020-5059-6, p. 187-201
summary The aim of this paper is to investigate the gentrification process by applying an urban spatial model of gentrification, based on Smith's (1979; 1987; 1996) Rent Gap theory. The rich sociological literature on the topic mainly assumes gentrification to be a cultural phenomenon, namely the result of a demand pressure of the suburban middle and upper class, willing to return to the city (Ley, 1980; Lipton, 1977, May, 1996). Little attempt has been made to investigate and build a sound economic explanation on the causes of the process. The Rent Gap theory (RGT) of Neil Smith still represents an important contribution in this direction. At the heart of Smith's argument there is the assumption that gentrification takes place because capitals return to the inner city, creating opportunities for residential relocation and profit. This paper illustrates a dynamic model of Smith's theory through a multi-agent/ cellular automata system approach (Batty, 2005) developed on a Netlogo platform. A set of behavioural rules for each agent involved (homeowner, landlord, tenant and developer, and the passive 'dwelling' agent with their rent and level of decay) are formalised. The simulations show the surge of neighbouring degradation or renovation and population turn over, starting with different initial states of decay and estate rent values. Consistent with a Self Organized Criticality approach, the model shows that non linear interactions at local level may produce different configurations of the system at macro level. This paper represents a further development of a previous version of the model (Diappi, Bolchi, 2005). The model proposed here includes some more realistic factors inspired by the features of housing market dynamics in the city of Milan. It includes the shape of the potential rent according to city form and functions, the subdivision in areal submarkets according to the current rents, and their maintenance levels. The model has a more realistic visualisation of the city and its form, and is able to show the different dynamics of the emergent neighbourhoods in the last ten years in Milan.
keywords Multi agent systems, Housing market, Gentrification, Emergent systems
series DDSS
last changed 2006/08/29 12:55

_id fcb4
id fcb4
authors Loemker, Thorsten Michael
year 2006
title Solving Revitalization-Problems by the Use of a Constraint Programming Language
source IKM 2006, International Conference on the Applications of Computer Science and Mathematics in Architecture and Civil Engineering, Weimar, July 2006
summary This research focuses on an approach to describe principles in architectural layout planning within the domain of revitalization. With the aid of mathematical rules, which are executed by a computer, solutions to design problems are generated. Provided that “design” is in principle a combinatorial problem, i.e. a constraint-based search for an overall optimal solution of a problem, an exemplary method will be described to solve such problems in architectural layout planning. To avoid conflicts relating to theoretical subtleness, a customary approach adopted from Operations Research has been chosen in this work [1]. In this approach, design is a synonym for planning, which could be described as a systematic and methodical course of action for the analysis and solution of current or future problems. The planning task is defined as an analysis of a problem with the aim to prepare optimal decisions by the use of mathematical methods. The decision problem of a planning task is represented by an optimization model and the application of an efficient algorithm in order to aid finding one or more solutions to the problem. The basic principle underlying the approach presented herein is the understanding of design in terms of searching for solutions that fulfill specific criteria. This search is executed by the use of a constraint programming language.
keywords Revitalization, Optimization, Constraint Programming, OPL
series other
type short paper
email
more http://euklid.bauing.uni-weimar.de/ikm2006-cd/data/templates/papers/f26.pdf
last changed 2008/10/13 14:02

_id ascaad2006_paper7
id ascaad2006_paper7
authors Lömker, Thorsten M.
year 2006
title Designing with Machines: solving architectural layout planning problems by the use of a constraint programming language and scheduling algorithms
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 In 1845 Edgar Allan Poe wrote the poem “The Raven”, an act full of poetry, love, passion, mourning, melancholia and death. In his essay “The Theory of Composition” which was published in 1846 Poe proved that the poem is based on an accurate mathematical description. Not only in literature are structures present that are based on mathematics. In the work of famous musicians, artists or architects like Bach, Escher or Palladio it is evident that the beauty and clarity of their work as well as its traceability has often been reached through the use of intrinsic mathematic coherences. If suchlike structures could be described within architecture, their mathematical abstraction could supplement “The Theory of Composition” of a building. This research focuses on an approach to describe principles in architectural layout planning in the form of mathematical rules that will be executed by the use of a computer. Provided that “design” is in principle a combinatorial problem, i.e. a constraint-based search for an overall optimal solution of a design problem, an exemplary method will be described to solve problems in architectural layout planning. Two problem domains will be examined: the design of new buildings, as well as the revitalization of existing buildings. Mathematical and syntactical difficulties that arise from the attempt to extract rules that relate to the process of building design will be pointed out. To avoid conflicts relating to theoretical subtleness a customary approach has been chosen in this work which is adopted from Operations Research. In this approach design is a synonym for planning, which could be described as a systematic and methodical course of action for the analysis and solution of current or future problems. The planning task is defined as an analysis of a problem with the aim to prepare optimal decisions by the use of mathematical methods. The decision problem of a planning task is represented by an optimization model and the application of an efficient algorithm to aid finding one or more solutions to the problem. The basic principle underlying the approach presented herein is the understanding of design in terms of searching for solutions that fulfill specific criteria. This search will be executed by the use of a constraint programming language, which refers to mathematical as well as to integer and mixed integer programming. Examples of architectural layout problems will be presented that can be solved by the use of this programming paradigm. In addition to this, a second programming approach resulting from the domain of resource-allocation has been followed in this research. It will be demonstrated that it is as well possible, to aid architectural layout planning by the use of scheduling algorithms.
series ASCAAD
email
last changed 2007/11/27 08:22

_id acadia06_292
id acadia06_292
authors More, Gregory
year 2006
title Making Space Content Specific Interactive Architectures for Information Presentation
doi https://doi.org/10.52842/conf.acadia.2006.292
source Synthetic Landscapes [Proceedings of the 25th Annual Conference of the Association for Computer-Aided Design in Architecture] pp. 292-299
summary This paper examines the connections between digital architectures and interaction design with an emphasis on how the latter informs the former. Digital spatial interfaces have been in development for well over a decade. However there is still a distinct and problematic separation between the function of these spaces architecturally and the functional use of architectural concepts in the design of these spaces. The research presented here outlines an approach to interface design that promotes an architecture that is temporal, interactive and sonic, and is defined explicitly by a functional relationship to its informational content. In particular this research reports on the design of a software prototype that incorporates spatial concepts of interactivity, visualization and sound to assist in the navigation of presentation information, promoting space as a primary interface to an information collection.
series ACADIA
email
last changed 2022/06/07 07:58

_id sigradi2006_e011c
id sigradi2006_e011c
authors Narahara, Taro and Terzidis, Kostas
year 2006
title Optimal Distribution of Architecture Programs with Multiple-constraint Genetic Algorithm
source SIGraDi 2006 - [Proceedings of the 10th Iberoamerican Congress of Digital Graphics] Santiago de Chile - Chile 21-23 November 2006, pp. 299-303
summary A genetic algorithm (GA) is a search technique for optimizing or solving a problem based on evolutionary biology, using terms and processes such as genomes, chromosomes, cross-over, mutation, or selection. The evolution starts from a population of completely random individuals and happens in generations. In each generation, the fitness of the whole population is evaluated, multiple individuals are stochastically selected from the current population (based on their fitness), modified (mutated or recombined) to form a new population, which becomes current in the next iteration of the algorithm. In architecture, GAs are of special interest mainly because of their ability to address a problem offering a multiplicity of possible solutions. Contrary to other algorithms where the objective is to accommodate a manually conceived diagram, GAs are emergent procedures that evolve over time through multiple attempt cycles (i.e. generations) and therefore offer a bottom-up approach to design. In addition, by using the computational power of computers they can resolve complex interactions between multiple factors and under multiple constraints offering solutions that occasionally surprise the designer. One of the main problems in architecture today is the quantity of the information and the level of complexity involved in most building projects. As globalization and economic development has started to arise at unprecedented levels, the need for large urban developments have become commonplace. Housing projects for a few hundreds to thousands of people have started to emerge over large urban areas. In such cases, the old paradigm for housing design was the development of high rises that served as stacking devices for multiple family housing units. Such a direction was unfortunately the only way to address excessive complexity using manual design skills mainly because it was simple to conceive but also simple to construct. The unfortunate nature of this approach lies rather in the uniformity, similarity, and invariability that these projects express in comparison to individuality, discreteness, and identity that human beings and families manifest. One of the main areas of complexity that could benefit architecture is in housing projects. In these projects there is a typology of residential units that need to be combined in various schemes that will fulfill multiple functional, environmental, and economic constraints. In this paper, the design of a 200-unit residential complex on a corner of two streets in an urban context was investigated as a case study. Recent advancement in tectonics and structural engineering enables the realization of buildings in mega scales and starts to introduce another layer of complexity into the building programs. Conventional design methods relying on the preconceived knowledge based approaches are no longer reliable. Beyond the certain quantitative factors and the complexity of the problems, search occasionally enters into the unpredictable domain of the human perception. Computational approaches to design allows us to go through thousands of iterations in a second and find the solution sets beyond the reach of designers’ intuitive search spaces. Genetic Algorithm can be a potential derivative for finding optimum design solution from indeterminate search spaces constrained by multi dimensional factors.
keywords Genetic Algorithm; Housing Design; Multiple-constraint
series SIGRADI
email
last changed 2016/03/10 09:55

_id 2006_168
id 2006_168
authors Papalexopoulos, Dimitris
year 2006
title Digital Territories and the Design Construction Continuum
doi https://doi.org/10.52842/conf.ecaade.2006.168
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. 168-174
summary The purpose of the paper is to bring together the two newly elaborated concepts of Digital Territories (DT) and Design Construction Continuum (DCC) in order to approach the design of evolving – intelligent environments.Digital Territories is a concept elaborated 2005 by a Core Expert Group, conceived as an ephemeral Ambient Intelligence (AmI) space. DTs formed through the interconnection of physical objects embedding digital technologies, postulate the integration of the physical and the digital world, searching for operative definitions of new evolving in time functionalities. In DT’s, bridges between the physical and the digital are discrete elements disposing of certain autonomy in their conception and internal structure. Bridges have to be designed and located. The DCC proposes to relate design, fabrication and construction through information networks (it is in fact a DT). Through the DCC approach, design information is becoming construction information and industrial fabrication information. The DCC has to integrate interaction design and respond to questions posed by DTs design. DTs are integrated to DCC by constituting an intermediate level between building programming and design. Intelligent Building Components, that is AmI components operating as bridges between the physical and the digital in Digital Territories formations, cooperating to develop swarm intelligence applications to architectural space, are elements managed by the DCC. DT’s are about spaces communicating and the DCC is about communicating (design) space.
keywords Digital Territories; Design Construction Continuum; Interaction Design; Evolving Environments; Intelligent Environments; Location Diagrams; Building Programming
series eCAADe
email
last changed 2022/06/07 08:00

_id acadia06_471
id acadia06_471
authors Perez, Santiago R.
year 2006
title PolyForm: Biomimetic Surfaces
doi https://doi.org/10.52842/conf.acadia.2006.471
source Synthetic Landscapes [Proceedings of the 25th Annual Conference of the Association for Computer-Aided Design in Architecture] pp. 471-482
summary The evolution of the architectural surface from a static, fixed geometric assemblage to a responsive, biomimetic aggregate surface will be the topic of this paper. The work exhibited has been developed by the author and his students over the last two years, prompted by an interest in robotics, advanced material assemblies, and biomimetics. The work ranges in scope from digital models and simulations to working prototypes and full-scale habitable constructions. One aspect that serves to unite the emerging body of work may be summarized in the prefix “poly” denoting many, or having more than one state or form. Thus the word Polyform begins to suggest the interplay between biomimesis and adaptive surfaces. A similar term is found in the combination of poly and morph:
series ACADIA
email
last changed 2022/06/07 08:00

_id caadria2006_641
id caadria2006_641
authors PIYABOON NILKAEW
year 2006
title ASSISTANT TOOL FOR ARCHITECTURAL LAYOUT DESIGN BY GENETIC ALGORITHM
doi https://doi.org/10.52842/conf.caadria.2006.x.s6m
source CAADRIA 2006 [Proceedings of the 11th International Conference on Computer Aided Architectural Design Research in Asia] Kumamoto (Japan) March 30th - April 2nd 2006, 641-643
summary Architectural design is a very complicated process. It contains many sequences within the design process that the architects have to take into considerations. Within the process, the architect will look for every feasible schematic to make the best decision for developing the final design process. However, the preliminary design involves both conceptual and schematic design that concern about quantitative analysis and qualitative analysis. The objective of this research is to utilize an assistant method or tool to help form a preliminary design and a thinking process by using genetic algorithm to find the feasible solutions for conceptual and schematic design.
series CAADRIA
email
last changed 2022/06/07 07:49

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