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 2005_037
id 2005_037
authors Côté, Pierre, Léglise, Michel and Estévez, Daniel
year 2005
title Virtual Architecture as Representation for Creative Design Process - Through a Collaborative eDesign Studio
doi https://doi.org/10.52842/conf.ecaade.2005.037
source Digital Design: The Quest for New Paradigms [23nd eCAADe Conference Proceedings / ISBN 0-9541183-3-2] Lisbon (Portugal) 21-24 September 2005, pp. 37-45
summary Using Virtual Architecture (VA) as a general scheme for representations to sustain the reflection activities involved in the design process can help students to initiate creative design ideas. Because of its implicit abstract nature, VA can be used, to represent original ideas or processes, or well-known architectural theories to articulate design ideas. Furthermore, VA as a mean of expression, turn out to be a source of inspiration for students who perceive it as medium with very few limits with which to develop, explore and express their design intuitions. A recent collaborative edesign studio experience is reported to illustrate the benefit observed. Using three examples out of ten student projects, we show how designs and design process have been characterized by those virtual representations. In fall semester 2004, the edesign studio took place between the Schools of Architecture of Toulouse and Université Laval in Québec. VA was both an academic and a studio topic at Laval while the other school students had a traditional design task to tackle, namely the rehabilitation of Chapou University Residences for students in Toulouse. Students from both schools composed each edesign team. In addition, three common architectural themes were web-documented and introduced to both classes: room, as defined by Louis Kahn: “a space which knows what it wants to be is a room”; color, as an architectural medium in dialectic with structure; and body-space relationships, as articulated by Gilles Deleuze and its projection to cyberspace. From the edesign studio results, we are arguing that virtual architecture should be looked at not only as new domain to be investigated by architects and taught in academic studios but also as a new medium of design to develop and explore design intuitions through virtual representations.
keywords Virtual Architecture; Virtual Representations; Medium; eDesign; Design by Collaboration
series eCAADe
email
last changed 2022/06/07 07:56

_id 041203_jung-j-h
id 041203_jung-j-h
authors Jung, Jae Hwan
year 2004
title Algorithmic Forest - A Study to Generate ‘Light-Revealing’ Structure by Algorithm
source ETH postgraduate studies final thesis, Zurich
summary The research to be presented will demonstrate the potential benefitsofalgorithmsbyusing them to design and generate a structure, specificallyalight-revealingstructure. Light is one of the many considerations in architecture, it reveals the building, its place, form, space, and meaning. Light reveals architecture and, in the best instances, architecture also reveals light. Moreover, light and structure are intertwined. Louis I. Kahn said, “Structure is the maker of light. When you decide on the structure, you are deciding on light.“ Particularly, this presentation will focus on a structure, which creates variable lighting effects similar to those created by natural light shining through trees in a forest.
series thesis:MSc
last changed 2005/09/09 12:58

_id acadia06_342
id acadia06_342
authors Kobayashi, Yosihiro
year 2006
title Self-Organizing Map and Axial Spatial Arrangement: Topological Mapping of Alternative Designs
doi https://doi.org/10.52842/conf.acadia.2006.342
source Synthetic Landscapes [Proceedings of the 25th Annual Conference of the Association for Computer-Aided Design in Architecture] pp. 342-355
summary This research attempts to formulate a computational framework for exploring spatial arrangements in the early phases of design. In the physical world, this could be compared to exploring spatial arrangements using cardboard cut-outs or simply a grid of spaces on paper. This research demonstrates the framework by means of a generative design system that introduces axial order in a plan parti made up of discrete 3D objects. The tool is designed to organize the 3D objects along an Axis specified by the user and also rearrange them following user-defined mathematical expressions. The numerical parameters (the dimensions and physical properties of the individual objects) are linked through the mathematical expressions to vary the spatial arrangement of objects. Implementation of the tool involves the Self Organizing Maps (SOMs) as the Graphical User Interface (GUI) in generative systems. This allows the user to select and dynamically view spatial arrangements that have been organized on a map based on their similarity. The application is implemented, tested, and its results are demonstrated using buildings designed by Louis I. Kahn, Frank Lloyd Wright and Mies van der Rohe.
series ACADIA
email
last changed 2022/06/07 07:51

_id caadria2024_364
id caadria2024_364
authors Miao, Shuhan, Peng, Wenzhe, Tsai, Daniel and Nagakura, Takehiko
year 2024
title Deep Spatial Memory: Quantifying Architectural Spatial Experiences through Agent-driven Simulations and Deep Learning
doi https://doi.org/10.52842/conf.caadria.2024.1.109
source Nicole Gardner, Christiane M. Herr, Likai Wang, Hirano Toshiki, Sumbul Ahmad Khan (eds.), ACCELERATED DESIGN - Proceedings of the 29th CAADRIA Conference, Singapore, 20-26 April 2024, Volume 1, pp. 109–118
summary In architectural theory, the spatial experience is dynamic, evolving from sequences of interconnected views shaped by past encounters and future expectations. Traditional computational methods such as Isovists provide geometric insights but fall short in representing their sequential nature. To address this gap, the paper introduces a novel methodology that combines agent-driven simulation, 3D Isovist sampling, and deep learning for quantitative analysis and comparison of spatial experiences in architecture. This approach leverages the Grasshopper plugin Pedsim for simulating pedestrian paths and a self-supervised video representation learning model MemDPC for processing depth panorama sequences and extracting numerical features for each sequence. The methodology is first validated through a controlled experiment with various sequence typologies, affirming its efficacy in recognizing typological similarities. A case study is conducted comparing Louis Kahn's designs with Roman architecture, quantitatively analysing their intertwined spatial experiences. This research offers a framework for quantitatively comparing spatial experiences across buildings and interpreting the nuanced impact of historical references on modern spaces.
keywords Deep Learning, Artificial Intelligence, Spatial Experience, Isovist, Agent-driven Simulation, Self-Supervised Learning
series CAADRIA
email
last changed 2024/11/17 22:05

_id 138e
authors Park, S.-H. and Gero, J.S.
year 1999
title Qualitative representation and reasoning about shapes
source Gero, J.S. and Tversky, B. (Eds.), Visual and Spatial Reasoning in Design , Key Centre of Design Computing and Cognition, University of Sydney, Sydney, Australia, pp. 55-68
summary In this paper we present an approach to the qualitative representation of shape and its use. We use a qualitative coding scheme founded on landmarks in the shape. The scheme encodes a qualitative representation of angles, relative side lengths and curvatures at landmarks. We then show how such a representation can be used as a basis for reasoning about shapes using extracted shape features. We conclude with a preliminary analysis of 12 sketches of the architect Louis Kahn and show how they may be categorised based on these shape features.
keywords Qualitative Representation, Shape Reasoning
series other
email
last changed 2003/04/06 09:19

_id ecaade2015_240
id ecaade2015_240
authors Sousa, Jose Pedro; Varela, Pedro Azambuja and Martins, Pedro Filipe
year 2015
title Between Manual and Robotic Approaches to Brick Construction in Architecture
doi https://doi.org/10.52842/conf.ecaade.2015.2.361
source Martens, B, Wurzer, G, Grasl T, Lorenz, WE and Schaffranek, R (eds.), Real Time - Proceedings of the 33rd eCAADe Conference - Volume 2, Vienna University of Technology, Vienna, Austria, 16-18 September 2015, pp. 361-370
summary Brick construction has a long and rich structural and aesthetic traditions in architecture, which can be traced back to the origins of our civilization. However, despite the remarkable works of Frank Lloyd Wright, Louis Kahn, Eladio Dieste or Alvar Aalto in the 20th century, the application of this construction process to address more irregular geometries is very difficult to be achieved by conventional manual means. In this context, the last decade assisted to emergence of robotic applications in architecture. While Gramazio & Kohler looked for solving non-standard brick structures, others, like the S.A.M. robot initiative, are interested in improving the productivity in the fabrication of regular brick structures. By surveying the recent advances on bricklaying automation, this paper is interested in reflecting on the actual role of manual brickwork. In doing so, the authors present the Brick Tower experiment developed at the DFL/CEAU/FAUP, where two different fabrications processes are critically compared: a robotic and a manual one, which is aided by a video projection technique. By describing and illustrating this experiment, the authors argue that it is possible to expand the traditional craft of bricklaying by devising simple strategies to increase the human capacity to understand and materialize more elaborated geometries. This research avenue can be relevant if one considers that manual work should remain the most common form of brickwork practice in the next decades.
wos WOS:000372316000042
series eCAADe
email
more https://mh-engage.ltcc.tuwien.ac.at/engage/ui/watch.html?id=e6bc50e2-6fe6-11e5-9a3c-4332809e7acb
last changed 2022/06/07 07:56

_id ecaade2008_065
id ecaade2008_065
authors Uddin, M. Saleh
year 2008
title Simulation of Daylight in the Architecture of Louis I. Kahn: A Study of the Un-built Hurva Synagogue
doi https://doi.org/10.52842/conf.ecaade.2008.727
source Architecture in Computro [26th eCAADe Conference Proceedings / ISBN 978-0-9541183-7-2] Antwerpen (Belgium) 17-20 September 2008, pp. 727-734
summary One of the most powerful aspects of Louis I. Kahn’s architectural space is his handling of natural light. Kahn believed that architecture began with the ‘making of a room’ and that ‘a room is not a room without natural light.’ Throughout his career, he explored bringing light into interiors in the most imaginative ways. Kahn used endless possibilities, from small devices to complex dome structures, to create a poetic and spiritual light inside buildings. The purpose of this paper is to present the theories and practices of natural light in architecture by Louis Kahn, who has deftly used it as a creative medium in his design of buildings. Starting from development of theories, this research focuses on how he implemented his theories into practice. As a case study, the Hurva Synagogue project is selected to analyze its unique lighting solutions. Many of Kahn’s previous concepts can be traced to the Hurva, making it an ideal project for lighting study. Since Hurva Synagogue is an un-built project, recent techniques of computer graphics is used to understand how daylight illuminates the interior in different times of the day and year in both still images and in 3D animations.
keywords Louis I Kahn, Daylight Simulation, 3D Model, Animation
series eCAADe
email
last changed 2022/06/07 07:57

_id 409c
authors Akin, Omer, Flemming, Ulrich and Woodbury, Robert F.
year 1984
title Development of Computer Systems for Use in Architectural Education
source 1984. ii, 47 p. includes bibliography
summary Computers have not been used in education in a way that fosters intellectual development of alternate approaches to design. Sufficient theory exists to use computing devices to support other potentially fruitful approaches to design. A proposal is made for the development of a computer system for architectural education which is built upon a particular model for design, that of rational decision making. Within the framework provided by the model, a series of courseware development projects are proposed which together with hardware acquisitions constitute a comprehensive computer system for architectural education
keywords architecture, education, design, decision making
series CADline
email
last changed 2003/06/02 13:58

_id sigradi2015_9.347
id sigradi2015_9.347
authors Andrade, Eduardo; Orellana, Nicolas; Mesa, Javiera; Felmer, Patricio
year 2015
title Spatial Configuration and Sociaty. Comparison between the street market Tristan Matta and Tirso de Molina Market
source SIGRADI 2015 [Proceedings of the 19th Conference of the Iberoamerican Society of Digital Graphics - vol. 2 - ISBN: 978-85-8039-133-6] Florianópolis, SC, Brasil 23-27 November 2015, pp. 481-485.
summary This research aims to clarify how certain visual and accessibility patterns, in buildings and urban environments, are related to social activities that take place in them. The study, based on the theory of space syntax (Hillier & Hanson 1984; Hillier, 1996), seeks to recognize patterns of behavior, both individual and aggregate. The case studies are Tirso de Molina Market and the free street market Tristan Matta, both in Santiago de Chile.
keywords pace Syntax, Visibilidad, Accesibilidad, Conectividad, Comportamiento
series SIGRADI
email
last changed 2016/03/10 09:47

_id d5c8
authors Angelo, C.V., Bueno, A.P., Ludvig, C., Reis, A.F. and Trezub, D.
year 1999
title Image and Shape: Two Distinct Approaches
source III Congreso Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings] Montevideo (Uruguay) September 29th - October 1st 1999, pp. 410-415
summary This paper is the result of two researches done at the district of Campeche, Florianópolis, by the Grupo PET/ARQ/UFSC/CAPES. Different aspects and conceptual approaches were used to study the spatial attributes of this district located in the Southern part of Santa Catarina Island. The readings and analysis of two researches were based on graphic pistures builded with the use of Corel 7.0 e AutoCadR14. The first research – "Urban Development in the Island of Santa Catarina: Public Space Study"- examined the urban structures of Campeche based on the Spatial Syntax Theory developed by Hillier and Hanson (1984) that relates form and social appropriation of public spaces. The second research – "Topoceptive Characterisation of Campeche: The Image of a Locality in Expansion in the Island of Santa Catarina" -, based on the methodology developed by Kohlsdorf (1996) and also on the visual analysis proposed by Lynch (1960), identified characteristics of this locality with the specific goal of selecting attributes that contributed to the ideas of the place its population held. The paper consists of an initial exercise of linking these two methods in order to test the complementarity of their analytical tools. Exemplifying the analytical procedures undertaken in the two approaches, the readings done - global (of the locality as a whole) and partial (from parts of the settlement) - are presented and compared.
series SIGRADI
email
last changed 2016/03/10 09:47

_id 44b1
authors Balas, Egon
year 1984
title On the Facial Structure of Scheduling Polyhedra
source 49 p., 6 p. of appendix : ill. Pittsburgh, PA: Design Research Center, Carnegie Mellon Univ., December, 1984. includes bibliography
summary A well-known job shop scheduling problem can be formulated as follows. Given a graph G with node set N and with directed and undirected arcs, find an orientation of the undirected arcs that minimizes the length of a longest path in G. The author treats the problem as a disjunctive program, without recourse to integer variables, and give a partial characterization of the scheduling polyhedron P(N), i.e., the convex hull of feasible schedules. In particular, he derives all the facets inducing inequalities for the scheduling polyhedron P(K) defined on some clique with node set K, and gives a sufficient condition for such inequalities to also induce facets of P(N). One of our results is that any inequality that induces a facet of P(H) for some HCK, also induces a facet of P(K). Another one is a recursive formula for deriving a facet inducing inequality with p positive coefficients from one with p-1 positive coefficients. The author also addresses the constraint identification problem, and gives a procedure for finding an inequality that cuts off a given solution to a subset of the constraints
keywords polyhedra, graphs, optimization, convex hull
series CADline
last changed 1999/02/12 15:07

_id 4685
authors Barsky, Brian A.
year 1984
title A Description and Evaluation of Various 3-D Models
source IEEE Computer Graphics and Applications. January, 1984. vol. 4: pp. 38-52 : ill. Includes bibliography
summary The use of parametric curves and surfaces for object modeling in computer graphics is becoming increasingly popular. There is sometimes, however, a reluctance to use them because it seems that the added power they give is more than offset by the complexity of their formulations and their computations. The purpose of this article is to clarify their meanings and uses and show how much they have in common behind the diversity of their formulations. The author discusses the properties and benefits of using the parametric Hermite, Coons, Bezier, B-spline, and Beta-spline curve and surface formulations
keywords Hermite, Coons, curved surfaces, Bezier, curves, B- splines, computational geometry, computer graphics
series CADline
last changed 2003/06/02 10:24

_id c9c1
authors Basili, Victor R. and Perricone, Barry T.
year 1984
title Software Errors and Complexity : An Empirical Investigation
source communications of the ACM. January, 1984. vol. 27: pp. 42-52 : ill. includes bibliography
summary The relationships between the frequency and distribution of errors during software development, the maintenance of the developed software, and a the influence of a variety of environmental factors on software development were analyzed. These factors include the complexity of the software, the developer's experience with the application, and the reuse of existing design and code. Such relationships can not only provide an insight into the characteristics of computer software development and the effects that the environment can have on the product, but also improve its reliability and quality. The study is based on data derived from a medium- scale software development project
keywords software, engineering, programming, reliability
series CADline
last changed 2003/06/02 13:58

_id ecaadesigradi2019_449
id ecaadesigradi2019_449
authors Becerra Santacruz, Axel
year 2019
title The Architecture of ScarCity Game - The craft and the digital as an alternative design process
doi https://doi.org/10.52842/conf.ecaade.2019.3.045
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 3, University of Porto, Porto, Portugal, 11-13 September 2019, pp. 45-52
summary The Architecture of ScarCity Game is a board game used as a pedagogical tool that challenges architecture students by involving them in a series of experimental design sessions to understand the design process of scarcity and the actual relation between the craft and the digital. This means "pragmatic delivery processes and material constraints, where the exchange between the artisan of handmade, representing local skills and technology of the digitally conceived is explored" (Huang 2013). The game focuses on understanding the different variables of the crafted design process of traditional communities under conditions of scarcity (Michel and Bevan 1992). This requires first analyzing the spatial environmental model of interaction, available human and natural resources, and the dynamic relationship of these variables in a digital era. In the first stage (Pre-Agency), the game set the concept of the craft by limiting students design exploration from a minimum possible perspective developing locally available resources and techniques. The key elements of the design process of traditional knowledge communities have to be identified (Preez 1984). In other words, this stage is driven by limited resources + chance + contingency. In the second stage (Post-Agency) students taking the architects´ role within this communities, have to speculate and explore the interface between the craft (local knowledge and low technological tools), and the digital represented by computation data, new technologies available and construction. This means the introduction of strategy + opportunity + chance as part of the design process. In this sense, the game has a life beyond its mechanics. This other life challenges the participants to exploit the possibilities of breaking the actual boundaries of design. The result is a tool to challenge conventional methods of teaching and leaning controlling a prescribed design process. It confronts the rules that professionals in this field take for granted. The game simulates a 'fake' reality by exploring in different ways with surveyed information. As a result, participants do not have anything 'real' to lose. Instead, they have all the freedom to innovate and be creative.
keywords Global south, scarcity, low tech, digital-craft, design process and innovation by challenge.
series eCAADeSIGraDi
email
last changed 2022/06/07 07:54

_id 6050
authors Bentley, Jon L.
year 1984
title Algorithm Design Techniques -- Programming Pearls
source communications of the ACM. September, 1984. vol. 27: pp. 865-871 : ill
summary The problem arose in one-dimensional pattern recognition: The input is a vector X of N real numbers; the output is the maximum sum found in any contiguous subvector of the input. The problem is when some of the numbers are negative. This column is built around that problem with an emphasis on the algorithms that solve it and the techniques used to design them
keywords techniques, programming, algorithms, pattern recognition
series CADline
last changed 2003/06/02 13:58

_id 6118
authors Bentley, Jon L.
year 1984
title Code Tuning -- Programming Pearls
source communications of the ACM. February, 1984. vol. 27: pp. 91-96
summary Efficiency is one of many problems in programming, and there are many ways to achieve it. This column is about a low-level approach . 'Code tuning' locates the expensive parts of an existing program and then modifies that code to improve its performance
keywords programming, search, algorithms, techniques
series CADline
last changed 2003/06/02 13:58

_id c159
authors Bentley, Jon L.
year 1984
title A Case Study in Applied Algorithm Design
source IEEE Computer. February, 1984. vol. 17: pp. 75-88 : ill. tables. includes bibliography
summary In this article the author describes how an algorithm design was used in the development of a small routine in a software system
keywords algorithms, programming, techniques
series CADline
last changed 2003/06/02 13:58

_id 8087
authors Boehm, Barry W., Penedo, Maria H. and Stuckle, Don E. (et al)
year 1984
title A Software Development Environment for Improving Productivity
source IEEE Computer. June, 1984. pp. 30-44 : ill. includes bibliography
summary The software productivity system (SPS) was developed to support project activities. It involves a set of strategies, including the work environment; the evaluation and procurement of hardware equipment; the provision for immediate access to computing resources through local area networks; the building of an integrated set of tools to support the software development life cycle and all project personnel; and a user support function to transfer new technology. All of these strategies are being accomplished incrementally. The current architecture is VAX-based and uses the Unix operating system, a wideband local network, and a set of software tools. The article describes the steps that led to the creation of the software productivity project and its components and summarized the requirements analyses on which the SPS was based
keywords productivity, software, hardware, programming
series CADline
last changed 2003/06/02 10:24

_id 4e4e
authors Boissonnat, Jean-Daniel
year 1984
title Geometric Structures for Three- Dimensional Shape Representation
source ACM Transactions on Graphics. October, 1984. vol. 3: pp. 266-286 : ill. includes bibliography
summary Different geometric structures are investigated in the context of discrete surface representation. It is shown that minimal representations (i.e., polyhedra) can be provided by a surface-based method using nearest neighbors structures or by a volume-based method using the Delaunay triangulation. Both approaches are compared with respect to various criteria, such as space requirements, computation time, constraints on the distribution of the points, facilities for further calculations, and agreement with the actual shape of the object
keywords algorithms, polyhedra, curves, curved surfaces, solids, representation, geometric modeling, data structures
series CADline
last changed 1999/02/12 15:07

_id a6f1
authors Bridges, A.H.
year 1986
title Any Progress in Systematic Design?
source Computer-Aided Architectural Design Futures [CAAD Futures Conference Proceedings / ISBN 0-408-05300-3] Delft (The Netherlands), 18-19 September 1985, pp. 5-15
summary In order to discuss this question it is necessary to reflect awhile on design methods in general. The usual categorization discusses 'generations' of design methods, but Levy (1981) proposes an alternative approach. He identifies five paradigm shifts during the course of the twentieth century which have influenced design methods debate. The first paradigm shift was achieved by 1920, when concern with industrial arts could be seen to have replaced concern with craftsmanship. The second shift, occurring in the early 1930s, resulted in the conception of a design profession. The third happened in the 1950s, when the design methods debate emerged; the fourth took place around 1970 and saw the establishment of 'design research'. Now, in the 1980s, we are going through the fifth paradigm shift, associated with the adoption of a holistic approach to design theory and with the emergence of the concept of design ideology. A major point in Levy's paper was the observation that most of these paradigm shifts were associated with radical social reforms or political upheavals. For instance, we may associate concern about public participation with the 1970s shift and the possible use (or misuse) of knowledge, information and power with the 1980s shift. What has emerged, however, from the work of colleagues engaged since the 1970s in attempting to underpin the practice of design with a coherent body of design theory is increasing evidence of the fundamental nature of a person's engagement with the design activity. This includes evidence of the existence of two distinctive modes of thought, one of which can be described as cognitive modelling and the other which can be described as rational thinking. Cognitive modelling is imagining, seeing in the mind's eye. Rational thinking is linguistic thinking, engaging in a form of internal debate. Cognitive modelling is externalized through action, and through the construction of external representations, especially drawings. Rational thinking is externalized through verbal language and, more formally, through mathematical and scientific notations. Cognitive modelling is analogic, presentational, holistic, integrative and based upon pattern recognition and pattern manipulation. Rational thinking is digital, sequential, analytical, explicatory and based upon categorization and logical inference. There is some relationship between the evidence for two distinctive modes of thought and the evidence of specialization in cerebral hemispheres (Cross, 1984). Design methods have tended to focus upon the rational aspects of design and have, therefore, neglected the cognitive aspects. By recognizing that there are peculiar 'designerly' ways of thinking combining both types of thought process used to perceive, construct and comprehend design representations mentally and then transform them into an external manifestation current work in design theory is promising at last to have some relevance to design practice.
series CAAD Futures
email
last changed 2003/11/21 15:16

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