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 2068
authors Frazer, John
year 1995
title AN EVOLUTIONARY ARCHITECTURE
source London: Architectural Association
summary In "An Evolutionary Architecture", John Frazer presents an overview of his work for the past 30 years. Attempting to develop a theoretical basis for architecture using analogies with nature's processes of evolution and morphogenesis. Frazer's vision of the future of architecture is to construct organic buildings. Thermodynamically open systems which are more environmentally aware and sustainable physically, sociologically and economically. The range of topics which Frazer discusses is a good illustration of the breadth and depth of the evolutionary design problem. Environmental Modelling One of the first topics dealt with is the importance of environmental modelling within the design process. Frazer shows how environmental modelling is often misused or misinterpreted by architects with particular reference to solar modelling. From the discussion given it would seem that simplifications of the environmental models is the prime culprit resulting in misinterpretation and misuse. The simplifications are understandable given the amount of information needed for accurate modelling. By simplifying the model of the environmental conditions the architect is able to make informed judgments within reasonable amounts of time and effort. Unfortunately the simplications result in errors which compound and cause the resulting structures to fall short of their anticipated performance. Frazer obviously believes that the computer can be a great aid in the harnessing of environmental modelling data, providing that the same simplifying assumptions are not made and that better models and interfaces are possible. Physical Modelling Physical modelling has played an important role in Frazer's research. Leading to the construction of several novel machine readable interactive models, ranging from lego-like building blocks to beermat cellular automata and wall partitioning systems. Ultimately this line of research has led to the Universal Constructor and the Universal Interactor. The Universal Constructor The Universal Constructor features on the cover of the book. It consists of a base plug-board, called the "landscape", on top of which "smart" blocks, or cells, can be stacked vertically. The cells are individually identified and can communicate with neighbours above and below. Cells communicate with users through a bank of LEDs displaying the current state of the cell. The whole structure is machine readable and so can be interpreted by a computer. The computer can interpret the states of the cells as either colour or geometrical transformations allowing a wide range of possible interpretations. The user interacts with the computer display through direct manipulation of the cells. The computer can communicate and even direct the actions of the user through feedback with the cells to display various states. The direct manipulation of the cells encourages experimentation by the user and demonstrates basic concepts of the system. The Universal Interactor The Universal Interactor is a whole series of experimental projects investigating novel input and output devices. All of the devices speak a common binary language and so can communicate through a mediating central hub. The result is that input, from say a body-suit, can be used to drive the out of a sound system or vice versa. The Universal Interactor opens up many possibilities for expression when using a CAD system that may at first seem very strange.However, some of these feedback systems may prove superior in the hands of skilled technicians than more standard devices. Imagine how a musician might be able to devise structures by playing melodies which express the character. Of course the interpretation of input in this form poses a difficult problem which will take a great deal of research to achieve. The Universal Interactor has been used to provide environmental feedback to affect the development of evolving genetic codes. The feedback given by the Universal Interactor has been used to guide selection of individuals from a population. Adaptive Computing Frazer completes his introduction to the range of tools used in his research by giving a brief tour of adaptive computing techniques. Covering topics including cellular automata, genetic algorithms, classifier systems and artificial evolution. Cellular Automata As previously mentioned Frazer has done some work using cellular automata in both physical and simulated environments. Frazer discusses how surprisingly complex behaviour can result from the simple local rules executed by cellular automata. Cellular automata are also capable of computation, in fact able to perform any computation possible by a finite state machine. Note that this does not mean that cellular automata are capable of any general computation as this would require the construction of a Turing machine which is beyond the capabilities of a finite state machine. Genetic Algorithms Genetic algorithms were first presented by Holland and since have become a important tool for many researchers in various areas.Originally developed for problem-solving and optimization problems with clearly stated criteria and goals. Frazer fails to mention one of the most important differences between genetic algorithms and other adaptive problem-solving techniques, ie. neural networks. Genetic algorithms have the advantage that criteria can be clearly stated and controlled within the fitness function. The learning by example which neural networks rely upon does not afford this level of control over what is to be learned. Classifier Systems Holland went on to develop genetic algorithms into classifier systems. Classifier systems are more focussed upon the problem of learning appropriate responses to stimuli, than searching for solutions to problems. Classifier systems receive information from the environment and respond according to rules, or classifiers. Successful classifiers are rewarded, creating a reinforcement learning environment. Obviously, the mapping between classifier systems and the cybernetic view of organisms sensing, processing and responding to environmental stimuli is strong. It would seem that a central process similar to a classifier system would be appropriate at the core of an organic building. Learning appropriate responses to environmental conditions over time. Artificial Evolution Artificial evolution traces it's roots back to the Biomorph program which was described by Dawkins in his book "The Blind Watchmaker". Essentially, artificial evolution requires that a user supplements the standard fitness function in genetic algorithms to guide evolution. The user may provide selection pressures which are unquantifiable in a stated problem and thus provide a means for dealing ill-defined criteria. Frazer notes that solving problems with ill-defined criteria using artificial evolution seriously limits the scope of problems that can be tackled. The reliance upon user interaction in artificial evolution reduces the practical size of populations and the duration of evolutionary runs. Coding Schemes Frazer goes on to discuss the encoding of architectural designs and their subsequent evolution. Introducing two major systems, the Reptile system and the Universal State Space Modeller. Blueprint vs. Recipe Frazer points out the inadequacies of using standard "blueprint" design techniques in developing organic structures. Using a "recipe" to describe the process of constructing a building is presented as an alternative. Recipes for construction are discussed with reference to the analogous process description given by DNA to construct an organism. The Reptile System The Reptile System is an ingenious construction set capable of producing a wide range of structures using just two simple components. Frazer saw the advantages of this system for rule-based and evolutionary systems in the compactness of structure descriptions. Compactness was essential for the early computational work when computer memory and storage space was scarce. However, compact representations such as those described form very rugged fitness landscapes which are not well suited to evolutionary search techniques. Structures are created from an initial "seed" or minimal construction, for example a compact spherical structure. The seed is then manipulated using a series of processes or transformations, for example stretching, shearing or bending. The structure would grow according to the transformations applied to it. Obviously, the transformations could be a predetermined sequence of actions which would always yield the same final structure given the same initial seed. Alternatively, the series of transformations applied could be environmentally sensitive resulting in forms which were also sensitive to their location. The idea of taking a geometrical form as a seed and transforming it using a series of processes to create complex structures is similar in many ways to the early work of Latham creating large morphological charts. Latham went on to develop his ideas into the "Mutator" system which he used to create organic artworks. Generalising the Reptile System Frazer has proposed a generalised version of the Reptile System to tackle more realistic building problems. Generating the seed or minimal configuration from design requirements automatically. From this starting point (or set of starting points) solutions could be evolved using artificial evolution. Quantifiable and specific aspects of the design brief define the formal criteria which are used as a standard fitness function. Non-quantifiable criteria, including aesthetic judgments, are evaluated by the user. The proposed system would be able to learn successful strategies for satisfying both formal and user criteria. In doing so the system would become a personalised tool of the designer. A personal assistant which would be able to anticipate aesthetic judgements and other criteria by employing previously successful strategies. Ultimately, this is a similar concept to Negroponte's "Architecture Machine" which he proposed would be computer system so personalised so as to be almost unusable by other people. The Universal State Space Modeller The Universal State Space Modeller is the basis of Frazer's current work. It is a system which can be used to model any structure, hence the universal claim in it's title. The datastructure underlying the modeller is a state space of scaleless logical points, called motes. Motes are arranged in a close-packing sphere arrangement, which makes each one equidistant from it's twelve neighbours. Any point can be broken down into a self-similar tetrahedral structure of logical points. Giving the state space a fractal nature which allows modelling at many different levels at once. Each mote can be thought of as analogous to a cell in a biological organism. Every mote carries a copy of the architectural genetic code in the same way that each cell within a organism carries a copy of it's DNA. The genetic code of a mote is stored as a sequence of binary "morons" which are grouped together into spatial configurations which are interpreted as the state of the mote. The developmental process begins with a seed. The seed develops through cellular duplication according to the rules of the genetic code. In the beginning the seed develops mainly in response to the internal genetic code, but as the development progresses the environment plays a greater role. Cells communicate by passing messages to their immediate twelve neighbours. However, it can send messages directed at remote cells, without knowledge of it's spatial relationship. During the development cells take on specialised functions, including environmental sensors or producers of raw materials. The resulting system is process driven, without presupposing the existence of a construction set to use. The datastructure can be interpreted in many ways to derive various phenotypes. The resulting structure is a by-product of the cellular activity during development and in response to the environment. As such the resulting structures have much in common with living organisms which are also the emergent result or by-product of local cellular activity. Primordial Architectural Soups To conclude, Frazer presents some of the most recent work done, evolving fundamental structures using limited raw materials, an initial seed and massive feedback. Frazer proposes to go further and do away with the need for initial seed and start with a primordial soup of basic architectural concepts. The research is attempting to evolve the starting conditions and evolutionary processes without any preconditions. Is there enough time to evolve a complex system from the basic building blocks which Frazer proposes? The computational complexity of the task being embarked upon is not discussed. There is an implicit assumption that the "superb tactics" of natural selection are enough to cut through the complexity of the task. However, Kauffman has shown how self-organisation plays a major role in the early development of replicating systems which we may call alive. Natural selection requires a solid basis upon which it can act. Is the primordial soup which Frazer proposes of the correct constitution to support self-organisation? Kauffman suggests that one of the most important attributes of a primordial soup to be capable of self-organisation is the need for a complex network of catalysts and the controlling mechanisms to stop the reactions from going supracritical. Can such a network be provided of primitive architectural concepts? What does it mean to have a catalyst in this domain? Conclusion Frazer shows some interesting work both in the areas of evolutionary design and self-organising systems. It is obvious from his work that he sympathizes with the opinions put forward by Kauffman that the order found in living organisms comes from both external evolutionary pressure and internal self-organisation. His final remarks underly this by paraphrasing the words of Kauffman, that life is always to found on the edge of chaos. By the "edge of chaos" Kauffman is referring to the area within the ordered regime of a system close to the "phase transition" to chaotic behaviour. Unfortunately, Frazer does not demonstrate that the systems he has presented have the necessary qualities to derive useful order at the edge of chaos. He does not demonstrate, as Kauffman does repeatedly, that there exists a "phase transition" between ordered and chaotic regimes of his systems. He also does not make any studies of the relationship of useful forms generated by his work to phase transition regions of his systems should they exist. If we are to find an organic architecture, in more than name alone, it is surely to reside close to the phase transition of the construction system of which is it built. Only there, if we are to believe Kauffman, are we to find useful order together with environmentally sensitive and thermodynamically open systems which can approach the utility of living organisms.
series other
type normal paper
last changed 2004/05/22 14:12

_id 6387
authors Akin, Omer
year 1978
title How do Architects Design?
source Artificial Intelligence and Pattern Recognition in Computer Aided Design. North-Holland Publishing Company, 1978. pp. 65-98. includes bibliography
summary This study is proposes a descriptive model of the design behavior of architects. In the first section a framework for the model is proposed. In the second section the framework is tested against empirical data. 11 information processing mechanisms are observed in the data. Eight of these: information acquisition, problem interpretation, problem representation, solution generation, solution integration, solution evaluation, perception and sketching, are used in developing design solutions. The three remaining mechanisms: design 'plans,' transformation rules and design-symbols, represent the categories of the priori knowledge used in design. In the third section these three knowledge mechanisms are explored in detail using the results of two additional experiments with designers
keywords design methods, architecture, design process
series CADline
email
last changed 2003/05/17 10:09

_id b780
authors Chomsky, N.
year 1978
title Syntactic structures
source The Hague : Mouton
summary Noam Chomsky's first book on syntactic structures is one of the first serious attempts on the part of a linguist to construct within the tradition of scientific theory-construction a comprehensive theory of language which may be understood in the same sense that a chemical, biological theory is understood by experts in those fields. It is not a mere reorganization of the data into a new kind of library catalogue, nor another specualtive philosophy about the nature of man and language, but rather a rigorus explication of our intuitions about our language in terms of an overt axiom system, the theorems derivable from it, explicit results which may be compared with new data and other intuitions, all based plainly on an overt theory of the internal structure of languages; and it may well provide an opportunity for the application of explicity measures of simplicity to decide preference of one form over another form of grammar.
series other
type normal paper
last changed 2007/04/30 08:13

_id avocaad_2001_14
id avocaad_2001_14
authors Adam Jakimowicz
year 2001
title Non-Linear Postrationalisation: Architectural Values Emergence in a Teamwork Interpretation
source AVOCAAD - ADDED VALUE OF COMPUTER AIDED ARCHITECTURAL DESIGN, Nys Koenraad, Provoost Tom, Verbeke Johan, Verleye Johan (Eds.), (2001) Hogeschool voor Wetenschap en Kunst - Departement Architectuur Sint-Lucas, Campus Brussel, ISBN 80-76101-05-1
summary The paper presents the outcomes of the experiment being conducted at the Faculty of Architecture in Bialystok, which derives form three main sources: a new course of architectural composition by computer modelling, developed and conducted in Bialystok postrationalisation as a formulation platform for new architectural values and theories, applied by e.g. Bernard Tschumi the idea of new values emergence resulting form a teamwork, when placed in an appropriate environment; It is assumed that the work performed first intuitively, can be later seriously interpreted, and to some extent rationalised, verbalised, described. With no doubt we can state, that in creative parts of architectural activities, very often decision are taken intuitively (form design). So this ‘procedure’ of postrationalisation of intuitively undertaken efforts and results seems to be very important –when trying to explain ideas. This kind of activity is also very important during the first years of architectural education. In case of this experiment, the students’ works from the course of architectural composition are taken as a base and subjects for interpretation, and values research. However, when at first, individual works are being interpreted by their authors, at the latter stage, the teams are to be formed. The aim of the teamwork is to present individual works, analyse them, find common value(s), and represent it (them) in an appropriate, creative way. The ideal environment to perform this work is hypertext based internet, because the non-linearity of team interpretations is unavoidable. On the other hand, the digital input data (computer models) is a very appropriate initial material to be used for hypermedia development. The experiment is to analyse the specific of the following: the self-influence of the group on the individual work ‘qualification’, mutual influence of the team members on their own work interpretation, the influence of the digital non-linear environment on the final outcome definition. The added value of hypertext in architectural groupwork digital performance shall be examined and described. A new value of individualised, though group based, non-linearity of expression will be presented and concluded.
series AVOCAAD
email
last changed 2005/09/09 10:48

_id ca51
authors Asanowicz, Aleksander
year 1994
title CAFE: Composition for Architects - Forms and Emotions
doi https://doi.org/10.52842/conf.ecaade.1994.x.l3s
source The Virtual Studio [Proceedings of the 12th European Conference on Education in Computer Aided Architectural Design / ISBN 0-9523687-0-6] Glasgow (Scotland) 7-10 September 1994, pp. 249
summary In the architectural creation process there has always been an inclination to improve the methods of designing in the way of ,,objectivization" of designing process. Objectivization which would explain why we do design in this way and not the other. In spite of the trend to the total objectivization (Vitruvius, Alberti, Palladio), the results appeared to be still subjective, i.e. they included methods of designing typical of the one and only architect. This fact made them completely useless in the designing practice. On the other hand one cannot underestimate their meaning as to this very practice. Because it is just thanks to them that the development of designing studies has taken place. We do learn not only watching works of great architects, but also studying their opinions concerning problems of form, function and construction. That is why it seems to be useful to collect experiences concerning the classic theory of architectural composition, which have been gathered through centuries, as well as to try once again to objectivize the process. Composition information arranged in the form of data-base would create the ground for proper functioning of an expert system uniting diagnostic and planning functions. Study of that kind, not claiming design applications could be an excellent educational equipment in teaching architectural composition. In the proposed teaching system attempts have been made to look at the architectural composition theory in the light of the perception of the form, and - emerging in this process - emotional and aesthetic evaluations. In order to define which evaluations have been most often expressed during the perception process of architectural forms, the students of Architecture Faculty in Bialystok Technical University have been polled on the subject: ,,Which words are most commonly used in the descriptions of architecture works?"

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

_id cf2019_013
id cf2019_013
authors Boychenko, Kristina
year 2019
title Agency of Interactive Architecture in socio-technological relationship through Actor-Network Theory
source Ji-Hyun Lee (Eds.) "Hello, Culture!"  [18th International Conference, CAAD Futures 2019, Proceedings / ISBN 978-89-89453-05-5] Daejeon, Korea, p. 102
summary With fast development of new technologies built environment transitioned from a silent background of activities performed by users to another participant of those activities. Agency of interactive architecture is based on interpretation of input data, like users’ actions, their response to the spatial agency, data from environment or other actors, and changing its performance accordingly. Architectural components, environmental conditions and people are all treated as agents and closely correspond to Actor-Network Theory (ANT). This theory generally aims to reveal the complexities of socio-technological world. ANT incorporates a principle of generalized symmetry, it means that human and nonhuman (artifacts, organization structures, etc.) actors are incorporated into the same conceptual framework and assigned equal level of agency. By analysis of the agency of Interactive Architecture through ANT the paper provides insight on social role of this new emerging type of space and its influence on other participants on socio-technological relationship.
keywords Interactive architecture, Communication, Agency, Social, ActorNetwork Theory
series CAAD Futures
email
last changed 2019/07/29 14:08

_id 8e02
authors Brown, A.G.P. and Coenen, F.P.
year 2000
title Spatial reasoning: improving computational efficiency
source Automation in Construction 9 (4) (2000) pp. 361-367
summary When spatial data is analysed the result is often very computer intensive: even by the standards of contemporary technologies, the machine power needed is great and the processing times significant. This is particularly so in 3-D and 4-D scenarios. What we describe here is a technique, which tackles this and associated problems. The technique is founded in the idea of quad-tesseral addressing; a technique, which was originally applied to the analysis of atomic structures. It is based on ideas concerning Hierarchical clustering developed in the 1960s and 1970s to improve data access time [G.M. Morton, A computer oriented geodetic database and a new technique on file sequencing, IBM Canada, 1996.], and on atomic isohedral (same shape) tiling strategies developed in the 1970s and 1980s concerned with group theory [B. Grunbaum, G.C. Shephard, Tilings and Patterns, Freeman, New York, 1987.]. The technique was first suggested as a suitable representation for GIS in the early 1980s when the two strands were brought together and a tesseral arithmetic applied [F.C. Holdroyd, The Geometry of Tiling Hierarchies, Ars Combanitoria 16B (1983) 211–244.; S.B.M. Bell, B.M. Diaz, F.C. Holroyd, M.J.J. Jackson, Spatially referenced methods of processing raster and vector data, Image and Vision Computing 1 (4) (1983) 211–220.; Diaz, S.B.M. Bell, Spatial Data Processing Using Tesseral Methods, Natural Environment Research Council, Swindon, 1986.]. Here, we describe how that technique can equally be applied to the analysis of environmental interaction with built forms. The way in which the technique deals with the problems described is first to linearise the three-dimensional (3-D) space being investigated. Then, the reasoning applied to that space is applied within the same environment as the definition of the problem data. We show, with an illustrative example, how the technique can be applied. The problem then remains of how to visualise the results of the analysis so undertaken. We show how this has been accomplished so that the 3-D space and the results are represented in a way which facilitates rapid interpretation of the analysis, which has been carried out.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:22

_id 204caadria2004
id 204caadria2004
authors Chieh-Jen Lin, Mao-Lin Chiu
year 2004
title Design Knowledge Discovery in Cases - The Machine View Vs. the Human View
doi https://doi.org/10.52842/conf.caadria.2004.265
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. 265-274
summary In the previous study, we had applied the data mining techniques and ontology methodology to develop a keyword-based schema to extract and represent the implicit information within a case library, Case Base for Architecture (CBA). To improve the ability of our keyword-based schema on extracting and representing design knowledge within cases, we proceeded some experiments to understand the design’s mental behaviors in extracting knowledge from cases. Through protocol analysis, we attempted to establish a knowledge discovery model of extracting design knowledge from cases, and to propose methods to apply this model to improve our keyword-based schema. Through collecting adjective keywords to restructure our design dictionary, we attempt to make our system more sensitive to design knowledge, and more sensitive to user’s intensions by extending the ontology of our keyword list.
series CAADRIA
email
last changed 2022/06/07 07:55

_id sigradi2003_090
id sigradi2003_090
authors Espina, Jane
year 2003
title Ciudades Tradicionales Vs. Ciudades Digitales (Traditional Cities Vs Digital Cities)
source SIGraDi 2003 - [Proceedings of the 7th Iberoamerican Congress of Digital Graphics] Rosario Argentina 5-7 november 2003
summary This work presents the creation of a Documentary City which has 3D models of buildings and actualized urban spaces, related to a systematic information and hypermediatical, through the use of a Data Base as a digital tool for the construction of a Data Bank, which will be part of the Digital City of Maracaibo and it could be requested on a physical approach or distance way using digital technologies. The virtual reconstruction and documented part of the history of the city and the records of buildings in different historical growing moments of Maracaibo City, since its foundation until now, will permit recover part of the lost memories of the city. This research will constitute a unpublished experience in Venezuela and belong to the Hypermediatical Model of Maracaibo City of the Institute of Architectonical Research of the Faculty of Architecture and Design in the Universidad del Zulia.
keywords Data base, tridimensional models, multimedia, digital city, urban spaces.
series SIGRADI
email
last changed 2016/03/10 09:51

_id caadria2017_040
id caadria2017_040
authors Haslop, Blaire, Schnabel, Marc Aurel and Aydin, Serdar
year 2017
title Glitch Space - Experiments on Digital Decay to Remap the Anatomy of Glitch in 3D
doi https://doi.org/10.52842/conf.caadria.2017.591
source P. Janssen, P. Loh, A. Raonic, M. A. Schnabel (eds.), Protocols, Flows, and Glitches - Proceedings of the 22nd CAADRIA Conference, Xi'an Jiaotong-Liverpool University, Suzhou, China, 5-8 April 2017, pp. 591-600
summary This research informs of a series of experimental design practices for the understanding computational glitches in architecture which appears to be equivalently a 'given' as well as an 'informed'. 'Glitch-space' is introduced to navigate the discussion through a spatial interpretation of digital decay. Currently glitches are only explored as forms of 2D art. We however, look to reconnect the underlying data to its digital architectural spatial form. Our methodology a systematic iterative process of transformational change to explore design emergence on the base of computational glitches. A numerical data driven process is explored using decayed files which are turned into 3D formal expressions. In this context, stereoscopic techniques are experimented, helping understand further how glitch can be performed within a 3D virtual environment. Ultimately we explore digital architectural form existing solely in the digital realm that confidently expresses glitch in both its design process and aesthetic outcome. Thus, our research intends to bring a level of authenticity with the notion of 'glitch-space' by discussing 3D interpretations of glitch in an architectural form.
keywords Digital Decay; Glitch; Digital Design Methods; Glitch-space; Data Interpretation
series CAADRIA
email
last changed 2022/06/07 07:49

_id 7683
authors Healy, C.G. and Enns, J.T.
year 2002
title Perception and Painting: A Search for Effective, Engaging Visualizations
source Institute of Electrical and Electronics Engineers, Journal, March / April
summary Scientific visualization represents information as images that allow us to explore, discover, analyze, and validate large collections of data. Much of the research in this area is dedicated to the design of effective visualizations that support specific analysis needs. Recently, we have become interested in a new idea: Is a visualization beautiful? Can a visualization be considered a work of art? One might expect answers to these questions to vary widely depending on the individual and their interpretation of what it means to be artistic. We believe that the issues of effectiveness and aesthetics may not be as independent as they might seem at first glance, however. Much can be learned from a study of two related disciplines: human psychophysics, and art theory and history. Perception teaches us how we "see" the world around us. Art history shows us how artistic masters captured our attention by designing works that evoke an emotional response. The common interest in visual attention provides an important bridge between these domains. We are using this bridge to produce visualizations that are both effective and engaging. This article describes our research, and discusses some of the lessons we have learned along the way.
series journal paper
last changed 2003/04/23 15:50

_id ecaade2012_185
id ecaade2012_185
authors Hemmerling, Marco; Lemberski, David
year 2012
title Sparkler: The Vitruvian Man vs. Buckminster Fuller
doi https://doi.org/10.52842/conf.ecaade.2012.2.127
source Achten, Henri; Pavlicek, Jiri; Hulin, Jaroslav; Matejovska, Dana (eds.), Digital Physicality - Proceedings of the 30th eCAADe Conference - Volume 2 / ISBN 978-9-4912070-3-7, Czech Technical University in Prague, Faculty of Architecture (Czech Republic) 12-14 September 2012, pp. 127-132
summary Every production technique requires a focus on their specifi c demands and possibilities. This paper shows the whole design, optimization and production process includingpreliminary studies, preliminary design, form-fi nding and assembly based on a case study. All needed data for optimization in external software and for digital production is derived from a central parametric model programmed in Grasshopper. The result in a collaborative process between theory/practice, human/machine, software/hardware and analogue/digital is the Sparklerpavilion.
wos WOS:000330320600012
keywords Parametric Modelling; Digital Fabrication; Computational Design and Construction; CAAD curriculum
series eCAADe
email
last changed 2022/06/07 07:49

_id 130d
authors Hoinkes, R. and Mitchell, R.
year 1994
title Playing with Time - Continuous Temporal Mapping Strategies for Interactive Environments
source 6th Canadian GIS Conference, (Ottawa Natura Resources Canada), pp. 318-329
summary The growing acceptance of GIS technology has had far- reaching effects on many fields of research. The recent developments in the area of dynamic and temporal GIS open new possibilities within the realm of historical research where temporal relationship analysis is as important as spatial relationship analysis. While topological structures have had wide use in spatial GIS and have been the subject of most temporal GIS endeavours, the different demands of many of these temporally- oriented analytic processes questions the choice of the topological direction. In the fall of 1992 the Montreal Research Group (MRG) of the Canadian Centre for Architecture mounted an exhibition dealing with the development of the built environment in 18th- century Montreal. To aid in presenting the interpretive messages of their data, the MRG worked with the Centre for Landscape Research (CLR) to incorporate the interactive capabilities of the CLR's PolyTRIM research software with the MRG's data base to produce a research tool as well as a public- access interactive display. The interactive capabilities stemming from a real- time object- oriented structure provided an excellent environment for both researchers and the public to investigate the nature of temporal changes in such aspects as landuse, ethnicity, and fortifications of the 18th century city. This paper describes the need for interactive real- time GIS in such temporal analysis projects and the underlying need for object- oriented vs. topologically structured data access strategies to support them.
series other
last changed 2003/04/23 15:14

_id avocaad_2001_22
id avocaad_2001_22
authors Jos van Leeuwen, Joran Jessurun
year 2001
title XML for Flexibility an Extensibility of Design Information Models
source AVOCAAD - ADDED VALUE OF COMPUTER AIDED ARCHITECTURAL DESIGN, Nys Koenraad, Provoost Tom, Verbeke Johan, Verleye Johan (Eds.), (2001) Hogeschool voor Wetenschap en Kunst - Departement Architectuur Sint-Lucas, Campus Brussel, ISBN 80-76101-05-1
summary The VR-DIS research programme aims at the development of a Virtual Reality – Design Information System. This is a design and decision support system for collaborative design that provides a VR interface for the interaction with both the geometric representation of a design and the non-geometric information concerning the design throughout the design process. The major part of the research programme focuses on early stages of design. The programme is carried out by a large number of researchers from a variety of disciplines in the domain of construction and architecture, including architectural design, building physics, structural design, construction management, etc.Management of design information is at the core of this design and decision support system. Much effort in the development of the system has been and still is dedicated to the underlying theory for information management and its implementation in an Application Programming Interface (API) that the various modules of the system use. The theory is based on a so-called Feature-based modelling approach and is described in the PhD thesis by [first author, 1999] and in [first author et al., 2000a]. This information modelling approach provides three major capabilities: (1) it allows for extensibility of conceptual schemas, which is used to enable a designer to define new typologies to model with; (2) it supports sharing of conceptual schemas, called type-libraries; and (3) it provides a high level of flexibility that offers the designer the opportunity to easily reuse design information and to model information constructs that are not foreseen in any existing typologies. The latter aspect involves the capability to expand information entities in a model with relationships and properties that are not typologically defined but applicable to a particular design situation only; this helps the designer to represent the actual design concepts more accurately.The functional design of the information modelling system is based on a three-layered framework. In the bottom layer, the actual design data is stored in so-called Feature Instances. The middle layer defines the typologies of these instances in so-called Feature Types. The top layer is called the meta-layer because it provides the class definitions for both the Types layer and the Instances layer; both Feature Types and Feature Instances are objects of the classes defined in the top layer. This top layer ensures that types can be defined on the fly and that instances can be created from these types, as well as expanded with non-typological properties and relationships while still conforming to the information structures laid out in the meta-layer.The VR-DIS system consists of a growing number of modules for different kinds of functionality in relation with the design task. These modules access the design information through the API that implements the meta-layer of the framework. This API has previously been implemented using an Object-Oriented Database (OODB), but this implementation had a number of disadvantages. The dependency of the OODB, a commercial software library, was considered the most problematic. Not only are licenses of the OODB library rather expensive, also the fact that this library is not common technology that can easily be shared among a wide range of applications, including existing applications, reduces its suitability for a system with the aforementioned specifications. In addition, the OODB approach required a relatively large effort to implement the desired functionality. It lacked adequate support to generate unique identifications for worldwide information sources that were understandable for human interpretation. This strongly limited the capabilities of the system to share conceptual schemas.The approach that is currently being implemented for the core of the VR-DIS system is based on eXtensible Markup Language (XML). Rather than implementing the meta-layer of the framework into classes of Feature Types and Feature Instances, this level of meta-definitions is provided in a document type definition (DTD). The DTD is complemented with a set of rules that are implemented into a parser API, based on the Document Object Model (DOM). The advantages of the XML approach for the modelling framework are immediate. Type-libraries distributed through Internet are now supported through the mechanisms of namespaces and XLink. The implementation of the API is no longer dependent of a particular database system. This provides much more flexibility in the implementation of the various modules of the VR-DIS system. Being based on the (supposed to become) standard of XML the implementation is much more versatile in its future usage, specifically in a distributed, Internet-based environment.These immediate advantages of the XML approach opened the door to a wide range of applications that are and will be developed on top of the VR-DIS core. Examples of these are the VR-based 3D sketching module [VR-DIS ref., 2000]; the VR-based information-modelling tool that allows the management and manipulation of information models for design in a VR environment [VR-DIS ref., 2000]; and a design-knowledge capturing module that is now under development [first author et al., 2000a and 2000b]. The latter module aims to assist the designer in the recognition and utilisation of existing and new typologies in a design situation. The replacement of the OODB implementation of the API by the XML implementation enables these modules to use distributed Feature databases through Internet, without many changes to their own code, and without the loss of the flexibility and extensibility of conceptual schemas that are implemented as part of the API. Research in the near future will result in Internet-based applications that support designers in the utilisation of distributed libraries of product-information, design-knowledge, case-bases, etc.The paper roughly follows the outline of the abstract, starting with an introduction to the VR-DIS project, its objectives, and the developed theory of the Feature-modelling framework that forms the core of it. It briefly discusses the necessity of schema evolution, flexibility and extensibility of conceptual schemas, and how these capabilities have been addressed in the framework. The major part of the paper describes how the previously mentioned aspects of the framework are implemented in the XML-based approach, providing details on the so-called meta-layer, its definition in the DTD, and the parser rules that complement it. The impact of the XML approach on the functionality of the VR-DIS modules and the system as a whole is demonstrated by a discussion of these modules and scenarios of their usage for design tasks. The paper is concluded with an overview of future work on the sharing of Internet-based design information and design knowledge.
series AVOCAAD
email
last changed 2005/09/09 10:48

_id 0711
authors Kunnath, S.K., Reinhorn, A.M. and Abel, J.F.
year 1990
title A Computational Tool for Evaluation of Seismic Performance of RC Buildings
source February, 1990. [1] 15 p. : ill. graphs, tables. includes bibliography: p. 10-11
summary Recent events have demonstrated the damaging power of earthquakes on structural assemblages resulting in immense loss of life and property (Mexico City, 1985; Armenia, 1988; San Francisco, 1989). While the present state-of-the-art in inelastic seismic response analysis of structures is capable of estimating response quantities in terms of deformations, stresses, etc., it has not established a physical qualification of these end-results into measures of damage sustained by the structure wherein system vulnerability is ascertained in terms of serviceability, repairability, and/or collapse. An enhanced computational tool is presented in this paper for evaluation of reinforced concrete structures (such as buildings and bridges) subjected to seismic loading. The program performs a series of tasks to enable a complete evaluation of the structural system: (a) elastic collapse- mode analysis to determine the base shear capacity of the system; (b) step-by-step time history analysis using a macromodel approach in which the inelastic behavior of RC structural components is incorporated; (c) reduction of the response quantities to damage indices so that a physical interpretation of the response is possible. The program is built around two graphical interfaces: one for preprocessing of structural and loading data; and the other for visualization of structural damage following the seismic analysis. This program can serve as an invaluable tool in estimating the seismic performance of existing RC buildings and for designing new structures within acceptable levels of damage
keywords seismic, structures, applications, evaluation, civil engineering, CAD
series CADline
last changed 2003/06/02 14:41

_id ed07
authors Love, James
year 1990
title A Case Study in Knowledge-Based System Development : Envelope Design for Reduction of Traffic Noise Transmission
source February, 1990. 19 p. : some ill. and table. includes a bibliography
summary Researchers have demonstrated the value of replication of research and explicit testing of concepts in artificial intelligence (Ritchie and Hanna 1989). In this study, a rule- based system was implemented as an exercise in the application of the theory and practice of knowledge-based systems development to architectural design analysis. The test domain was the selection of wall and window assemblies to provide adequate noise reduction given a set of traffic and building site conditions. This domain was chosen for two reasons: (1) considerable detailed heuristic information was available; and (2) it avoided large solutions spaces, 'errorful' and time-dependent data, and unreliable knowledge. Development of the system in conjunction with an extensive literature review revealed that publications on construction and performance of rule-based systems provided insufficient detail on key aspects of system architecture. Topics suffering from neglect or insufficiently rigorous treatment included algorithms used in automated inference, methods for selection of inference procedures, the integration of numerical and symbolic processing, the formulation of explanation mechanisms to deal with integrated numerical and symbolic processing, testing methods, and software standardization. Improving the quality and scope of knowledge in these areas is essential if expert systems are to be applied effectively in architectural design
keywords CAD, expert systems, acoustics, applications, knowledge base, design, architecture, AI, analysis
series CADline
last changed 1999/02/12 15:09

_id avocaad_2001_21
id avocaad_2001_21
authors Martijn Stellingwerff
year 2001
title Visual Cues in the CYBER-REAL Complex
source AVOCAAD - ADDED VALUE OF COMPUTER AIDED ARCHITECTURAL DESIGN, Nys Koenraad, Provoost Tom, Verbeke Johan, Verleye Johan (Eds.), (2001) Hogeschool voor Wetenschap en Kunst - Departement Architectuur Sint-Lucas, Campus Brussel, ISBN 80-76101-05-1
summary Current Computer Aided Architectural Design deals with issues of complexity in creation and interpretation of the built environment, complexity of the computer systems and complexity of the representations of the design object. The term ‘CYBER-REAL Complex’ in this paper is defined as the whole (un)conscious state of the architectural design project in the heads of the design-group and as how it is maintained in CAAD systems. The ‘CYBER-REAL Complex’ contains the design, its context and all related information such as planning, product specifications and design ideas. An Intranet is an interesting means for storage and approach of such complex project-data. However the knowledge and data of the project participants remains in their heads and new methods have to be developed in order to get each participant to share his or her personal information about the project. Meetings and intense data retrieval by an Intranet can establish a useful ‘CYBER-REAL Complex’. Then, as a designer wants to approach and change the information in the ‘CYBER-REAL Complex’, a very good set of tools, methods and media has to be at hand. The complexity of all the information can be overwhelming and it can take much effort to re-understand and re-interpret the information before new decisions and design-steps can be made. Currently, the understanding of CAAD representations by the designer and the deliberate execution of operations on increasingly complex datasets through increasingly complex user interfaces takes too much time and effort. An enhanced way of representation in the ‘CYBER-REAL Complex’ could help the approach and understanding of the information. Therefore the visual language of information systems needs further research and development. This paper explores several limits of human perception and ways to adhere to the human way of visual thinking in order to find and add new visual cues in CAAD, VR interfaces and in the ‘CYBER-REAL Complex’ as a whole. Successively the perceptive aspects of complex information, the role of visual cues in complex information and several examples of visual cues in research tests are presented. The paper draws from knowledge of the Gestalt Theory, Perception Research and findings of a PhD research project about Visual Language for Context Related Architectural Design. Findings of this research show that designers use distinct views to get overview and insight in the project data and that different kinds of data representation are needed for different phases in the design process. Finally it showed that abstract represented and filtered information can be very useful for remaining focus in the otherwise overwhelming dataset.
series AVOCAAD
email
last changed 2005/09/09 10:48

_id c6a8
authors Powell, J.A.
year 1994
title Informing multimedia: a sensitive interface to data for construction design professionals
source Design Studies 1994 pp. 285-316
summary 'Design Dialogues: one' was the first in an occasional series of discussion meetings on design theory sponsored by the Design Research Society. The objective of the meeting was to explore the reasons for the apparent lack of progress in design research over the last decade and in particular whether the search for an atemporal, acultural, domain independent theory of design is a reasonable or realistic goal. The meeting was held on the 17th of May at the Department of Computer Science, University College London and attracted more than 40 participants from a wide variety of disciplines including the arts, architecture, computer science, engineering and business studies.In an attempt to continue the debate in the wider design research community, we have produced the following summary of the presentations and discussion period together with some concluding remarks. While we have made every effort ensure that summaries of the speakers presentations and the discussion are accurate, readers should be aware that they are based on notes taken during the meeting itself and consequently reflect a particular interpretation of the proceedings. However, for those who wish to follow up the ideas presented by the speakers in more detail, we have included a short list of references to relevant work at the end of this meeting summary.
series journal paper
last changed 2003/04/23 15:50

_id ecaade2017_052
id ecaade2017_052
authors Vesna, Stojakovic, Budak, Igor, Obradovic, Ratko, Korolija-Crkvenjakov, Daniela and Santosi, Zeljko
year 2017
title Parametric modeling applied to the virtual reconstruction of the damaged sculpture of St John Nepomuk in Petrovaradin
doi https://doi.org/10.52842/conf.ecaade.2017.2.389
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. 389-398
summary Valuable cultural heritage may be permanently damaged as a consequence of different man-made influences, as well as natural erosion. In cases where no documentation is available about the original shape, an analysis of the typological group of similar objects is commonly used as a base for reconstruction. The interpretation of typology can be based on explicit method relied on relevant shape data.The aim of this paper is to propose a method which may be used in the virtual reconstruction of the damaged sculpture of St John Nepomuk in Petrovaradin, Serbia. Virtual reconstruction presented in this paper was based on parametric analysis of the typological group. The spatial characteristics of the sculptures were transformed into measurable parameters which were further used to determine the missing shape such that the reconstruction has the highest probability of representing the true shape of the damaged sculpture based on attributes the same typographical group. We propose three different ways based on how the most likely shape of the missing part may be computed: i) the reconstruction in which average values for each parameter are used; ii) the reconstruction in which average values are used for numerical parameters while spatial parameters were selected from the sculpture with the highest probability for these parameters; iii) the reconstruction in which all of the characteristics are inherited from one real sculpture, closest to the average shape.
keywords virtual reconstruction; parametric modeling; image-based modeling; cultural heritage
series eCAADe
email
last changed 2022/06/07 07:58

_id acadia12_251
id acadia12_251
authors Winn, Kelly ; Vollen, Jason ; Dyson, Anna
year 2012
title Re-Framing Architecture for Emerging Ecological and Computational Design Trends for the Built Ecology
doi https://doi.org/10.52842/conf.acadia.2012.251
source ACADIA 12: Synthetic Digital Ecologies [Proceedings of the 32nd Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-1-62407-267-3] San Francisco 18-21 October, 2012), pp. 251-258
summary The dualities of ‘Humanity and Nature’, ‘Organic and Inorganic’, Artificial and Synthetic’ are themes that have permeated architectural discourse since the beginning of the 20th c. The interplay between nature and machine can be directly related to the 19th c. discussion of nature and industrialism that was exemplified in the works of Louis Sullivan and Frank Lloyd Wright that spawned the organic architect movement. Echoes of these dichotomous themes have been resuscitated with the introduction of computational and information processing as a fundamental part of contemporary theory and critical praxis. The ability to go beyond simplistic dualities is promised by the introduction of data informed multi-variable processes that allow for complex parametric processes that introduce a range of criteria within evaluative design frameworks. The investigations detailed herein focuses on surface morphology development that are explored and evaluated for their capacity to reintegrate the ideas from genetic and developmental biology into an architectural discourse that has historically been dominated by the mechanistic metaphor perpetuated throughout the modern era. Biological analogues in nature suggest that the zone of decoration plays an important role in the environmental response and climate adaptability of architecture. The building envelope represents the greatest potential energetic gain or loss, as much as 50 %, therefore the architectural envelope plays the most significant role in energy performance of the building. Indeed, from an environmental performance standpoint, the formal response of the envelope should tend toward complexity, as biology suggests, rather than the reduced modernist aesthetic. Information architecture coupled with environment and contextual data has the potential to return the focus of design to the rhizome, as the functional expressions of climatic performance and thermal comfort interplay within other cultural, social and economic frameworks informing the architectural artifact. Increasing the resolution that ornament requires in terms of geometric surface articulation has a reciprocal affect on the topological relationship between surface and space: the architectural envelope can respond through geometry on the surface scale in order to more responsively interface with the natural environment. This paper responds to increasing computational opportunities in architectural design and manufacturing; first by exploring the historical trajectory of discourse on nature vs. machine in architecture, then exploring the implications for utilizing environmental data to increase the energy performance of architecture at the building periphery, where building meets environment creating the synthetic Built Ecology.
keywords ecology , biomimicry , biophilia , natural , synthetic , artificial , parametric , digital , function , production , performance , modernism , form , ornament , decoration
series ACADIA
type normal paper
email
last changed 2022/06/07 07:57

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