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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_id ascaad2010_279
id ascaad2010_279
authors Celani, G.; L. Medrano; J. Spinelli
year 2010
title Unicamp 2030: A plan for increasing a university campus in a sustainable way and an example of integrated use of CAAD simulation and computational design strategies
source CAAD - Cities - Sustainability [5th International Conference Proceedings of the Arab Society for Computer Aided Architectural Design (ASCAAD 2010 / ISBN 978-1-907349-02-7], Fez (Morocco), 19-21 October 2010, pp. 279-286
summary The state university of Campinas, Unicamp, is a public university in upstate São Paulo, Brazil, ranked the second best in the country. It was founded in 1966, and its main campus started to be built in 1967, in the suburbs of Campinas, nowadays a two-million people city. The area of the campus is almost 3 million square meters (300 hectares), with a total built area of 522.000 m2 and a population of 40 thousand people - 30 thousand students, 2 thousand faculty members and almost 8 thousand staff members. The campus’ gross population density is 133 people per hectare. Less than 6% of the total campus area is presently occupied. The design of Unicamp's campus is based on concepts that were typical of the modern movement, with reminiscences of corbusian urbanism, in which preference is given to cars and buildings are spread apart on the territory, with little concern to the circulation of pedestrians. The standard building type that has been built on campus since the 1970's is based on non-recyclable materials, and has a poor thermal performance. Unicamp is expected to double its number of students by the year 2030. The campus density is thus expected to grow from 600 people per hectare to almost 1,000 people per hectare. The need to construct new buildings is seen as an opportunity to correct certain characteristics of the campus that are now seen as mistakes, according to sustainability principles. This paper describes a set of proposals targeting the increase of the campus' density in a sustainable way. The plan also aims at increasing the quality of life on campus and diminishing its impact on the environment. The main targets are: - Reducing the average temperature by 2oC; - Reducing the average displacement time by 15 minutes; - Increasing the campus' density by 100%; - Reducing the CO2 emissions by 50%. // In order to achieve these goals, the following actions have been proposed: Developing a new standard building for the university, incorporating sustainability issues, such as the use of renewable and/or recyclable materials, the installation of rainwater storage tanks, the use of natural ventilation for cooling, sitting the buildings in such a way to decrease thermal gain, and other issues that are required for sustainable buildings' international certifications. To assess the performance of the new standard building, different simulation software were used, such as CFD for checking ventilation, light simulation software to assess energy consumption, and so on. 1. Filling up under-utilized urban areas in the campus with new buildings, to make better use of unused infrastructure and decrease the distance between buildings. 2. Proposing new bicycle paths in and outside campus, and proposing changes in the existing bicycle path to improve its safety. 3. Developing a landscape design plan that aims at creating shaded pedestrian and bicycle passageways.
series ASCAAD
type normal paper
email
last changed 2021/07/16 10:37

_id 4275
authors Cowan, David
year 1985
title Artificial Intelligence at Edinburgh University
source computer Aided Design. November, 1985. vol. 17: pp. 465-468
summary The development of research into the area of artificial intelligence is described. It was first recognized by Edinburgh University as an independent discipline in 1966 and there is now an Artificial Intelligence Applications Institute. The main areas of artificial intelligence research are summarized. The five projects carried out with Alvey funding are examined in more detail. They cover such topics as natural language and text processing, 3D modelling and expert systems
keywords AI, expert systems, modeling, natural languages
series CADline
last changed 1999/02/12 15:07

_id sigradi2013_41
id sigradi2013_41
authors Luhan, Gregory A.; Robert Gregory
year 2013
title Across Disciplines: Triggering Frame Awareness in Design Education
source SIGraDi 2013 [Proceedings of the 17th Conference of the Iberoamerican Society of Digital Graphics - ISBN: 978-956-7051-86-1] Chile - Valparaíso 20 - 22 November 2013, pp. 619 - 623
summary Tacit knowledge is paradoxical: something we know yet don't know we know, knowledge we sense but can't articulate. In Polanyi’s definition of tacit knowledge, “we know more than we can say" (1966/2009; Scott, 1985; Gelwick, 1977). It's important to see that tacit knowledge is part of a sequence; mental structures, in awareness when first learned, eventually become tacit, operating thenceforth as unquestioned assumptions. These tacit structures pose a problem for professional education in disciplines that encourage creativity. This paper examines the design and re-design of an interdisciplinary course intended to help make these tacit structures visible, to trigger frame awareness.
keywords Tacit knowledge; Design thinking; Sustainability; Systems thinking; Frame reflection
series SIGRADI
email
last changed 2016/03/10 09:55

_id c7e9
authors Maver, T.W.
year 2002
title Predicting the Past, Remembering the Future
source SIGraDi 2002 - [Proceedings of the 6th Iberoamerican Congress of Digital Graphics] Caracas (Venezuela) 27-29 november 2002, pp. 2-3
summary Charlas Magistrales 2There never has been such an exciting moment in time in the extraordinary 30 year history of our subject area, as NOW,when the philosophical theoretical and practical issues of virtuality are taking centre stage.The PastThere have, of course, been other defining moments during these exciting 30 years:• the first algorithms for generating building layouts (circa 1965).• the first use of Computer graphics for building appraisal (circa 1966).• the first integrated package for building performance appraisal (circa 1972).• the first computer generated perspective drawings (circa 1973).• the first robust drafting systems (circa 1975).• the first dynamic energy models (circa 1982).• the first photorealistic colour imaging (circa 1986).• the first animations (circa 1988)• the first multimedia systems (circa 1995), and• the first convincing demonstrations of virtual reality (circa 1996).Whereas the CAAD community has been hugely inventive in the development of ICT applications to building design, it hasbeen woefully remiss in its attempts to evaluate the contribution of those developments to the quality of the built environmentor to the efficiency of the design process. In the absence of any real evidence, one can only conjecture regarding the realbenefits which fall, it is suggested, under the following headings:• Verisimilitude: The extraordinary quality of still and animated images of the formal qualities of the interiors and exteriorsof individual buildings and of whole neighborhoods must surely give great comfort to practitioners and their clients thatwhat is intended, formally, is what will be delivered, i.e. WYSIWYG - what you see is what you get.• Sustainability: The power of «first-principle» models of the dynamic energetic behaviour of buildings in response tochanging diurnal and seasonal conditions has the potential to save millions of dollars and dramatically to reduce thedamaging environmental pollution created by badly designed and managed buildings.• Productivity: CAD is now a multi-billion dollar business which offers design decision support systems which operate,effectively, across continents, time-zones, professions and companies.• Communication: Multi-media technology - cheap to deliver but high in value - is changing the way in which we canexplain and understand the past and, envisage and anticipate the future; virtual past and virtual future!MacromyopiaThe late John Lansdown offered the view, in his wonderfully prophetic way, that ...”the future will be just like the past, onlymore so...”So what can we expect the extraordinary trajectory of our subject area to be?To have any chance of being accurate we have to have an understanding of the phenomenon of macromyopia: thephenomenon exhibitted by society of greatly exaggerating the immediate short-term impact of new technologies (particularlythe information technologies) but, more importantly, seriously underestimating their sustained long-term impacts - socially,economically and intellectually . Examples of flawed predictions regarding the the future application of information technologiesinclude:• The British Government in 1880 declined to support the idea of a national telephonic system, backed by the argumentthat there were sufficient small boys in the countryside to run with messages.• Alexander Bell was modest enough to say that: «I am not boasting or exaggerating but I believe, one day, there will bea telephone in every American city».• Tom Watson, in 1943 said: «I think there is a world market for about 5 computers».• In 1977, Ken Olssop of Digital said: «There is no reason for any individuals to have a computer in their home».The FutureJust as the ascent of woman/man-kind can be attributed to her/his capacity to discover amplifiers of the modest humancapability, so we shall discover how best to exploit our most important amplifier - that of the intellect. The more we know themore we can figure; the more we can figure the more we understand; the more we understand the more we can appraise;the more we can appraise the more we can decide; the more we can decide the more we can act; the more we can act themore we can shape; and the more we can shape, the better the chance that we can leave for future generations a trulysustainable built environment which is fit-for-purpose, cost-beneficial, environmentally friendly and culturally significactCentral to this aspiration will be our understanding of the relationship between real and virtual worlds and how to moveeffortlessly between them. We need to be able to design, from within the virtual world, environments which may be real ormay remain virtual or, perhaps, be part real and part virtual.What is certain is that the next 30 years will be every bit as exciting and challenging as the first 30 years.
series SIGRADI
email
last changed 2016/03/10 09:55

_id caadria2006_629
id caadria2006_629
authors MICHAEL A. AMBROSE
year 2006
title VERTICALITY AND HORIZONTALITY. FROM THE PANTHEON TO THE PLAYSTATION, SPATIAL EXPERIENCE AND THE HUMAN BODY IN ARCHITECTURE
doi https://doi.org/10.52842/conf.caadria.2006.x.w3q
source CAADRIA 2006 [Proceedings of the 11th International Conference on Computer Aided Architectural Design Research in Asia] Kumamoto (Japan) March 30th - April 2nd 2006, 629-631
summary This research seeks to question the assumed relationship between perspectival projection and architecture as means of investigation, representation and ultimately re-presentation of architectural idea and spatial experience. Spatial experience is primarily a product of corporeal sensation. The human body, as the site of experience reveals a conceptual contradiction between our innate senses and learned perceptions (Gibson, 1966). Verticality and horizontality are abstract conceptual and perceptual constructs used simultaneously in human sensory systems to locate one in space and time. The spatial experience as generated from, and translated by, the human body through visual sensory perception is the focus of the work that looks at first, second and third person spatial experience in architecture and architectural representation. As society continues on the path of further cybernetic extension of the body’s sense-image, the context and spatial/visual literacy of the ‘learned’ sense of space-time will continue to evolve, transform and alter as cultures stretch to engage both edges of the physical and virtual worlds. Vitruvius articulated the human experience (and the subsequent expression of architecture) as inherently a vertical one.
series CAADRIA
email
last changed 2022/06/07 07:49

_id 2
authors Montagu, Arturo
year 1998
title Desde La Computacion Grafica a los Sistemas CAD Actuales. Una Vision Historica de la Revolucion Producida en los Sistemas de Representacion Grafica (1966-1998) (From Graphical Computation to Present CAD Systems. An Historical Vision of the Revolution Produced in the Systems of Graphical Representation (1966-1998))
source II Seminario Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings / ISBN 978-97190-0-X] Mar del Plata (Argentina) 9-11 september 1998, pp. 14-21
summary Throughout these pages are made known the persons, the projects and the books that have influenced my actions and that they will be mentioned in form underlined in this paper. I have to emphasize that since 1965 to 1970, and in the continuous search that I was accomplishing to find data and bibliography adapted to the topic of computer graphics, only two series of publications contained topics related to this matter at that time: one was the IBM Journal and the other series was the communications of the ACM. The purpose of this work is to make known an experience accomplished throughout 30 years of intense activity in finding new methods of drawing and design, based on the use of digital computers, mainly in Argentina, and during certain periods of time in Great Britain and since 1971 during short visits to the United States and also in France. The first idea emerged in the year 1965 when I was assistant teacher at the School of Architecture of the University of Buenos Aires, as a combination of ideas between the concepts of spatial geometry and the current morphological studies that we taught in the Course of professor Gaston Breyer. However the idea of automatic drawing emerged observing the operation of the first scientific digital computer installed in the Computing Institute of the Faculty of Sciences of the University of Buenos Aires in 1963 (Sadosky 1963). At the beginning, the approach to the computer were not accomplished from a strictly scientific point of view, but it was implying a kind of "sincresis" (Koheler 1940) it is more than a synthesis, because I was tried to combine ideas that have had its origin in different worlds of thinking, the analogous world and the digital world, and this situation was very difficult to accept at that time.The designing procedures in the decade 1960's was deeply rooted (and still continues) in the architectural design field as a result of a drawing process based in heuristic techniques.
series SIGRADI
email
last changed 2016/03/10 09:55

_id ecaaderis2023_45
id ecaaderis2023_45
authors Morton, David, Ahmed, Tarek MF and Humphery, Richard
year 2023
title BIM and Teaching in Architecture: Current thinking and approaches
source De Luca, F, Lykouras, I and Wurzer, G (eds.), Proceedings of the 9th eCAADe Regional International Symposium, TalTech, 15 - 16 June 2023, pp. 105–115
summary Increasing use of BIM has represented a continuing shift in traditional assumptions on how we navigate the design process. BIM is affording the student the ability to gain a greater understanding of their design ideas via the exploration of scale, spatial organisation and structure, amongst many other design layers, in increasing levels of detail, at the same point in the design process. Architectural education is at a delayed tipping point where architectural students are increasingly looking towards BIM to streamline their design process drawn by the production of realistic visualisation, but with a lack of knowledge and skill in its application. With a lack of guidance and understanding around the application of BIM, the use of BIM in this manner overlooks the potential of BIM to construct and test virtual simulations of proposed schemes, to support design enquiry. A historical concern for the pedagogy constructed around the students’ design process is the application of methods and techniques that support the progression through the design process, (Ambrose, 2014; dash mei & Safari, 2018). This study examines the design process of architectural students and the interaction between analogue and digital methods used in design. These primary modes of communication, offer the opportunity to query the roles and rules of traditional architectural conventions around ‘problem finding’ and ‘problem solving’, challenging the ‘traditional’ design process examined by pioneers like Bruner (1966) and Schon (1987). These approaches are distilled from the findings of the study and presented as guidance to those teaching in architectural aBIMemia to align pedagogic goals to methods of abstraction in this new era of design education reconsidering digital methods in design.
keywords BIM, BIM, Design Process, Architecture, Learning
series eCAADe
email
last changed 2024/02/05 14:28

_id 3339
id 3339
authors Newman, W.M.
year 1966
title AN EXPERIMENTAL PROGRAM FOR ARCHITECTURAL DESIGN
source The Computer Journal, Volume 9, Issue 1, pp. 21-26
summary The solution by computer of problems in architectural design is made much more feasible by the use of a display and light pen for input and output. In the program described here, the light pen is used to create designs made up out of industrialized units, and the computer is then capable of performing calculations on the design and displaying the results on the screen.
series journal paper
type normal paper
email
last changed 2005/07/22 17:16

_id eaea2005_151
id eaea2005_151
authors Ohno, Ruyzo
year 2006
title Seat preference in public squares and distribution of the surrounding people: An examination of the validity of using visual simulation
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. 151-163
summary Public squares are shared by people who use them for various purposes. When people choose seats in a square, they unconsciously evaluate not only the physical characteristics of the space but also the distribution of others already present (Hall, 1966; Sommer, 1969; Whyte, 1988). Knowing the hidden rules of this behaviour will be important in designing squares that remain comfortable even in crowded situations. Most past studies of seat choice preference have reported on statistical tendencies derived from observations of subject behavior in actually existing sites (i.e., Abe, 1997; Imai, 1999; Kawamoto, 2003). However, they provide no clear theoretical model for explaining the basic mechanisms regulating such behaviour. The present study conducts a series of experiments in both real and virtual settings in order to extract quantitative relationships between subjects’ seat preferences and the presence of nearby strangers and to clarify what factors influence their seat choices.
series EAEA
type normal paper
email
more http://info.tuwien.ac.at/eaea
last changed 2008/04/29 20:46

_id ecaadesigradi2019_102
id ecaadesigradi2019_102
authors Passsaro, Andres Martin, Henriques, Gonçalo Castro, Sans?o, Adriana and Tebaldi, Isadora
year 2019
title Tornado Pavilion - Simplexity, almost nothing, but human expanded abilities
doi https://doi.org/10.52842/conf.ecaade.2019.1.305
source Sousa, JP, Xavier, JP and Castro Henriques, G (eds.), Architecture in the Age of the 4th Industrial Revolution - Proceedings of the 37th eCAADe and 23rd SIGraDi Conference - Volume 1, University of Porto, Porto, Portugal, 11-13 September 2019, pp. 305-314
summary In the context of the fourth industrial revolution, not all regions have the same access to technology for project development. These technological limitations do not necessarily result in worst projects and, on the contrary, can stimulate creativity and human intervention to overcome these shortcomings. We report here the design of a small pavilion with scarce budget and an ambitious goal to qualify a space through tactical urbanism. We develop the project in a multidisciplinary partnership between academy and industry, designing, manufacturing and assembling Tornado Pavilion, a complex structure using combined HIGH-LOW technologies, combining visual programming with analog manufacture and assembly. The design strategy uses SIMPLEXITY with ruled surfaces strategy to achieve a complex geometry. Due to the lack of automated mechanical cutting or assembly, we used human expanded abilities for the construction; instead of a swarm of robots, we had a motivated and synchronized swarm of students. The pavilion became a reference for local population that adopted it. This process thus shows that less or almost nothing (Sola-Morales 1995), need not to be boring (Venturi 1966) but less can be much more (Kolarevic 2017).
keywords Simplexity; CAD-CAM; Ruled Surfaces; expanded abilities; pavilion
series eCAADeSIGraDi
email
last changed 2022/06/07 07:59

_id 302caadria2004
id 302caadria2004
authors Pei-Ling Wu
year 2004
title Playful and Creative Learning - A Preliminary Model for Digital Design Studio
doi https://doi.org/10.52842/conf.caadria.2004.405
source CAADRIA 2004 [Proceedings of the 9th International Conference on Computer Aided Architectural Design Research in Asia / ISBN 89-7141-648-3] Seoul Korea 28-30 April 2004, pp. 405-418
summary Hutt (1966) demonstrated that familiarity, clarity, simplicity, and congruity are four stimulus characteristics eliciting play. When the participant reaches this status of an activity, in which is at this point that the playfulness element enters into play, and play is an important ingredient of the creative process. Correspondently, the characteristics in digital design studios which are rapid and broad exploration, systematic design process, the use of suitable digital media, and problem solving system reveal the analogical qualities with play. Since creativity is crucial in design processes, it is worthwhile to study relationships between play and digital design studio to discover possible means to benefit and facilitate digital design learning.
series CAADRIA
email
last changed 2022/06/07 07:59

_id acadia19_606
id acadia19_606
authors Russo, Rhett
year 2019
title Lithophanic Dunes: The Dunejars
doi https://doi.org/10.52842/conf.acadia.2019.606
source ACADIA 19:UBIQUITY AND AUTONOMY [Proceedings of the 39th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-0-578-59179-7] (The University of Texas at Austin School of Architecture, Austin, Texas 21-26 October, 2019) pp. 606-615
summary The design of masonry, tile, and ceramics is an integral part of architectural history. High fired clays are unique in that they are amorphous, vitreous, and translucent. Similar types of light transmission through minerals and clays has been achieved in window panes using alabaster or marble, but unlike porcelain these cannot be cast, and they are susceptible to moisture. Additionally, glass and metal are commonly used to glaze ceramics, and this provides further possibility for the combination of translucency with surface ornamentation and decaling. It is within this architectural lineage, of compound stone and glass objects, that the Dunejars are situated. The Dunejars are translucent porcelain vessels that are designed as lenses to transmit different wavelengths of light into intricate and unexpected patterns. Similar recipes for porcelain were developed using wax positives during the 19th century to manufacture domestic Lithophanes; picturesque screens made of translucent porcelain, often displayed in windows or produced as candle shades (Maust 1966). The focus of the research involves pinpointing the lithophanic qualities of the clay so that they can be repeated by recipe, and refined through a digital workflow. The methods outlined here are the product of an interdisciplinary project residency at The European Ceramic Workcenter (Sundaymorning@EKWC) in 2018 to make tests, and obtain technical precision in the areas of, plaster mold design, slip-casting, finishing, firing, and glazing of the Dunejars. The modular implementation of these features at the scale of architecture can be applied across a range of scales, including fixtures, finishes and envelopes, all of which merit further investigation.
series ACADIA
type normal paper
email
last changed 2022/06/07 07:56

_id ddss2006-hb-467
id DDSS2006-HB-467
authors A. Fatah gen. Schieck, A. Penn, V. Kostakos, E. O'Neill, T. Kindberg, D. Stanton Fraser, and T. Jones
year 2006
title Design Tools for Pervasive Computing in Urban Environments
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. 467-486
summary In this paper we report on ongoing research in which the implications of urban scale pervasive computing (always and everywhere present) are investigated for urban life and urban design in the heritage environment of the city of Bath. We explore a theoretical framework for understanding and designing pervasive systems as an integral part of the urban landscape. We develop a framework based on Hillier's Space Syntax theories and Kostakos' PSP framework which encompasses the analysis of space and spatial patterns, alongside the consideration of personal, social and public interaction spaces to capture the complex relationship between pervasive systems, urban space in general and the impact of the deployment of pervasive systems on people's relationships to heritage and to each other. We describe these methodological issues in detail before giving examples from early studies of the types of result we are beginning to find.
keywords Urban space, Pervasive systems, Urban computing, Space Syntax, Interaction space
series DDSS
last changed 2006/08/29 12:55

_id 50b1
authors Abbasov, A.M. and Mamedova, M.H.
year 2003
title Application of fuzzy time series to population forecasting
source CORP 2003, Vienna University of Technology, 25.2.-28.2.2003 [Proceedings on CD-Rom]
summary The potential of fuzzy logic application in simulating of demographic processes by the example of population forecasting task hasbeen investigated. The particularities of population as dynamical system functioning under the condition of uncertainty have beenexamined and fuzzy statement problem has been suggested. The strategy of population forecasting using the method of fuzzy timeseries model has been proposed. The simulations on retrospective evaluation of population are carried out and on the base of the results of these simulations the conclusion avocet the effectiveness of utilization of fuzzy model for demographic forecasting has been model.
series other
last changed 2003/11/21 15:15

_id cf2005_1_64_168
id cf2005_1_64_168
authors ACHTEN Henri
year 2005
title Resolving some Ambiguities in Real-time Design Drawing Recognition by means of a Decision Tree for Agents
source Computer Aided Architectural Design Futures 2005 [Proceedings of the 11th International Conference on Computer Aided Architectural Design Futures / ISBN 1-4020-3460-1] Vienna (Austria) 20–22 June 2005, pp. 311-320
summary In this paper, we present a theoretical study on automated understanding of the design drawing. This can lead to design support through the natural interface of sketching. In earlier work, 24 plan-based conventions of depiction have been identified, such as grid, zone, axial system, contour, and element vocabulary. These are termed graphic units. Graphic units form a good basis for recognition of drawings as they combine shape with meaning. We present some of the theoretical questions that have to be resolved before an implementation can be made. The contribution of this paper is: (i) identification of domain knowledge which is necessary for recognition; (ii) outlining combined strategy of multi-agent systems and online recognition; (iii) functional structure for agents and their organisation to converge on sketch recognition.
keywords multi-agent system, decision tree, pattern recognition, sketch
series CAAD Futures
email
last changed 2006/11/07 07:27

_id eb8a
authors Achten, H., De Vries, B. and Jessurun, J.
year 2000
title DDDOOLZ. A Virtual Reality Sketch Tool for Early Design
doi https://doi.org/10.52842/conf.caadria.2000.451
source CAADRIA 2000 [Proceedings of the Fifth Conference on Computer Aided Architectural Design Research in Asia / ISBN 981-04-2491-4] Singapore 18-19 May 2000, pp. 451-460
summary This paper presents DDDoolz, a desktop-VR three-dimensional voxel sketchtool. DDDoolz is developed in the Design Systems Group to explore the use of Virtual Reality technology in the early design stage. The aim is to offer a sketch-like environment in VR with an unobtrusive interface. The paper presents DDDoolz, how it is used in education and with partners in architectural practice, and some future developments.
series CAADRIA
email
last changed 2022/06/07 07:54

_id fa3e
id fa3e
authors Achten, H., de Vries, B. and van Leeuwen, J.
year 2001
title THE VR-DIS RESEARCH PROGRAMME
source Achten, H.H., de Vries, B. and Hennessey, J. (eds). Design Research in the Netherlands 2000, 155-163
series book
type normal paper
email
more http://www.designresearch.nl/PDF/DRN2000_AchtenDeVriesVanLeeuwen.pdf
last changed 2005/10/12 15:41

_id e75d
authors Achten, H., Dijkstra, J., Oxman, R. and Bax, Th.
year 1995
title Knowledge-Based Systems Programming for Knowledge Intensive Teaching
doi https://doi.org/10.52842/conf.ecaade.1995.139
source Multimedia and Architectural Disciplines [Proceedings of the 13th European Conference on Education in Computer Aided Architectural Design in Europe / ISBN 0-9523687-1-4] Palermo (Italy) 16-18 November 1995, pp. 139-148
summary Typological design implies extensive knowledge of building types in order to design a building belonging to a building type. It facilitates the design process, which can be considered us a sequence of decisions. The paper gives an outline of a new approach in a course teaching typological knowledge through the medium of Knowledge-Based Systems programming. It demonstrates how Knowledge-Based Systems offer an appropriate structure for analysing the knowledge required to implement typological design. The class consists of third-year undergraduate students with no extensive previous programming experience. The implementation language is AutoLISP which operates in the AutoCAD environment. The building type used in the course is the office building. in order to become acquainted with both building type and programming in AutoLISP, information and instructions have been gathered and prestructured, including a worked out analysis and AutoLISP code. Office plans are generated through use of the Knowledge-Based System. They are encoded in the form of frames. At the end of the course the students will have learned the basics of Knowledge-Based Systems, have been introduced to programming these systems, have analysed and reflected upon the design process, and gained insight into a specific building type.
series eCAADe
email
more http://dpce.ing.unipa.it/Webshare/Wwwroot/ecaade95/Pag_18.htm
last changed 2022/06/07 07:54

_id e336
authors Achten, H., Roelen, W., Boekholt, J.-Th., Turksma, A. and Jessurun, J.
year 1999
title Virtual Reality in the Design Studio: The Eindhoven Perspective
doi https://doi.org/10.52842/conf.ecaade.1999.169
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 169-177
summary Since 1991 Virtual Reality has been used in student projects in the Building Information Technology group. It started as an experimental tool to assess the impact of VR technology in design, using the environment of the associated Calibre Institute. The technology was further developed in Calibre to become an important presentation tool for assessing design variants and final design solutions. However, it was only sporadically used in student projects. A major shift occurred in 1997 with a number of student projects in which various computer technologies including VR were used in the whole of the design process. In 1998, the new Design Systems group started a design studio with the explicit aim to integrate VR in the whole design process. The teaching effort was combined with the research program that investigates VR as a design support environment. This has lead to increasing number of innovative student projects. The paper describes the context and history of VR in Eindhoven and presents the current set-UP of the studio. It discusses the impact of the technology on the design process and outlines pedagogical issues in the studio work.
keywords Virtual Reality, Design Studio, Student Projects
series eCAADe
email
last changed 2022/06/07 07:54

_id ddssar0201
id ddssar0201
authors Achten, H.H.
year 2002
title Requirements for Collaborative Design in Architecture
source Timmermans, Harry (Ed.), Sixth Design and Decision Support Systems in Architecture and Urban Planning - Part one: Architecture Proceedings Avegoor, the Netherlands), 2002
summary The concept of collaborative design has recently come under renewed attention in the field of computer aided architectural design support. Although collaborative design deals with the same aspects of cooperation by various participants in the design process as previously studiedin, for example, concurrent engineering and multi-disciplinary design, it nevertheless puts a different research emphasis. Collaborative design looks at how the process can be improved in such a way that collaboration –working together in a manner to enhance each participants contribution to the design– emerges from the process. In engineering design practice, thismeans a shift forward in the design process where engineers are asked earlier for their input in the design solution. For CAAD research, the phenomenon of collaborative design poses the question how design tools and environments can be made in such a way that collaboration will occur. In this paper, the aims is to describe the concept of collaborative design in architecture, and to give an outline of the perceived requirements in the organisation of design and Computer Aided Design Support to achieve collaborative design.
series DDSS
last changed 2003/11/21 15:15

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