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

PDF papers
References

Hits 1 to 20 of 16562

_id 6354
authors McIntosh, Patricia G.
year 1988
title A Computational Tutor for Architectural Design
source Comput., Environ. and Urban Systems USA: 1988. vol. 12: pp. 213-219. includes bibliography.
summary The conceptual basis for a computational design tutoring environment whose purpose is to aid student designers in the search for design solutions is presented. Problems that students experience in the course of their design education are presented. These problems are related to previous work in development of computable representation of design. A specification for a computational learning environment for design students is outlined
keywords architecture, design, education, software
series CADline
last changed 2003/06/02 10:24

_id 0453
authors McIntosh, Patricia G.
year 1998
title The Internet as Communication Medium and Online Laboratory For Architecture Research
doi https://doi.org/10.52842/conf.ecaade.1998.151
source Computerised Craftsmanship [eCAADe Conference Proceedings] Paris (France) 24-26 September 1998, pp. 151-157
summary This case study documents the experiences of two courses recently conducted on the Internet. The courses are a sequence of core methods courses offered to post-professional degree architecture students studying in a Computer Aided Design concentration in a Master of Science program. In these courses the students use the Internet as a communication medium and as a research tool using the Virtual Reality Modeling Language (VRML). The VRML interface in the Web browser serves as an online laboratory and presents new opportunities for communication and for studying distributed computing in a multimedia and multidimensional environment.
series eCAADe
email
more http://www.paris-valdemarne.archi.fr/archive/ecaade98/html/09mcintosh/index.htm
last changed 2022/06/07 07:58

_id 446f
authors Mcintyre, B. and Feiner, S.
year 1998
title A Distributed 3D Graphics Library
source SIGGRAPH 98 Conference Proceedings, Computer Graphics Proceedings, Annual Conference Series, 1998, ACM SIGGRAPH
summary We present Repo-3D, a general-purpose, object-oriented library for developing distributed, interactive 3D graphics applications across a range of heterogeneous workstations. Repo-3D is designed to make it easy for programmers to rapidly build prototypes using a familiar multi-threaded, object-oriented programming paradigm. All data sharing of both graphical and non-graphical data is done via general-purpose remote and replicated objects, presenting the illusion of a single distributed shared memory. Graphical objects are directly distributed, circumventing the "duplicate database" problem and allowing programmers to focus on the application details. Repo-3D is embedded in Repo, an interpreted, lexically-scoped, distributed programming language, allowing entire applications to be rapidly prototyped. We discuss Repo-3D's design, and introduce the notion of local variations to the graphical objects, which allow local changes to be applied to shared graphical structures. Local variations are needed to support transient local changes, such as highlighting, and responsive local editing operations. Finally, we discuss how our approach could be applied using other programming languages, such as Java.
series other
last changed 2003/04/23 15:50

_id acadia15_243
id acadia15_243
authors McKay, Mike
year 2015
title Relative Positioning
doi https://doi.org/10.52842/conf.acadia.2015.243
source ACADIA 2105: Computational Ecologies: Design in the Anthropocene [Proceedings of the 35th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-0-692-53726-8] Cincinnati 19-25 October, 2015), pp. 243-250
summary How we understand the world is directly affected by our position in it. Constellations are simply the result of cognitive alignments related to our location in the universe, the horizon simply based on proximity and time. Relative Positioning explores the power of position in architecture: specifically, how Anamorphic projection and perspectival techniques can generate space and challenge our understanding of its form. Architectural illusion and perspectival deceptions have been investigated since antiquity in order to alter the perception of a given space, primarily used in an illusionary or optical manner. However, Anamorphic projection offers the potential to create dynamic spatial experiences that go well beyond simple projections or images/shapes simply painted onto a surface. Within Relative Positioning, architectural form exists in 3-dimensions (real, physical) but is perceived via procession and emergent perceptions based on choreographed alignments and foci—making it possible for a duality of visual perception to occur. Much like the diagonal movement through Villa Savoye or the space created by Matta-Clark’s cut, views and alignments add value, create perceptual shifts. One no longer views the architectural form as a whole, but as a collection of cinematic moments, fragments, serial form: a tension of object-qualities that elicits spatial ambiguity that puts pressure on the ‘real’ and opens up a world of wonder and excitement. This is a new form of collage.
keywords Anamorphosis, perspective, perception
series ACADIA
type normal paper
email
last changed 2022/06/07 07:59

_id e29c
authors McKinney, K. and Fischer, M.,
year 1998
title Generating, evaluating and visualizing construction schedules with CAD tools
source Automation in Construction 7 (6) (1998) pp. 433-447
summary Collaborative AEC technologies centering around component-based CAD models support architectural and structural perspectives. The construction perspective is often neglected because an important dimension for construction–time–is missing. Construction planners are forced to abstract CAD model building components into schedule models representing time. 4D-CAD (3D-CAD+time) removes this abstraction by linking a 3D building model and schedule model through associative relationships. Adding time to 3D-CAD models extends the use of CAD tools from the design phase to the construction phase. Although commercial 4D tools exist that allow planners to build 4D models and create graphic simulations of the construction process, these tools lack features to support analysis of these models, easy generation and manipulation of such models, and realistic visualizations of the construction process. This paper discusses these shortcomings, highlights requirements for CAD tools to support construction planning tasks, and describes our efforts to develop 4D tools that generate 4D+x models that more realistically represent the construction process.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:22

_id 5654
authors McKinney, K.
year 1998
title Visualization of construction planning information
source Proceedings of Intelligent User Interface 98, ACM, San Francisco, CA
summary A construction schedule helps planners to identity potential construction problems prior to actual building construction. Planners must envision the sequence of construction, the workspace logistics, and utilization of resources and equipment in space and over time. This paper discusses methods of generating, visuaMng, and evahrating construction planning information with CAD based tools. We use a construction example to illustrate how feature extraction of 3D CAD models can help identify construction problems and evaluate the quality of a construction plan through 4D analysis and 4D annotation.
series other
last changed 2003/04/23 15:50

_id 0e54
authors McLaughlin, S. and Gero, John S.
year 1987
title Learning From Characterized Designs
source Southampton: CM Publications, 1987. pp. 347-359
summary Designs can be described by the morphism between two descriptor sets: decisions and performances. Characterized designs are those in which both decisions and their consequent performances are articulated. Pareto optimization is discussed as a means of structuring performances and decisions. The induction algorithm ID3 is presented as a means of abstracting general relationships from sets of characterized designs. An example from the domain of building design is presented
keywords design, algorithms, learning, optimization, performance, architecture, building
series CADline
email
last changed 2003/06/02 13:58

_id 84ee
authors McLaughlin, S. and Gero, John S.
year 1987
title Acquiring Expert Knowledge from Characterized Designs
source Artificial Intelligence for Engineering Design and Manufacturing. 1987. vol. 1: pp. 73-87
summary The expertise of designers consists primarily of information about the relationship between goals or performance criteria and the attributes of the desired artifact that will result in performances that will satisfy these criteria. Pareto optimization is discussed as a means of structuring designs on the basis of their performance. The induction algorithm ID3 is used as means of inferring general statements about the nature of solutions which exhibit Pareto optimal performance in terms of a set of performance criteria. The rules inferred in a building design domain are compared with those extracted using a heuristic based learning system
keywords knowledge acquisition, design, optimization, algorithms, learning, inference, architecture, performance
series CADline
email
last changed 2003/06/02 10:24

_id e6f5
authors McLaughlin, S. and Gero, John S.
year 1989
title Requirements of a Reasoning System that Supports Creative and Innovative Design Activity
source Knowledge Based Systems. 1989. vol.2: pp. 62-71 : ill. includes bibliography
summary Innovative and creative design occurs when fragments of previous design episodes are retrieved and incorporated into the present design context. This paper presents an implementable approach to innovative and creative design based on notions of prototypes and instances within a dynamic memory model of episodic memory. Innovative and creative design are defined in terms of operators. The requirements of a reasoning system to support these classes of design activity are outlined. Examples of the processes are presented
keywords design, reasoning, creativity, prototypes, architecture
series CADline
email
last changed 2003/06/02 10:24

_id a708
authors McLaughlin, S. and Gero, John S.
year 1989
title Creative Processes : Can They be Automated?
source Design Computing Unit, Department of Architectural and Design Science, University of Sydney, 1989. pp. 69-94. CADLINE has abstract only
summary This paper attempts to identify the nature of creative processes and the relationship of those processes to the automated information processing techniques. Creative processes are characterized in terms of three categories of activity: problem solving, selection and reminding. Intuitive control is identified as a necessary component of any process capable of yielding a creative outcome. The nature of intuitive control is explored. The possibility of automating such control is considered. The implications of the presented characterization of creative processes in relation to the development of fully-automated systems and semi-automated support systems are described
keywords creativity, design process, architecture, problem solving, intuition, control, automation
series CADline
email
last changed 2003/06/02 13:58

_id e573
authors McLaughlin, Sally
year 1991
title Reading Architectural Plans: A Computable Model
source Computer Aided Architectural Design Futures: Education, Research, Applications [CAAD Futures ‘91 Conference Proceedings / ISBN 3-528-08821-4] Zürich (Switzerland), July 1991, pp. 347-364
summary A fundamental aspect of the expertise of the architectural designer is the ability to assess the quality of existing and developing proposals from schematic representations such as plans, elevations and sections. In this paper I present a computable model of those aspects of the evaluation of architectural floor plans that I believe to be amenable to rule-like formulation. The objective behind the development of this model is twofold: 1) to articulate a belief about the role of simple symbolic representations in the task of evaluation, a task which relies primarily on uniquely human capabilities; and 2) to explore the possible uses of such representations in the development of design expertise. // Input to the model consists of a specification of a design proposal in terms of walls, doors, windows, openings and spaces together with a specification of the context in which the proposal has been developed. Information about context is used to retrieve the goal packages relevant to the evaluation of the proposal. The goal packages encode information about requirements such as circulation, visual privacy and thermal performance. Generic associations between aspects of a plan and individual goals are used to establish if and how each of the goals have been achieved in the given proposal. These associations formalize relationships between aspects of the topology of the artefact, such as the existence of a door between two rooms, and a goal, in this case the goal of achieving circulation between those two rooms. Output from the model consists of both a graphic representation of the way in which goals are achieved and a list of those goals that have not been achieved. The list of goals not achieved provides a means of accessing appropriate design recommendations. What the model provides is essentially a computational tool for exploring the value judgements made in a particular proposal given a set of predefined requirements such as those to be found in design recommendation literature.
series CAAD Futures
last changed 1999/04/07 12:03

_id ga0017
id ga0017
authors McLean, A., Ward, A. and Cox, G.
year 2000
title The aesthetics of generative code
source International Conference on Generative Art
summary Aesthetics, in general usage, lays an emphasis on subjective sense perception associated with the broad field of art and human creativity. This paper suggests that it might be useful to revisit the troubled relationship between art and aesthetics for the purpose of discussing the value of generative code. It is now generally accepted that sense perception alone is simply not enough unless contextualised within the world of ideas. Similarly, the world of multimedia is all too easily conflated with a multi-sensory experience (of combining still and moving image, sound, interaction and so on). Thus the limits of traditional aesthetics is emphasised in the problem of defining which of the senses the highest of the arts adheres to -according to Kant and Hegel - the ‘arts of speech’. Poetry throws such crude classificatory distinctions into question as it is both read and heard; or written and spoken/performed. Hegel suggests a way out of this paradox by employing dialectical thinking; as we do not hear speech by simply listening to it. He suggests that we need to represent speech to ourselves in written form in order to grasp what it essentially is. Thus poetry can neither be reduced to audible signs (the time of the ear) nor visible signs (the space of the eye) but is composed of language itself. This suggests that written and spoken forms work together to form a language that we appreciate as poetry. But does code work in the same way? By analogy, generative code has poetic qualities too, as it does not operate in a single moment in time and space but as a series of consecutive ‘actions’ that are repeatable, the outcome of which might be imagined in different contexts. Code is a notation of an internal structure that the computer is executing, expressing ideas, logic, and decisions that operate as an extension of the author's intentions. The written form is merely a computer-readable notation of logic, and is a representation of this process. Yet the written code isn't what the computer really executes, since there are many levels of interpreting and compiling and linking taking place. Code is only really understandable with the context of its overall structure – this is what makes it a language (be it source code or machine code, or even raw bytes). It may be hard to understand someone else’s code but the computer is, after all, multi-lingual. In this sense, understanding someone else's code is very much like listening to poetry in a foreign language - the appreciation goes beyond a mere understanding of the syntax or form of the language used, and as such translation is infamously problematic. Code itself is clearly not poetry as such, but retains some of its rhythm and metrical form. Code is intricately crafted, and expressed in multitudinous and idiosyncratic ways. Like poetry, the aesthetic value of code lies in its execution, not simply its written form. To appreciate it fully we need to ‘see’ the code to fully grasp what it is we are experiencing and to build an understanding of the code’s actions. To separate the code and the resultant actions would simply limit the aesthetic experience, and ultimately the study of these forms - as a form of criticism (what might be better called ‘poetics’).
series other
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id caadria2023_298
id caadria2023_298
authors McLemore, Duane, Malaia, Kateryna and Lopez-Barrera, Silvina
year 2023
title Virtual Reality Applications in Housing Insecurity Research
doi https://doi.org/10.52842/conf.caadria.2023.2.039
source Immanuel Koh, Dagmar Reinhardt, Mohammed Makki, Mona Khakhar, Nic Bao (eds.), HUMAN-CENTRIC - Proceedings of the 28th CAADRIA Conference, Ahmedabad, 18-24 March 2023, pp. 39–48
summary Virtual Reality technology has been widely explored to simulate environment and spaces in architectural and urban design. However, there is a gap of knowledge on real-world applications of Virtual Reality to conduct architectural research of social impact on existing architecture and domestic interior spaces. This paper focuses on the application of VR within a case study research project entitled Housing Insecurity in Mississippi and the resulting exhibition. By using immersive 360? video to place exhibition attendees inside virtual representations of these residential environments, interviewees’ stories are communicated in a rich and immediate way that other methods cannot offer. The VR presentation of the oral histories information asks how the added richness and detail can help convey their stories more effectively with the goal to increasing empathy for the interviewees, increasing public awareness of the conditions of housing insecurity, and motivating public discussions of solutions. This paper explores the process of implementation and reviews the project's potential, results, challenges, and future directions.
keywords Architecture Survey, Community Engaged Learning, Empathy, Housing Insecurity, Immersive Environments, Oral History, Public History, Virtual Reality
series CAADRIA
email
last changed 2023/06/15 23:14

_id acadia20_648
id acadia20_648
authors McLemore, Duane
year 2020
title Space Group Symmetry Generation for Design
doi https://doi.org/10.52842/conf.acadia.2020.1.648
source ACADIA 2020: Distributed Proximities / Volume I: Technical Papers [Proceedings of the 40th Annual Conference of the Association of Computer Aided Design in Architecture (ACADIA) ISBN 978-0-578-95213-0]. Online and Global. 24-30 October 2020. edited by B. Slocum, V. Ago, S. Doyle, A. Marcus, M. Yablonina, and M. del Campo. 648-657.
summary This project proposes to implement space group symmetries as a novel descriptive framework for architectural assemblies. To date there is scant examination within architectural computation of this system used to describe the 230 unique configurations of symmetry elements and operations repeating in three dimensions. This research changes this by developing HORTA, a component library for the application of the space groups within Grasshopper. This ongoing project builds a language of arrangement and connectivity from the unambiguous spatial logic and descriptive efficiency of the space groups. This is particularly useful in defining forms for digital fabrication and autonomous assembly at the scale of a material subunit—broadly defined as “bricks.” However, it is not limited to this—HORTA has potential for application across scales, wherever control of repetition and combination with a minimal instruction set is useful. The result is not a tool for a singular design process or specific formal outcomes, but a new system for describing aggregations that inherently balance novelty and predictability. With HORTA, aggregations can be proposed that are composed of a finite but scalable number of possible subunits. Inherently symmetrical, any increase in complexity is realized as an increase in rotations and frequencies of similar subunits rather than an increase in unique unit variants. HORTA theorizes that this previously underexplored area of computation can open sophistication not just in forms but in the description of aggregations with minimal instruction sets, resulting in new methods for the calculation and fabrication of architecture.
series ACADIA
type paper
email
last changed 2023/10/22 12:06

_id ddss9465
id ddss9465
authors McLennan, Peter
year 1994
title Organisational Structure and Strategic Facility Planning Decisions
source Second Design and Decision Support Systems in Architecture & Urban Planning (Vaals, the Netherlands), August 15-19, 1994
summary Organisational group size data from a variety of organisational types are developed into a model for understanding the implications of changing organisational structure on strategic facility planning decision making. The purpose of this model is to develop a better understanding of the user requirements across a range of organisational types and the implications for strategic briefing documents and corporate real estate development strategies. A discussion of the theoretical implications of a time series data model of group size and its implications on strategic facility planning decision making is developed.
series DDSS
last changed 2003/08/07 16:36

_id caadria2020_081
id caadria2020_081
authors Mclennan, Sam, Schnabel, Marc Aurel, Moleta, Tane and Brown, Andre
year 2020
title Extracting and Communicating Underlying Pseudo-Formalised Procedural Rules in Heritage Architecture - The Case of New Zealand's 19th Century Timber Churches
doi https://doi.org/10.52842/conf.caadria.2020.2.163
source D. Holzer, W. Nakapan, A. Globa, I. Koh (eds.), RE: Anthropocene, Design in the Age of Humans - Proceedings of the 25th CAADRIA Conference - Volume 2, Chulalongkorn University, Bangkok, Thailand, 5-6 August 2020, pp. 163-172
summary The research employs procedural modelling to investigate the characteristic rules present within a loosely defined architectural style. The 19th-century timber neo-Gothic churches built in the city of Wellington, New Zealand are examples of a particular interpretation of the Gothic Revival style. Although they all share common aspects, no prescribed rules are regulating how these churches were designed. This research explores a methodology for creating a procedural 'Timber Gothic Church Generator' that is generated from an understanding and interpretation of the design of the buildings examined. Once developed the procedural generator can be used to extrapolate, and produce other church designs as well as create hybrid designs. These outputs can be further refined through the creation of parametric rules. A key result of this methodology is to explicate better otherwise ambiguous design philosophies that are shared between the similar buildings. It shows how a design can be reverse-engineered and converted into procedural logic. The research establishes the process and logic to enable the creation of further rules to be explored.
keywords Digital Forensics; Digital Heritage; Gothic Architecture; Houdini; Procedural Modelling
series CAADRIA
email
last changed 2022/06/07 07:58

_id 6b49
authors McMahon, C. and Browne, J.
year 1998
title CADCAM: Principles, Practice and Manufacturing Management
source 2nd ed. Reading, Massachusetts: Addison-Wesley
summary The application of computers to the product design and manufacturing process, known as CADCAM, is a successful and important technology which integrates the traditionally separate disciplines of Design and Manufacture. Presenting an ideal mix of theory, practice, and analysis along with real-life applications, this book offers an accessible introduction to CADCAM.
series other
last changed 2003/04/23 15:14

_id cf2005_2_63_81
id cf2005_2_63_81
authors McMEEL Dermott, COYNE Richard and LEE John
year 2005
title Talking Dirty: Formal and Informal Communication in Construction Projects
source Learning from the Past a Foundation for the Future [Special publication of papers presented at the CAAD futures 2005 conference held at the Vienna University of Technology / ISBN 3-85437-276-0], Vienna (Austria) 20-22 June 2005, pp. 265-274
summary We analyse the emergence and use of formal and informal communication tools in group working to aid in understanding the complexity of construction projects. Our test case is the design and build of an interactive digital installation in an exhibition space, involving students. After the project we conducted focus group studies to elicit insights into the effective use of the digital communications available for the project. We recount key insights from the study and examine how digital messaging devices are contributing to or hindering creative discussion. Whereas the construction process is concerned with the removal of dirt and re-ordering, in this paper we reflect on construction’s ritualistic, contractual and unauthorized aspects, and dirt’s role within them. We draw on Bakhtin’s theories of the carnival in exploring ritual, and the mixing of the un-sanctioned (rumour) with the official (contractual). How does dirt impinge on issues of communication, open discussion, and the move towards “partnering” in construction practice? We conjecture that while physical dirt might be unpleasant, the removal of other forms of metaphorical dirt hampers construction as an efficient and creative process.
keywords communications, technology, construction
series CAAD Futures
email
last changed 2005/05/05 07:06

_id caadria2022_360
id caadria2022_360
authors McMeel, Dermott and Petrovic, Emina K.
year 2022
title Architecture Value Change in Response to the Anthropocene: The Contribution of Digital Innovation
doi https://doi.org/10.52842/conf.caadria.2022.2.415
source Jeroen van Ameijde, Nicole Gardner, Kyung Hoon Hyun, Dan Luo, Urvi Sheth (eds.), POST-CARBON - Proceedings of the 27th CAADRIA Conference, Sydney, 9-15 April 2022, pp. 415-424
summary The confluence of different interests‚the Anthropocene, productivity, sustainability, economics‚calls for a need to re-think how the professions evaluate the built environment. There is a myriad of different strands of work under this umbrella which‚broadly‚point to a shift in the value framework for those people and professions who have agency in, and are responsible for, the creation of the built environment. This paper has two objectives. First, by drawing from the writing of architectural theorist Juhani Pallasmaa it teases out themes useful to conceptualise the value change. The goal is to delineate particular views around the creation of and our relation to the built environment. Second, it presents three projects: (1) tracking chemical composition of construction materials, (2) an app that encourages e-commerce in building multi-species environments, and (3) a concept for an economy in construction waste leveraging possibilities presented by blockchain technology. The aim is to shed light on how the emerging blockchain technology might alter values and organisational systems of the built environment in response to the Anthropocene and climate crisis.
keywords Design, Anthropocene, Value Change, Blockchain, System Design, SDG 9, SDG 11, SDG 12
series CAADRIA
email
last changed 2022/07/22 07:34

_id cf2013_149
id cf2013_149
authors McMeel, Dermott and Robert Amor
year 2013
title Fabricate It, Paint It – And Don’t Wait up: Separating Fact from Fiction in Digitally Sponsored Fabrication
source Global Design and Local Materialization[Proceedings of the 15th International Conference on Computer Aided Architectural Design Futures / ISBN 978-3-642-38973-3] Shanghai, China, July 3-5, 2013, pp. 149-158.
summary This paper offers perspectives on emerging trends in materiality and digital fabrication. It explores effects on communication practices and investigates how this changing materiality of data impacts collaboration and interoperability within design and making. Computer numerical controlled (CNC) routing and laser-cutting services are available in most major cities. Affordable kits for 3D printers, CNC routers and DIY KUKA robots are available across the Internet. A considerable part of the attraction of these tools is the ability to fabricate physical goods without detailed fabrication knowledge. We look at this phenomenon through two sets of examples, making furniture with a CNC router and making robots and tangibles with a 3D printer. In our examples it appears materiality remains an important factor throughout the process. We unpick these examples to shed light on how the technology impacts knowledge practices and ways of thinking during design and making.
keywords Design, digital media, fabrication, 3D printing, CNC routing, materiality
series CAAD Futures
email
last changed 2014/03/24 07:08

For more results click below:

this is page 0show page 1show page 2show page 3show page 4show page 5... show page 828HOMELOGIN (you are user _anon_106399 from group guest) CUMINCAD Papers Powered by SciX Open Publishing Services 1.002