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 596

_id 2006_884
id 2006_884
authors Grasl, Thomas; Christoph Falkner and Christian Kühn
year 2006
title Easy access classes for three-dimensional generative design - Using a collaborative environment for e-learning
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. 884-889
doi https://doi.org/10.52842/conf.ecaade.2006.884
summary Part of an EU funded project to develop a “VIrtual campus for virtual space design Provided for European Architects (VIPA)” was the implementation of a practical run at the Vienna University of Technology. Therein we attempted to evaluate some of the concepts and technologies which were intended for the e-learning platform. After briefly introducing the didactical background, this paper concentrates on the technological setup accompanying the course. Especially the use of Croquet as an immersive three-dimensional environment to teach generative design is highlighted; its strengths and weaknesses in supporting our envisioned didactical concept are analysed. The practical run and its evaluation by the participating students are described, as well as some of the student work performed during and after the course. Concluding remarks elaborating on problems encountered in the software setup and in our didactical concept, followed by the description of future work to amend the above mentioned pitfalls, will mark the end.
keywords collaborative environment; croquet; generative design; learning platform, virtual space design
series eCAADe
email
last changed 2022/06/07 07:51

_id ascaad2007_012
id ascaad2007_012
authors Zeile, P.; F. Farnoudi and B. Streich
year 2007
title Fascination google earth – use in urban and landscape design
source Em‘body’ing Virtual Architecture: The Third International Conference of the Arab Society for Computer Aided Architectural Design (ASCAAD 2007), 28-30 November 2007, Alexandria, Egypt, pp. 141-148
summary Virtual 3D-City-and Architecture models, Virtual Globe systems like NASA World Wind and Google Earth as well as new attempts of immersive technologies become more important, not only among experts in spatial planning, but also many private users are interested in these new tools. These developments cause powerful impacts in the general social, cultural and everyday life. Given the dynamic development of Google Earth, the discussion about the representation and the use of geodata for a wide user group - beyond the planning disciplines - reaches new heights. According to expert's opinion, Google Earth with its computer language KML (Keyhole Markup Language) becomes a 3D-GIS-Standard [Rush in 2006]. By the easy and quick representation of three-dimensional (city) structures and single buildings, Google Earth will significantly influence all groups of society. User groups which have not been acquainted with geodata or highly specified and complex GIS-Systems [Dworschak in 2006], discover that working with this data by using Google Earth is great fun. They recognize, that with the help of generally understandable and easily recognizable visualisation of these data, mediation of knowledge becomes very easy. In addition, it is acknowledged that geodata has great potential to add value, in disciplines such as the academics, the financial sector or personal use.
series ASCAAD
email
last changed 2008/01/21 22:00

_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 2006_868
id 2006_868
authors Becker, Mirco
year 2006
title Branches and Bifurcations - Building a framework for modeling with isosurfaces in Generative Components
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. 868-873
doi https://doi.org/10.52842/conf.ecaade.2006.868
summary An isosurface is a three-dimensional representation of a constant value of a field function within a given volume. They are normally used in computer graphics to visualize data in fluid dynamics, medical imaging, geophysics, and meteorology. The advantage of isosurfaces is that they can represent all sorts of topologies. That makes them a perfect tool for modeling, branching, forking, and bifurcating objects with smooth transitions. As they work of a field function, the surface is implicit, the polygonization an approximation. This is a good base for coupling performance with precision. The task was to define a set of handles to change and model an isosurface. It had to happen through the modeling of the field function in a way that is rather intuitive but without giving up the precision one is used to have from standard NURBS/BREP modeling. The paper shows how a modeling framework for isosurfaces is implemented as a plug-in for Bentley Systems Generative Components allowing an intuitive way of exploring design variations. The implementation is illustrated with a proof of concept showing a sketch design.
keywords Isosurface; Polygonization; Scalar field; Marching Cube; Generative Components
series eCAADe
email
last changed 2022/06/07 07:54

_id 2006_684
id 2006_684
authors De Bodt, Kathleen
year 2006
title SoundScapes & Architectural Spaces - Spatial sound research in digital architectural design
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. 684-689
doi https://doi.org/10.52842/conf.ecaade.2006.684
summary The paper presents ongoing research focusing on the development of digital tools and methodologies for spatial design based on non-Euclidean geometries. It addresses the way sound can be used both conceptually and acoustically in the early stages of the design process, examining digital architectural design and modeling based on three-dimensional sound visualization and the acoustical analysis and evaluation of complex curved surface geometry. The paper describes SoundMatrix, the first part of a digital design tool created by using Max/Msp/Jitter, to assist in the preliminary design of building façades in small-scale urban environments, specifically studying the possibilities of curvature to decrease sound reflection between opposing street façades. Examples from a workshop with the SoundMatrix application illustrate the real-time 3D authoring and sound spatialisation processing currently implemented in the tool.
keywords graphical programming; performance-based design; generative design
series eCAADe
email
last changed 2022/06/07 07:55

_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 acadia06_079
id acadia06_079
authors Kumar, Shilpi
year 2006
title Architecture and Industrial Design A Convergent Process for Design
source Synthetic Landscapes [Proceedings of the 25th Annual Conference of the Association for Computer-Aided Design in Architecture] pp. 79-94
doi https://doi.org/10.52842/conf.acadia.2006.079
summary The use of technology has grown with the way design professions have evolved over time. Changing needs, desires of comfort, and perceptions of the consumers have led to a distinct improvement in the design of both product and architecture. The use of the digital media and emerging technologies has brought a dramatic change to the design process allowing us to view, feel, and mould a virtual object at every stage of design, development, and engineering. Change is often quick and easy since a virtual product does not inherently carry the biases of its physical counterpart. In order to communicate ideas across the team, digital processes are also used to bring together opinions, experiences, and perspectives. These methods encourage decision making based on information rather than prejudice or instinct. Thus, digital exchanges (technology) impact firm strategies at three levels: product, process, and administrative or support activities (Adler 1989).Digital tools for design exchange in Industrial Design (ID) began much earlier than many other professions. The profession of Architecture is also slowly moving to a similar model with digital exchange finding increasing prevalence in drawing, modeling, performance simulation, design collaboration, construction management, and building fabrication. The biggest problem is the disintegrated use of technology in the architectural profession without a strategy toward streamlining the design process from conception to fabrication. In this paper we investigate how the use of technology has evolved in the professions of Industrial Design and Architecture comparatively in their product, process, and support activities. Further, we will present a set of guidelines that will help architects in the convergence of design process, helping in a more efficient work flow with a strategic use of digital technology.
series ACADIA
email
last changed 2022/06/07 07:52

_id acadia06_317
id acadia06_317
authors Lee, E. S., Hong, S., Johnson, Brian R.
year 2006
title Context Aware Paper-Based Review Instrument A Tangible User Interface for Architecture Design Review
source Synthetic Landscapes [Proceedings of the 25th Annual Conference of the Association for Computer-Aided Design in Architecture] pp. 317-327
doi https://doi.org/10.52842/conf.acadia.2006.317
summary We describe the design and implementation of a prototype computer-supported collaborative work (CSCW) environment for review of architectural construction documents. This environment utilizes a novel plain-paper tangible interface that supports shared activity such as review of construction documents using an “over the shoulder” computational assistant called CAPRI.Despite the increasing use of computers, work in most architecture firms still largely revolves around paper drawings. Architects structure their work around paper instead of digital representations for reasons of legal liability and tradition, as well as technical limitations. While hardcopy is intuitive, dense, and easy to access, it lacks direct connection to the wide range of design knowledge increasingly available in interactive design environments. This lack is felt most acutely during design review processes, when the designer or reviewer is often called upon to consult and consider holistically a variety of supporting (backing) documents, a task which requires focused attention and a good memory, if errors are to be avoided.Our prototype system enables multiple reviewers to interact equally with a paper construction document using a tangible interface to query detail and backing data from a project knowledge base. We believe this will decrease the reviewer’s cognitive load by bringing design data to them in a contextual and timely way. In doing so, we believe errors will be caught sooner and mistakes reduced.
series ACADIA
email
last changed 2022/06/07 07:51

_id acadia06_536
id acadia06_536
authors Sprecher, A., Ahrens, C., Neuman, E.
year 2006
title The Hylomorphic Project
source Synthetic Landscapes [Proceedings of the 25th Annual Conference of the Association for Computer-Aided Design in Architecture] pp. 536-537
doi https://doi.org/10.52842/conf.acadia.2006.536
summary The Hylomorphic Project is a complex canopy structure, genetically evolved as a vital entity that reacts to changing data streams while configuring the architectural form. For the Hylomorphic Project, Open Source Architecture (OSA) together with structural engineer Prof. Kristina Shea and Marina Gourtovaia of Cambridge University (UK) developed genetic algorithms. Performs in eifForm software, an experimental computer-aided design system for structural synthesis, the algorithm is based in computational environments as a methodology for form finding and material expression that goes beyond the formal articulation of the computational procedure. This procedure simulates a topological condition of natural form evolution that can be consolidated according to innumerable trajectories. Seeking dynamic, flexible and continuous evolution procedures, the software provides the required conditions for this type of the design as it consists of a computational core, which is written in C, a fast low-level compiled language. The modules providing interactive access to the core and the graphical user interface (GUI), a high-level scripting language written in Python, allow for easy customization of the software according to a design task in hand.
series ACADIA
email
last changed 2022/06/07 07:56

_id ddss2006-hb-341
id DDSS2006-HB-341
authors Usama El Fiky and Mark Cox
year 2006
title Culturally Accepted Green Architecture Toolbox - Pre-design helping tool and rating system for new built environment in Egypt
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. 341-356
summary This paper describes and analyses the process of developing computer software to incorporate both green architecture design strategies and their cultural indicators in one easy tool to help a designer to match his / her design with green architectural principles in the pre-design stage. The three resources of architectural identity in Egyptian, current and past green building practices with the up to date foreign knowledge of green architecture were combined in one toolbox with their building cultural indicators in Egypt. Using the toolbox in primary design stage helps the designer by providing more information about each green design strategy, how to use it effectively. Finally, the toolbox provides indicators about how much the whole project will be accepted in Egyptian society and to what extend it applies green architectural principles. For verification reason, the toolbox was tested with two groups of students in Egypt and The Netherlands as well as professional architects from both countries.
keywords Software program, Building culture, Green architecture
series DDSS
last changed 2006/08/29 12:55

_id ascaad2006_paper26
id ascaad2006_paper26
authors Wittkopf, Stephen K.; Sze Lee Teo, and Zhou ZhiYing
year 2006
title I3-Eye-Cube: interactive intuitive mixed reality interface for virtual architecture
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 introduces a new tangible interface for navigating through immersive virtual Architecture. It replaces the common mouse or glove with a set of tangible cubes. It includes physical architectural floor plans as contextual haptic constraints for the cubes to ensure better object manipulation compared to free space. The position and orientation of the cubes relative to the floor plan is tracked by web cameras and a newly developed program translates this into the 6-dof of the virtual camera generating a 3D view for the immersive projection of virtual architecture. This easy to use tangible interface mixes common 2D dimensional (real) with 3D immersive representation (virtual) of Architecture to overcome the problem of ‘Getting lost in Cyberspace’.
series ASCAAD
email
last changed 2007/04/08 19:47

_id 2006_890
id 2006_890
authors Calabrese, Antonio; Carlo Coppola; Luca Licenziato; Francesco Mele; Antonio Sorgente and Oliviero Talamo
year 2006
title Creation and editing of artifacts’ models by Generative Projects
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. 890-896
doi https://doi.org/10.52842/conf.ecaade.2006.890
summary In this paper we propose an aiding system for the creation of models of artifacts which is based on a methodology that has its foundations in a concept that we call generative projects. This methodology has been defined separating the design paradigm of the designer from the computational model, defined in order to implement the system that support the designer in the design process, and from the graphical engine of the specific rendering system, chosen for the visualization of the generated artifact. In this work we defined an user interface that assists the designer during the design process, translates the result of the design into the underlying computational model and carries out the access to the rendering system in a transparent way. The experimentation of the system was conducted on various artifacts domains, as jewels, glasses, lamps, cutlery, wireless headphones, aerosols, pots and plans.
keywords formal ontology; generative design
series eCAADe
email
last changed 2022/06/07 07:54

_id sigradi2006_e145a
id sigradi2006_e145a
authors Heiss, Leah
year 2006
title Empathy over distance: Wearables as tools for augmenting Remote Emotional Connection
source SIGraDi 2006 - [Proceedings of the 10th Iberoamerican Congress of Digital Graphics] Santiago de Chile - Chile 21-23 November 2006, pp. 66-69
summary Mainstream communication modes emphasise network speed, connection access, resolution, portability, and aesthetic design as primary to the success of their products. Within this vision a three by four centimetre screen and high resolution display are deemed adequate to emulate the intensities and complexities of face-to-face connection with loved ones. They allow us to ‘be there with you’ from wherever we might be. Yet interpersonal communication is a massively complex phenomenon. It involves a plethora of micro-activities which occur at a physical, physiological, and psychological level allowing us to recognise at a cellular scale intention, motive and emotional authenticity. Our conscious and non-conscious involvement in spatially collocated communication is substantial due to these myriad channels of real-time bi-directional information transfer. While contemporary communications technologies have the capacity to mediate our relationships, they fall short of encouraging the richness of spatially co-present interaction. The research discussed in this paper investigates the potential expansion of remote connection when electronically enhanced apparel is incorporated into the communications mix. Rather than pursuing the manifold functionalities of traditional communications media the garments discussed focus solely on the goal of enhancing empathy between physically distant individuals. This paper reports on the development and testing of a range of garments that conduct presence information between remotely located people. The garments sense, process, transmit and receive the heartbeat wavelength (ECG). They are enabled with ECG sensors, signal processing equipment, small vibration motors, and radio transceivers which allow users to ‘feel’ the heartbeat of a remote friend/lover/relative as vibration through their garment. The prototypes aim to enrich the remote communications experience through reintroducing an embodied, tactile dimension that is present in face-to-face communication. A range of user testing trials will be discussed which have been undertaken to assess the impact of the garments at a conscious and a non-conscious level. Conscious experiences were gauged through qualitative testing, by way of interviews and unsolicited written reactions, which have provided a range of engaging emotional responses. Non-conscious physiological reactions were assessed by recording ECG throughout user-testing periods. This data has been processed using HRV (heart rate variability) analysis software, running on MatLab. Preliminary results suggest that users have strong conscious and non-conscious reactions to the experience of wearing the prototype garments. The paper will describe the data processing techniques and findings of the user testing trials. The development of biosignal sensing garments has raised a range of issues including: innovative potentials for embedded peripheral awareness media; the expansion of the classical body to incorporate remotely sensed information; the issue of data semantics and the development of intensely personal non-verbal languages; and the issue of corporeal privacy when one’s biological information is exposed for potential download. They also bring into question how our bodily experiences might change when we incorporate remote sensory systems.
keywords Enabled apparel; emotional tools; biosignals
series SIGRADI
email
last changed 2016/03/10 09:53

_id ddss2006-pb-3
id DDSS2006-PB-3
authors Massimiliano Petri, Alessandra Lapucci, Diana Poletti, and Silvana Lombardo
year 2006
title An Internet Survey for an Activity-Based Model - An urban transportation analysis integrated in a G.I.S. environment
source Van Leeuwen, J.P. and H.J.P. Timmermans (eds.) 2006, Progress in Design & Decision Support Systems in Architecture and Urban Planning, Eindhoven: Eindhoven University of Technology, ISBN-10: 90-386-1756-9, ISBN-13: 978-90-386-1756-5, p. 3-17
summary The current research deals with the development of an Activity-Based Multi Agent System fully implemented in a G.I.S. framework and applied to the case study of the historical centre of Pisa. The objective is to create a simulation tool for Pisa population transfers in order to verify how transport demand varies because of interventions on traffic plan (e.g. creating urban areas subject to a toll access for vehicles), or on public transport lines, or on new activities location (e.g. supermarkets, public services etc.). Three different parts of the System have been simultaneously carried out: the first concerns a population sample survey, the second deals with geographical data structuring and the last one, still in elaboration progress, tests the model reliability to estract and implement behavioural rules. The results obtained till now show how the Database itself, containing temporal data about agents activities (extracted by the population sample questionnaire) and urban services the city offers, already represents an important instrument to support decision making process.
keywords Activity-Based Model, G.I.S., Network Analysis, Decision Trees
series DDSS
last changed 2006/08/29 12:55

_id ascaad2006_paper21
id ascaad2006_paper21
authors Abdelhameed, Wael A.
year 2006
title The Relations Between Design Idea Emergence and Design Solution Direction: digital media use in mass exploration of architectural design
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 The unfolding of research is that design is a creative activity of problem-solving, directed to achieve what architecture should provide man with. The first part of the research investigates Design-Idea Exploration in the initial phases of design process, in terms of exploring the links between Design-Idea Emergence and Design-Solution Direction. The second part of the research presents a use of digital media in Design-Idea Exploration of three dimensional shapes throughout the initial phases of design process. The research has concluded the links between Design Ideas Emergence and Design Solution Directions, and presented the features of the program, which distinguish it from other standard modeling software.
series ASCAAD
email
last changed 2007/04/08 19:47

_id sigradi2006_e048c
id sigradi2006_e048c
authors Beck, Mateus Paulo; Brener, Rafael; Giustina, Marcelo and Turkienicz, Benamy
year 2006
title Light and Form in Design – A Computational Approach
source SIGraDi 2006 - [Proceedings of the 10th Iberoamerican Congress of Digital Graphics] Santiago de Chile - Chile 21-23 November 2006, pp. 254-257
summary Shape perception is strongly influenced by the reciprocal relation between light and form. Computational applications can increase the number of design alternatives taking into account possible variations in the relation between light and form. The aim of this study is to discuss a pedagogical experience carried out with 5th semester architectural students, based on a series of exercises prior to the term project. The exercises were concerned with the relation between light and form from an aesthetical point of view and should be understood as examples for the use of computers as tools to creatively accelerate the process of design and learning. The paper is divided in five parts. The first one describes the conceptual background for the exercises, a descriptive method for the identification of light effects in architectural objects based on ideas of shape emergence. The exercises’ methodology is explained in the second part, referring to the use of computational applications in 3-dimensional modeling, material and light simulation. The methodology includes different phases: –creation of bi-dimensional compositions according to symmetry operations; –creation of a minimal living space assigning functions to spaces originated from the former composition; –analysis of the impact of light on the form and spaces created; –alteration of form and materials creating new light effects considering the functions related to the spaces. The exercises alternate work in computational environment in two and three dimensions with the use of mockups, lamps and photography. In the third part the results –student’s design steps– are described. In the fourth part the results are analyzed and some conclusions are outlined in the fifth and last part. The use of emergent forms combined with computational tools has proved to be an effective way to achieve an accelerated understanding of the impact of light on forms as demonstrated by the evolution of the students work during the term and by their final results concerning the term project.
keywords Architectural Design; Lighting; Design Simulation; Virtual Environment
series SIGRADI
email
last changed 2016/03/10 09:47

_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 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 caadria2006_161
id caadria2006_161
authors HERM HOFMEYER, JAN G.M. KERSTENS
year 2006
title FULL 3D STRUCTURAL ZONING OF SPACE: Using a Geometrically Related Reducer and Matrix Coupling
source CAADRIA 2006 [Proceedings of the 11th International Conference on Computer Aided Architectural Design Research in Asia] Kumamoto (Japan) March 30th - April 2nd 2006, 161-168
doi https://doi.org/10.52842/conf.caadria.2006.x.x2d
summary Structural zoning is the recognition of forms in spatial designs. It can be used by a structural designer to develop a structural system. This paper will start with the presentation of a proof that neither user action nor a two-dimensional approach -two existing approaches of zoning- are able to recognize all possibilities for the application of a structural design to a spatial design. Only full three-dimensional structural zoning is considered to be an appropriate instrument to give useful solutions. Two new concepts will be presented to overcome problems for three-dimensional zoning: (1) Geometrically Related Reducers and (2) Matrix Coupling. These concepts are first defined in a general form and thereafter the definitions are condensed into a practically applicable format. Both concepts are demonstrated when finding rectangular zones in spatial designs up to 44 separate spatial entities. They are programmed procedurally using the C++ computer language and are used for a comparison between structural designers and computer performance.
series CAADRIA
email
last changed 2022/06/07 07:50

_id 2006_444
id 2006_444
authors Horne, Margaret and Emine Mine Thompson
year 2006
title Extending the Palette - An analysis of the heterogeneity of techniques for communicating space
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. 444-453
doi https://doi.org/10.52842/conf.ecaade.2006.444
summary This study offers an analysis of the increasing range of communication methods required by the emerging profession of the architectural technologist. It reviews the process of introducing methods of communication into the academic curriculum of undergraduate architectural technology students who have a need to select appropriate techniques in order to communicate to various stakeholders, design teams and clients. The paper reviews the integration of three-dimensional computer modelling technologies for the analysis and communication of proposed designs and considers the knowledge and skills which will be required to enable effective representation of increasingly complex buildings.
keywords Architectural Technology; Undergraduate Curriculum; Communication Methods; Virtual Reality
series eCAADe
email
last changed 2022/06/07 07:50

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