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 14566

_id 9fcb
authors Steele, Guy Lewis
year 1980
title The Definition and Implementation of a Computer Programming Language Based Constraints
source MIT - AITR-595
summary The constraint paradigm is a model of computation in which values are deduced whenever possible, under the limitation that deductions be local in a certain sense. One may visualize a constraint 'program' as a network of devices connected by wires. Data values may flow along the wires, and computation is performed by the devices. A device computes using only locally available information (with a few exceptions), and places newly derived values on other, locally attached wires. In this way computed values are propagated. An advantage of the constraint paradigm (not unique to it) is that a single relationship can be used in more than one direction. The connections to a device are not labelled as inputs and outputs; a device will compute with whatever values are available, and produce as many new values as it can. General theorem provers are capable of such behavior, but tend to suffer from combinatorial explosion; it is not usually useful to derive all the possible consequences of a set of hypotheses. The constraint paradigm places a certain kind of limitation on the deduction process. The limitations imposed by the constraint paradigm are not the only one possible. It is argued, however, that they are restrictive enough to forestall combinatorial explosion in many interesting computational situations, yet permissive enough to allow useful computations in practical situations. Moreover, the paradigm is intuitive: It is easy to visualize the computational effects of these particular limitations, and the paradigm is a natural way of expressing programs for certain applications, in particular relationships arising in computer-aided design. A number of implementations of constraint-based programming languages are presented. A progression of ever more powerful languages is described, complete implementations are presented and design difficulties and alternatives are discussed. The goal approached, though not quite reached, is a complete programming system which will implicitly support the constraint paradigm to the same extent that LISP, say, supports automatic storage management.
series thesis:PhD
email
more ftp://publications.ai.mit.edu/ai-publications/pdf/AITR-595.pdf
last changed 2003/02/12 22:37

_id 0d25
authors Stegen, Guido
year 1997
title Space Syntax, an Inspiring Design-Tool
source AVOCAAD First International Conference [AVOCAAD Conference Proceedings / ISBN 90-76101-01-09] Brussels (Belgium) 10-12 April 1997, pp. 343-361
summary The space syntax system which is presented in this paper has been developed to help the designer to evaluate and to define the form of complex spatial environments, especially the urban structures. The system has a double nature. On the one hand, it is a way to consider those environments. On the other hand, it includes a computerized model which calculates, on the basis of morphological properties of the spatial environment, several output- variables which represent measure, in which certain urban phenomena are spatially distributed. Instances of urban phenomena are: circulation, framing, functions, population… These correlations oblige the designer to take into account those urban facets at every stage of the project. The disciplinary fragmentation is then made very difficult for him. Besides, the contradictions or incompatibilities from local-global interests become an integral part of the urbanity. Those correlations re-open also a track which seemed to be abandoned - the one of the functionality of the urban and architectural structures - and, therefore, force the designers to confront their social responsibilities. All this has been made possible thanks to a categorical revision of what is essentially the city. According to the theoretical framework of Space Syntax, environments are above all considered as a distributive system of spaces and less of buildings.
series AVOCAAD
last changed 2005/09/09 10:48

_id sigradi2012_124
id sigradi2012_124
authors Steim, Ivana Patrícia Iahnke; Borda, Adriane; Pires, Janice
year 2012
title Aproximação ao conceito de fractal através da experimentação: uma abordagem didática [Approximation to the concept of fractal through experimentation: a didactic approach]
source SIGraDi 2012 [Proceedings of the 16th Iberoamerican Congress of Digital Graphics] Brasil - Fortaleza 13-16 November 2012, pp. 223-225
summary The seizure of the concept of fractal allows you to establish a theoretical framework for the promotion of dynamic processes of generation and transformation of form. From a didactic interest, we sought to identify and analyze a tool of automated generation of fractal forms could contribute significantly to lay users in programming, understanding the concept of fractal. Drawing on constructivist theories of learning / teaching aimed to observe the potential of this tool to effectively approach to such concepts. A systematic held in the form of concept maps, is constituted as a learning object for the subject in question.
keywords Fractal, Construtivismo, Representação Gráfica Digital; Ensino/aprendizagem.
series SIGRADI
email
last changed 2016/03/10 10:01

_id ecaade2018_371
id ecaade2018_371
authors Stein?, Nicolai and Mortensen, Kristian
year 2018
title Parametric Climate Responsive Design - A Tool for Evaluative Site Design
doi https://doi.org/10.52842/conf.ecaade.2018.1.697
source Kepczynska-Walczak, A, Bialkowski, S (eds.), Computing for a better tomorrow - Proceedings of the 36th eCAADe Conference - Volume 1, Lodz University of Technology, Lodz, Poland, 19-21 September 2018, pp. 697-706
summary As its point of departure, this research contends that it must be possible to create a parametric design tool capable of simulating rainwater detention ponds in a 3D model, with a true size, based on relevant parameters. With a focus on site design, a preliminary study shows that it is possible to create a parametric tool capable of automatically calculating and visualising detention ponds. The premise is that the detention ponds must have the required size to store rainwater during heavy rainfall events to avoid flooding further down the hydraulic system. By merging the flexible structure of parametric modeling with the quantitative facts of stormwater management, the tool is able, in the early stages of the design process, to provide the designer with vital information regarding the size of detention ponds required to cope with different rainfall events.
keywords parametric urban design; design evaluation; climate responsive design; site design
series eCAADe
email
last changed 2022/06/07 07:56

_id ecaade2017_268
id ecaade2017_268
authors Stein?, Nicolai
year 2017
title Mapping the Architectural Genome - A Preliminary Study of Facade Syntax
doi https://doi.org/10.52842/conf.ecaade.2017.2.453
source Fioravanti, A, Cursi, S, Elahmar, S, Gargaro, S, Loffreda, G, Novembri, G, Trento, A (eds.), ShoCK! - Sharing Computational Knowledge! - Proceedings of the 35th eCAADe Conference - Volume 2, Sapienza University of Rome, Rome, Italy, 20-22 September 2017, pp. 453-462
summary As its point of departure, this research contends that it must be theoretically possible to design a parametric urban design tool capable of simulating 90% of all conceivable site designs. The relevance of such a tool would be to quickly be able to simulate a large variety of site designs for any given context and location at a reasonable level of detail. The paper presents a preliminary study of facade syntax and its application to a prototype parametric design tool. The study finds that a combination of a compositional, geometrical and mathematical approach is promising to this end. From an empirical facade analysis, a taxonomy of three compositional levels is introduced and applied to the prototype. The paper concludes that the preliminary study is promising on a number of accounts. However, some issues must be investigated further, while other important issues have yet to even be examined. Yet while the task may seem insurmountable, there is potential to complete it, at least to a reasonable degree, and with a reasonable effort.
keywords Parametric urban design; Facade syntax; Composition; Geometry; Mathematics
series eCAADe
email
last changed 2022/06/07 07:56

_id caadria2013_079
id caadria2013_079
authors Steinfeld, Kyle and Joy Ko
year 2013
title Decodes – A Platform-Independent Computational Geometry Environment
doi https://doi.org/10.52842/conf.caadria.2013.499
source Open Systems: Proceedings of the 18th International Conference on Computer-Aided Architectural Design Research in Asia (CAADRIA 2013) / Singapore 15-18 May 2013, pp. 499-508
summary This paper presents three strategies – host-independence, domain-specificity, and context-appropriate abstraction – for the design of a textual programming environment supporting computational architectural design that more effectively addresses the needs implied by common practices within this community. A survey of existing computational design environments is first presented through the lens of these three strategies. An outline is then presented for a platform-independent computational geometry library built upon each of these strategies, alongside a report of progress made on implementing this platform thus far. More information on this project may be found at http://decod.es/.  
wos WOS:000351496100049
keywords omputational geometry, Programming environment, Scripting, Interoperability 
series CAADRIA
email
last changed 2022/06/07 07:56

_id 8b9e
authors Steinhage, Volker
year 1991
title POLYOC: Photogrammetric Measurements of Buildings and Architectural Models via Multi-View Steoreovision
doi https://doi.org/10.52842/conf.ecaade.1991.x.a7v
source Experiences with CAAD in Education and Practice [eCAADe Conference Proceedings] Munich (Germany) 17-19 October 1991
summary We present a new method to derive a reliable 3D description of buildings and architectural models based on stereo vision using multiple camera views. This multi-view stereo technique has been successfully applied to many objects and has proved to be more reliable and more accurate than the well known binocular and even trinocular stereo techniques. The method has the following attractive features: (-) Flexibility: Arbitrary positions of an arbitrary amount of different camera views are allowed. (-) Automatic Calibration of each camera view is obtained by a simple procedure. (-) Reliable Stereo Analysis: The matching of corresponding image features of different images relies on a basic paradigm of Hypothesis Prediction and Validation. (-) Knowledge Base: Heuristics can be applied to correct the object reconstruction. (-) CAD-lnterface: The 3D description of the reconstructed object can automatically transferred via DXF to a CAD-system. (-) Low Costs: No special and expensive technical equipment like a laser or an UV rangefinder is necessary. A camera, a PC with CAD-system and a digitizing device like a digitizing tablet with a pointing pen are sufficient.

series eCAADe
last changed 2022/06/07 07:50

_id 2005_679
id 2005_679
authors Steinø, Nicolai and Veirum, Niels Einar
year 2005
title A Parametric Approach to Urban Design
doi https://doi.org/10.52842/conf.ecaade.2005.679
source Digital Design: The Quest for New Paradigms [23nd eCAADe Conference Proceedings / ISBN 0-9541183-3-2] Lisbon (Portugal) 21-24 September 2005, pp. 679-686
summary It is the thesis of this paper, that the application of a parametric design approach to urban design has great potentials for improving the systematic testing and subsequent argumentation for urban design proposals. Parametric design has so far mainly been applied to engineering. However, the ‘components’ constituting an urban design also share similarities that may be defined parametrically. Aspects such as density, use, mix, form, space, and typology may all be defined parametrically. By doing so, it is possible to not only perform a systematic de-sign process, but also to evaluate the pros and cons of scenarios with different parametric settings. On the basis of a theoretical discussion, followed by a case study in the form of a student workshop, the paper will discuss the nature and scope of parametric urban design, draw some preliminary conclusions, and outline some possible perspectives for the development of parametric urban design.
keywords Parametric, Parameters, Urban Design, Methodology, Workshop, CAD
series eCAADe
email
last changed 2022/06/07 07:56

_id 791f
id 791f
authors Stellingwerff, M. C.
year 2005
title VIRTUAL CONTEXT - INVESTIGATING THE CHARACTERISTICS AND OPPORTUNITIES OF DIGITAL VISUALISATION MEDIA FOR SITUATED APPROACHES TO ARCHITECTURAL DESIGN IN AN URBAN ENVIRONMENT
source Delft University Press
summary This research initiative addresses the issue of Design in relation to Virtual Context.

Central to this study are the innovative potentials and instrumental opportunities of computer based media techniques, capable of generating interactive models and changing perspectives for the benefit of urban and architectural design.

The ambition was to not only make a contribution to the existing body of knowledge concerning digital technologies and their applications, but explore theoretical conditions which might help define and stimulate further study.

From the outset, the focus was on furthering the opportunities for computer based representation media in creative design. On the basis of a series of explorative studies the subject of this research was targeted: the issue of Design in Context, or more specifically: Design(ing) in a Virtual Context.

During the process there was a marked shift in the conception of the subject from – more or less immersive – VR technologies in the direction of approaches which might be expected to become readily available in practice and education and could be effective in actual design processes. This insight also brought about a shift in emphasis from realism per-se towards creating a sense of situatedness.

The design representation system which was developed was intended to not just allow for one type of model view, but to afford an array of different views, from which the designer would be able to choose freely, depending on the phase and focus of design as well as personal preferences. A series of interface prototypes and support tools were developed especially and successively tested experimentally. 

For the intended final design driven experimental study, different virtual context models were considered. Eventually, an integral –  purely fictitious – design ‘environment’ was constructed in the computer, so that the workings of the proposed system and its components would be tested systematically.

A conscious choice was made for an in depth study, on a relatively modest scale, which would a certain amount of mutual involvement between designer and researcher, to confront the participants with the finer aspects of the proposed system in a relatively short time and to gather detailed data. A half dozen design professionals were invited to participate in a closely monitored experimental exercise.

The results of this study therefore do not offer straightforward, indisputable facts, to be considered representative for the design community as a whole, but indicate that the working methods of the individual designers – when discovering aspects of the site, developing and presenting proposals and reflecting on the qualities of represented designs – tend to vary considerably. For this reason the interactive representation system proved to be of value. Participants could express different view preferences, with more or less realistic image modes being used in different phases of their design developments, with varying experiences of situatedness. Some of the design professionals participants were very appreciative of the system’s opportunities, others tended to be more ‘set in their ways’.

The results of this experimental study indicate that there may particularly be opportunities for interface applications which are able to function interactively, offering individual designers –  as well as others involved in evaluating design proposals – a variety of tools with which to approach specific design artefacts in their changing contexts. Virtual models can play not only an important role as a ‘reminder’ for the designer but also to other parties playing an active role in the design and implementation processes. Interactive environment models are not only promising as exploration tools for existing sites, but could be valuable to test the impact of a design on its location. This could be especially interesting if the site is difficult or impossible to visit or as yet a virtual construction. In addition such an approach might be beneficial for objective comparison and evaluation of design proposals in competitions and in education as well as in on-line collaborative design projects where the context is still in the process of being developed.  

series thesis:PhD
type normal paper
email
more http://www.bk.tudelft.nl/users/stelling/internet/
last changed 2005/03/02 22:40

_id c61f
authors Stellingwerff, M.C.
year 1997
title Changing approaches to the Real World
source Published in the book : 'CAAD - Towards New Design Conventions', Technical University of Bialystok, Poland, Edited by Aleksander Asanowicz and Adam Jakimowicz. ISBN83-86272-63-5.
summary Different kinds of design media change the designers approach to the 'real world' and have an important impact on the design process and its results. Six main directions are described and evaluated: design through contemplation, design by means of traditional media, design using desktop computers, design within a virtual reality environment, design with ubiquitous computers and design through augmented interaction. A number of these directions are still developing in unexpected ways, other directions are established and seem to become less interesting for research and in design. The goal of this paper is to value and characterise each above mentioned direction, relate each direction to 'reality', 'mind' and 'media' and place each of them in a historical / futurological sequence.
keywords design, computers, interaction, reality, mind, media, future
series other
email
more http://www.bk.tudelft.nl/media/papers/approaches.html
last changed 1998/07/08 13:08

_id ecaade03_305_38_stellingwerff
id ecaade03_305_38_stellingwerff
authors Stellingwerff, Martijn
year 2003
title View Preferences and their Effects in a Contextual Virtual Environment with Adaptable Representations
doi https://doi.org/10.52842/conf.ecaade.2003.305
source Digital Design [21th eCAADe Conference Proceedings / ISBN 0-9541183-1-6] Graz (Austria) 17-20 September 2003, pp. 305-310
summary Design problems are initially ill defined. A process of exploration, conceptualisation, development of alternative solutions and tests of the initial ideas is needed to find interesting and useful solutions. The urban context of a building site can provide hints, inspiration and constrains for various architectural design options. The design process can get the form of a constructive conversation between the designer and the applied design media if those media actively provide specifically needed tools and appropriate representations of the design and its urban context. This paper will report on a recently finished PhD research for design support systems that visualise the urban environment as a context for new architectural design. The main experiment focussed on the constructive conversation while the architect and the researcher 'wandered' through the digitally represented urban environment. In relation to the eCAADe theme of city-modelling, this short paper will especially focus on some of the findings and conclusions of the research and several recommendations regarding to city-modelling are provided.
keywords Architectural design; urban context; visual representation, city-modelling.
series eCAADe
email
more http://www.bk.tudelft.nl/users/stelling/internet/
last changed 2022/06/07 07:56

_id ecaade2018_397
id ecaade2018_397
authors Stellingwerff, Martijn, Gordijn, Johannetta, Ouwerkerk, Udo and Kiela, Peter
year 2018
title Improving the Online Design Education Experience
doi https://doi.org/10.52842/conf.ecaade.2018.1.401
source Kepczynska-Walczak, A, Bialkowski, S (eds.), Computing for a better tomorrow - Proceedings of the 36th eCAADe Conference - Volume 1, Lodz University of Technology, Lodz, Poland, 19-21 September 2018, pp. 401-408
summary Design education usually takes place in a studio setting, in which visual and spatial artefacts are produced, shared, improved, presented and commented. This specific setting comes with qualitative properties that allow for situated learning with object-oriented focus and interaction, combined with a rich collegial context in which ideas can flourish and certain values and ethics are cherished. Using our education platform for online learning, we noticed the lack of support for typical creative and social design studio aspects, while factual classroom education was well supported. This paper describes how we attempt to translate the qualities of the studio education setting into an online environment for design education. Our approach is not to build a Virtual Design Studio (VDS) from the bottom up, but instead, to build on top of our universities' online education platform of choice. The paper commences with a short description of design education in a studio setting. Then a number of basic principles of design studio education is applied to the development of two Massive Open Online Courses (MOOCs). In the last section we discuss the different setups and compare the online aspects with on campus design studio education.
keywords Online design education; MOOC; Creative Learning Environment
series eCAADe
email
last changed 2022/06/07 07:56

_id 160eaea2001
id 160eaea2001
authors Stellingwerff, Martijn
year 2002
title Architects’ Visual Literacy
source Environmental Simulation - New Impulses in Planning Processes [Proceedings of the 5th European Architectural Endoscopy Association Conference / ISBN 3-922602-85-1]
summary This paper presents a partial summary of my PhD research with the working title: “View preferences and effects - a study of visual language for architectural design within a represented urban context”. In contrast to much VR-research that focuses on techniques for the public presentation of a completed design or an existing urban site, this research focuses on the use of 3D-city-models during the architectural design process. The models serve as a source of visual information that can be used to bring the design in a good relation with the yet existing built environment. In the research, I investigated the possibilities to make a VRML - city-model adaptable in its representation, in order to adhere to both the factual and the imaginative needs of a designing architect. The paper consecutively presents the problem, the conceptual change and development of research questions, the methodology and a brief overview of the research findings.
series EAEA
email
more http://info.tuwien.ac.at/eaea
last changed 2005/09/09 10:43

_id eaea2005_61
id eaea2005_61
authors Stellingwerff, Martijn
year 2006
title Fabrication of detailed scale models for eye level visualisation
source Motion, E-Motion and Urban Space [Proceedings of the 7th European Architectural Endoscopy Association Conference / ISBN-10: 3-00-019070-8 - ISBN-13: 978-3-00-019070-4], pp. 61-68
summary Putting a camera close to a scale-model requires deliberately chosen abstractions and refinements in order to communicate the required architectural insights. Depending on what aspects exactly have to be evaluated (e.g. the visualisation of urban space, building blocks, façade structures, urban furniture, traffic, day and night situations, general atmosphere of a place etc.) different choices can be made for level of detail and materialisation of the scale-models. Specific computer controlled tools can be employed to gain high-precision control over model making. In this conference contribution an overview is provided of possibilities from our newly established Computer-Aided- Modelling-lab (CAM-lab). A selection of applications, made by students and researchers, will be presented. Specific choices can make or break the quality of the final presentation. Insight and knowledge of many available techniques, using the right tools and materials, can bring appropriate scenes before the camera. The input from unbiased and freely experimenting students can give happy surprises and new insights. While looking at the broad range of possibilities, inspired by innovative experiments of students in the workshop we work towards a set of best practices. Especially the integration of different digital and traditional techniques remains interesting.
series EAEA
email
more http://info.tuwien.ac.at/eaea
last changed 2008/04/29 20:46

_id stellingwerff02_paper_eaea2007
id stellingwerff02_paper_eaea2007
authors Stellingwerff, Martijn
year 2008
title Googlized Contextual Design
source Proceedings of the 8th European Architectural Endoscopy Association Conference
summary Over the past decade, the topic of city modelling has been extensively discussed in focus-groups during meetings of the EAEA and eCAADe conferences, amongst others. Many attempts have been made to specify what information should be included, how the relevant information should be represented and how the models should be viewed and considered. Digital and physical models for urban representation share particular, similar properties, but also have distinct advantages. Digital models qualify for adaptability and ability to be shared in both a-synchronous and synchronous ways. Physical scale models excel in tangibility, directness and the ways in which they can be shared in a ‘natural’ way. Recent studies have focused on mixing the advantages of both types of representational models. Digital models can be made ‘physical’ by means of a 3D colour printer or other Rapid Prototyping techniques. Physical models can be augmented by projecting different digital data and images on them. Furthermore all kinds of post-production media can be used to refine, represent and share the model image.
keywords Contextual Design, Web 2.0, Geotagging, Virtual Context
series EAEA
email
more http://info.tuwien.ac.at/eaea
last changed 2008/04/29 20:46

_id ecaade2015_211
id ecaade2015_211
authors Stellingwerff, Martijn
year 2015
title The MOOC-ability of Design Education
doi https://doi.org/10.52842/conf.ecaade.2015.2.057
source Martens, B, Wurzer, G, Grasl T, Lorenz, WE and Schaffranek, R (eds.), Real Time - Proceedings of the 33rd eCAADe Conference - Volume 2, Vienna University of Technology, Vienna, Austria, 16-18 September 2015, pp. 57-60
summary In the past three years, Massive Open Online Courses (MOOCs) have become an important new way for universities to reach out to possible matriculates, life long learners and alumni. Although MOOCs already cover a vast amount of subjects and curricula, it is remarkable to ascertain the lack of Architectural Design courses on the main platforms like edX and Coursera. Online courses do cover design aspects, e.g. about styles and building materials, but 'design as activity' is an exceptional subject in the portfolio of available MOOCs. In contrast, the CAAD community was one of the first to develop Virtual Design Studio's (VDS) and experimental predecessors of MOOC platforms, such as the AVOCAAD course database system (Af Klercker et al. 2001). Yet, the query 'MOOC' still does not ring a bell in the CUMINCAD publication database (per May 2015). In this paper I will explore a palette of design education settings, in order to find a fit to what a MOOC platform can offer. I will compare the 'MOOC-ability' of Design Education to chances in Virtual Design Studio's and developments in ubiquitous mobile platforms.
wos WOS:000372316000008
series eCAADe
email
more https://mh-engage.ltcc.tuwien.ac.at/engage/ui/watch.html?id=fe4b575c-6e8e-11e5-a43c-c7a045e8393b
last changed 2022/06/07 07:56

_id c51a
authors Stelzer, Alfredo Andía
year 2001
title TALLERES POR INTERNET: EVALUACION DE LA EXPERIENCIA COLABORATIVA DEL "INTERNET STUDIOS CONSORTIUM" (Studios Via Internet: Evaluation of the Collaborative Experience of "Internet Studios Consortium")
source SIGraDi biobio2001 - [Proceedings of the 5th Iberoamerican Congress of Digital Graphics / ISBN 956-7813-12-4] Concepcion (Chile) 21-23 november 2001, pp. 110-112
summary This paper explores the pedagogical use of Internet in design-studio teaching in architectural education. The findings are based on a three-year experience working in semester long projects in which large numbers of participants (from 35 to 300 students) from Miami, Santiago, Valparaiso, Buenos Aires, Rosario, Maracaibo, Caracas and Guayaquil collaborated using the Internet in various format. The majority of the collaboration has been accomplished by using low-bandwidth Internet communication such as Web publishing, Chat, Web3D, RealPlayer, IP videoconferencing, CAD software, and other technologies such as ISDN broadcasting. New grants, obtained from Global Crossing, Cisco, and Lucent Technologies, from the Ampath project at FIU, Miami, is supporting a new series of experimentation with high-bandwidth technologies on the Internet2 Abilene Network.
series SIGRADI
email
last changed 2016/03/10 10:01

_id 27eb
authors Steuer, Jonathan
year 1992
title Defining Virtual Reality: Dimensions Determining Telepresence
source Journal of Communication, Vol. 24 No. 4 (Autumn 1992): 73-93
summary Virtual reality (VR) is typically defined in terms of technological hardware. This paper attempts to cast a new, variable-based definition of virtual reality that can be used to classify virtual reality in relation to other media. The defintion of virtual reality is based on concepts of "presence" and "telepresence," which refer to the sense of being in an environment, generated by natural or mediated means, respectively. Two technological dimensions that contribute to telepresence, vividness and interactivity, are discussed. A variety of media are classified according to these dimensions. Suggestions are made for the application of the new definition of virtual reality within the field of communication research.
series journal paper
last changed 2003/04/23 15:50

_id caadria2005_a_1b_e
id caadria2005_a_1b_e
authors Steve Kuan, Thomas Kvan
year 2005
title Supporting Objects in voxel-based design environments
doi https://doi.org/10.52842/conf.caadria.2005.105
source CAADRIA 2005 [Proceedings of the 10th International Conference on Computer Aided Architectural Design Research in Asia / ISBN 89-7141-648-3] New Delhi (India) 28-30 April 2005, vol. 1, pp. 105-113
summary Inspired from the idea of using voxels in the conceptual stages of architectural design, a synchronous collaborative design system, CoBlocks, was developed. This paper raises the problem that simply adopting the voxel representations would take voxels as graphic primitives and offer design operations at the voxel level. We introduce the object descriptor to group voxels to form higher-level semantic elements. A test of its efficacy is reported in this paper. The results indicate that the objects facilitated more discussions on high-level design issues and supported more effective design operations. This suggests designers can benefits from the use of objects in voxel-based design environments.
series CAADRIA
email
last changed 2022/06/07 07:56

_id ecaade2009_keynote1
id ecaade2009_keynote1
authors Stiny, George
year 2009
title When is Generative Design Design?
doi https://doi.org/10.52842/conf.ecaade.2009.x.f3p
source Computation: The New Realm of Architectural Design [27th eCAADe Conference] Istanbul (Turkey) 16-19 September 2009
summary The question in my title is neatly put in a counterfactual: HOW WOULD CALCULATING BE DIFFERENT IF TURING WERE AN ARTIST OR DESIGNER AND NOT A LOGICIAN? A generative process – in design or wherever calculating is tried – uses recursive rules. But RECURSION alone isnʼt design. EMBEDDING is needed, as well. This entails a switch from blindly following rules to seeing what happens. Then calculating in Turingʼs way by counting is a special case of calculating in an artistʼs or designerʼs way by seeing. And creativity as recursion – in logic, linguistics, and computer science – extends to art and design. Generative design is design if thereʼs embedding, that is to say, anytime thereʼs seeing. Usually, seeing is outside a generative process, when it stops and you look at the results. What recursive rules imply may not be what you see. But embedding works with recursion, so that rules let you see as you go on inside a generative process. Seeing starts anew – without stopping – every time a rule is tried. Recursion and embedding together make generative design design. This is summarized in a formula: GENERATIVE DESIGN + EMBEDDING = DESIGN // The equivalence is a useful heuristic for new research in calculating, and for art and design.
series eCAADe
type keynote paper
last changed 2022/06/07 07:50

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