CumInCAD is a Cumulative Index about publications in Computer Aided Architectural Design
supported by the sibling associations ACADIA, CAADRIA, eCAADe, SIGraDi, ASCAAD and CAAD futures

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Hits 1 to 20 of 4509

_id eb5f
authors Al-Sallal, Khaled A. and Degelman, Larry 0.
year 1994
title A Hypermedia Model for Supporting Energy Design in Buildings
doi https://doi.org/10.52842/conf.acadia.1994.039
source Reconnecting [ACADIA Conference Proceedings / ISBN 1-880250-03-9] Washington University (Saint Louis / USA) 1994, pp. 39-49
summary Several studies have discussed the limitations of the available CAAD tools and have proposed solutions [Brown and Novitski 1987, Brown 1990, Degelman and Kim 1988, Schuman et al 1988]. The lack of integration between the different tasks that these programs address and the design process is a major problem. Schuman et al [1988] argued that in architectural design many issues must be considered simultaneously before the synthesis of a final product can take place. Studies by Brown and Novitski [1987] and Brown [1990] discussed the difficulties involved with integrating technical considerations in the creative architectural process. One aspect of the problem is the neglect of technical factors during the initial phase of the design that, as the authors argued, results from changing the work environment and the laborious nature of the design process. Many of the current programs require the user to input a great deal of numerical values that are needed for the energy analysis. Although there are some programs that attempt to assist the user by setting default values, these programs distract the user with their extensive arrays of data. The appropriate design tool is the one that helps the user to easily view the principal components of the building design and specify their behaviors and interactions. Data abstraction and information parsimony are the key concepts in developing a successful design tool. Three different approaches for developing an appropriate CAAD tool were found in the literature. Although there are several similarities among them, each is unique in solving certain aspects of the problem. Brown and Novitski [1987] emphasize the learning factor of the tool as well as its highly graphical user interface. Degelman and Kim [1988] emphasize knowledge acquisition and the provision of simulation modules. The Windows and Daylighting Group of Lawrence Berkeley Laboratory (LBL) emphasizes the dynamic structuring of information, the intelligent linking of data, the integrity of the different issues of design and the design process, and the extensive use of images [Schuman et al 19881, these attributes incidentally define the word hypermedia. The LBL model, which uses hypermedia, seems to be the more promising direction for this type of research. However, there is still a need to establish a new model that integrates all aspects of the problem. The areas in which the present research departs from the LBL model can be listed as follows: it acknowledges the necessity of regarding the user as the center of the CAAD tool design, it develops a model that is based on one of the high level theories of human-computer interaction, and it develops a prototype tool that conforms to the model.

series ACADIA
email
last changed 2022/06/07 07:54

_id diss_kuo
id diss_kuo
authors Kuo, C.J.
year 1999
title Unsupervised Dynamic Concurrent Computer-Aided Design Assistant
source Los Angeles: UCLA
summary The increasing capability of computer-aided architectural design systems has strengthened the role that the computer plays in the workplace. Due to the complexity of developing new techniques and research, these systems are undertaken mostly by scientists and engineers without significant architectural input (Willey, 1991). The design concept of these systems may be based on a well-defined and well-understood process, which is not yet realized in architectural design (Galle, 1994). The output of such research may not be easily adapted into the design process. Most of the techniques assume a complete understanding of the design space (Gero and Maher, 1987) (Willey, 1991). The description or construction of the design space is always time and space consuming, and the result can never be complete due to the ever-changing nature of architectural design. This research intends to initiate a solution for the above problems. The proposed system is an unsupervised-dynamic-concurrent-computer-aided-design assistant. The “unsupervised” means the learning process is not supervised by the user because it is against the designer's nature to “think-aloud” in the design studio and it also increases the work load. It is dynamic because the size of the knowledge base is constantly changing. Concurrent means that there are multiple procedures active simultaneously. This research focuses on learning the operational knowledge from an individual designer and reapplying it in future designs. A computer system for this experiment is constructed. It is capable of The preliminary result shows a positive feedback from test subjects. The purpose of this research is to suggest a potent computational frame within which future developments may flourish.
series thesis:PhD
last changed 2003/11/28 07:37

_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 d9bf
authors Goodchild, N.F., Steyaert, L.T., Parks, B.O., Johnson, C., Maidment, D., Crane, M. and Glendinning, S. (Eds.)
year 1996
title GIS and Environmental Modeling: Progress and Research Issues
source Fort Collins, CO: GIS World Books, pp.451-454
summary GIS and Environmental Modeling: Progress and Research Issues Michael F. Goodchild, Louis T. Steyaert, Bradley O. Parks, Carol Johnston, David Maidment, Michael Crane, and Sandi Glendinning, Editors With growing pressure on natural resources and landscapes there is an increasing need to predict the consequences of any changes to the environment. Modelling plays an important role in this by helping our understanding of the environment and by forecasting likely impacts. In recent years moves have been made to link models to Geographical Information Systems to provide a means of analysing changes over an area as well as over time. GIS and Environmental Modeling explores the progress made to date in integrating these two software systems. Approaches to the subject are made from theoretical, technical as well as data stand points. The existing capabilities of current systems are described along with important issues of data availability, accuracy and error. Various case studies illustrate this and highlight the common concepts and issues that exist between researchers in different environmental fields. The future needs and prospects for integrating GIS and environmental models are also explored with developments in both data handling and modelling discussed. The book brings together the knowledge and experience of over 100 researchers from academic, commercial and government backgrounds who work in a wide range of disciplines. The themes followed in the text provide a fund of knowledge and guidance for those involved in environmental modelling and GIS. The book is easily accessible for readers with a basic GIS knowledge and the ideas and results of the research are clearly illustrated with both colour and black and white graphics.
series other
last changed 2003/04/23 15:14

_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 acadia15_431
id acadia15_431
authors Winn; Kelly
year 2015
title Transient Thermal Exchange and Developmental Form for Tactile Surfaces
doi https://doi.org/10.52842/conf.acadia.2015.431
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. 431-441
summary The idea of an emergent or generative form based on repeating rules of development borrowed from the field of developmental biology has provided fertile ground for inspiration for architectural theory and computational design. With simple constraints developed iteratively, complex geometry and form generation can be distilled down to a list of developmental rules or functions in order to deterministically generate form. The ideas and illustrations of naturalists on organic form and developmental biology leading back to the turn of the 20th c., such as the work of D'arcy Wentworth Thompson and Ernst Haeckel, have inspired architects from Louis Sullivan all the way to contemporary generative design. This study revisits this design tradition of biomimetic geometries based on deterministic rules for the iterative development of forms based on biological analogs and models for growth. A series of semi-regular compound patterns were developed using parametric modeling and iterative rules. These geometries were then applied to surface topologies as a decorative tactile embellishment resulting in complex thermodynamic conditions. A series of physical prototypes where then developed with different high-relief patterns and pattern densities. Positive prototype geometries were then produced using stereolithography for casting plaster molds for the production molding of finished ceramic pieces for thermal analysis using digital thermography. By studying the performance of these complex geometries as physical prototypes under controlled experimentation, high-relief surfaces and the resulting thermodynamic conditions can be understood not just qualitative experience, but also quantitatively through measured performance metrics and innovative tools for analytical analysis.
keywords Tactile surfaces, developmental biology, biomimicry, l-systems, ceramic materials, heat transfer, thermography, ergonomics
series ACADIA
type normal paper
email
last changed 2022/06/07 07:57

_id c078
authors Allegra, M, Fulantelli, G. and Mangiarotti, G.
year 1995
title A New Methodology to Develop Hypermedia Systems for Architecture History
doi https://doi.org/10.52842/conf.ecaade.1995.043
source Multimedia and Architectural Disciplines [Proceedings of the 13th European Conference on Education in Computer Aided Architectural Design in Europe / ISBN 0-9523687-1-4] Palermo (Italy) 16-18 November 1995, pp. 43-52
summary This paper illustrates a research project concerning the analysis of architectural works through a comparative study based on hypermedia tools; by exploring the hypermedia, users can find the main subjects relative to the "method " of architectural planning. The use of multimedia in architecture allows the integration in a single system of different types of information which are necessary for the description of a work. texts, designs, photos and sounds. In addition, the hypertext information structure allows the direct intervention on analyzed projects, by pointing out the more important themes and their relationships. Users have the opportunity to immerse themselves in hypermedia and choose the subject to navigate through on each occasion. Our research project aims at developing a prototype concerning two architects. I.L.Kahn and F.L. Wright. The development methodology is based on the key role played by the components of architectonic works, thus allowing users to compare them in a simple and correct way. The methodology used in this work can be extended to other architects or periods, by simply changing the possibility of navigation, i.e. by changing the reading keys.

series eCAADe
more http://dpce.ing.unipa.it/Webshare/Wwwroot/ecaade95/Pag_6.htm
last changed 2022/06/07 07:54

_id sigradi2023_393
id sigradi2023_393
authors Bustos Lopez, Gabriela, Hernandez, Patricia, Aguirre, Erwin and Landenberg, Raquel
year 2023
title Experiential Point: Home automation, UX and XR integration for a collaborative strategy
source García Amen, F, Goni Fitipaldo, A L and Armagno Gentile, Á (eds.), Accelerated Landscapes - Proceedings of the XXVII International Conference of the Ibero-American Society of Digital Graphics (SIGraDi 2023), Punta del Este, Maldonado, Uruguay, 29 November - 1 December 2023, pp. 1133–1144
summary This paper aims to show an academic experiment with the verification of spatial use through user experience and collaborative virtual simulation of an urban microarchitecture: Experiential Point. An immersive and interdisciplinary experience is proposed with sixty-five students in the career of Architecture and Industrial Design, organizing them in teams to complete a proposal of an Urban Microarchitecture in seven weeks. Through a collaborative design agreement with international companies and universities, this work combines a strategy focused on user experience and extended reality as a resource within a hybrid design automation workshop. The design problem focuses on urban equipment with an emphasis on social aspects and the citizen needs. With the results of the "Experiential Point" an interactive and collaborative design strategy is generated implementing the ecology of knowledge using all the senses of the student and the user to experience the spatial quality and efficiency of the proposal.
keywords Inmotic microarchitecture, User experience, Extended reality, Collaborative design, Knowledge ecology.
series SIGraDi
email
last changed 2024/03/08 14:08

_id cf_2003_000
id cf_2003_000
authors Chiu, M.-L., Tsou, J.-Y., Kvan, Th., Morozumi, M. and Jeng, T.-S. (Eds.)
year 2003
title Digital Design - Research and Practice
source Proceedings of the 10th International Conference on Computer Aided Architectural Design Futures / ISBN 1-4020-1210-1 / Tainan (Taiwan) 13–15 October 2003, 464 p.
summary The use of computers in the design of the built environment has reached a watershed. From peripheral devices in the design process, they have in recent years come to take centre stage. An illustration is immediately at hand. Just as the entries to the competition for the Chicago Tribune Tower in 1922 defined the state-of-the-art at the beginning of the twentieth century, we have a similar marker at the end of the century, the competition in 2002 to replace the World Trade Centre towers in Lower Manhattan offered us a range of architectural solutions that exemplified the state-of-the-art eighty years later, setting forth not only architectural statements but also illustrating clearly the importance of computers in the design of the built environment. In these entries of 2002, we can see that computers have not only become essential to the communication of design but in the investigation and generation of structure, form and composition. The papers in this book are the current state-of-the-art in computer-aided design as it stands in 2003. It is the tenth in a series sponsored by the CAAD Futures Foundation, compiled from papers presented at the biennial CAAD Futures Conferences. As a series, the publications have charted the steady progress in developing the theoretical and practical foundations for applications in design practice. This volume continues in that tradition; thus, this book is entitled Digital Design: Research and Practice. The papers are grouped into three major categories, reflecting thrusts of research and practice, namely: Data and information: its organisation, handling and access, including agents; Virtual worlds: their creation, application and interfaces; and Analysis and creation of form and fabric. The editors received 121 abstracts after the initial call for contributions. From these, 61 abstracts were selected for development into complete papers for further review. From these submissions, 39 papers were chosen for inclusion in this publication. These papers show that the field has evolved from theoretical and development concerns to questions of practice in the decade during which this conference has showcased leading work. Questions of theoretical nature remain as the boundaries of our field expand. As design projects have grasped the potentials of computer-aided design, so have they challenged the capabilities of the tools. Papers here address questions in geometric representation and manipulation (Chiu and Chiu; Kocaturk, Veltkamp and Tuncer), topics that may have been considered to be solved. As design practice becomes increasingly knowledge based, better ways of managing, manipulating and accessing the complex wealth of design information becomes more pressing, demanding continuing research in issues such as modelling (Yang; Wang; Zreik et al), data retrieval and querying (Hwang and Choi; Stouffs and Cumming; Zreik, Stouffs, Tuncer, Ozsariyildiz and Beheshti), new modes of perceiving data (Segers; Tan). Tools are needed to manage, mine and create information for creative work, such as agents (Liew and Gero; Smith; Caneparo and Robiglio; Ding et al) or to support design processes (Smith; Chase). Systems for the support and development of designs continue (Gero; Achten and Jessurun). As progress is made on some fronts, such as user interfaces, attention is again turned to previously research areas such as lighting (Jung, Gross and Do; Ng et al; Wittkopf; Chevier; Glaser, Do and Tai) or services (Garcia; Chen and Lin). In recent years the growth of connectivity has led to a rapid growth in collaborative experience and understanding of the opportunities and issues continues to mature (Jabi; Dave; Zamenopoulos and Alexiou). Increasing interest is given to implications in practice and education (Dave; Oxman; Caneparo, Grassi and Giretti). Topics new to this conference are in the area of design to production or manufacture (Fischer, Burry and Frazer; Shih). Three additional invited papers (Rekimoto; Liu; Kalay) provide clear indication that there is still room to develop new spatial concepts and computer augmented environments for design. In conclusion, we note that these papers represent a good record of the current state of the evolving research in the field of digital design.
series CAAD Futures
email
more http://www.caadfutures.arch.tue.nl/
last changed 2003/09/22 12:21

_id ga0012
id ga0012
authors Galanter, Philip
year 2000
title GA2: a Programming Environment for Abstract Generative Fine Art
source International Conference on Generative Art
summary Fine artists looking to use computers to create generative works, especially those artists inclined towards abstraction, often face an uncomfortable choice in the selection of software tools. On the one hand there are a number of commercial and shareware programs available which implement a few techniques in an easy to use GUI environment. Unfortunately such programs often impose a certain look or style and are not terribly versatile or expressive. The other choice seems to be writing code from scratch, in a language such as c or Java. This can be very time consuming as every new work seems to demand a new program, and the artist's ability to write code can seldom keep pace with his ability to imagine new visual ideas. This paper describes a software system created by the author called GA2 which has been implemented in the Matlab software environment. By layering GA2 over Matlab the artist can take advantage of a very mature programming environment which includes extensive mathematical libraries, simple graphics routines, GUI construction tools, built-in help facilities, and command line, batch mode, and GUI modes of interaction. In addition, GA2 is very portable and can run on Macintosh, Windows, and Unix systems with almost no incremental effort for multi-platform support. GA2 is a work in progress and an extension of the completed GA1 environment. It is medium independent, and can be used for all manner of image, animation, and sound production. GA1 includes a complete set of genetic algorithm operations for breeding families of graphical marks, a database function for managing and recalling various genes, a set of statistical operations for creating various distributions of marks on a canvas or animation frame, a unique Markov-chain-likeoperator for generating families of visually similar lines or paths, and a complete L-system implementation. GA2 extends GA1 by adding more generative techniques such as tiling and symmetry operations, Thom's cusp catastrophe, and mechanisms inspired by complexity science notions such as cellular automata, fractals, artificial life, and chaos. All of these techniques are encapulated in genetic representations. This paper is supplemented with examples from the authors art work, and comments on the philosophy behind this method of working, and its relation towards the reinvigoration of abstraction after post-modernism.  
series other
email
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id 561c
authors Martínez, A.C., Vigo, L., Aljadeff, C., Brigante, A., Asín, R., Buaca, C. and Rubbo, S.
year 2001
title INCORPORACIÓN DE MEDIOS DIGITALES A LA ENSEÑANZA DE UN TALLER DE PROYECTO TRADICIONAL (Incorporation of Digital Media in the Teaching of a Traditional Design Studio)
source SIGraDi biobio2001 - [Proceedings of the 5th Iberoamerican Congress of Digital Graphics / ISBN 956-7813-12-4] Concepcion (Chile) 21-23 november 2001, pp. 176-178
summary This is a research project in progress sponsored by the Universidad de Belgrano; it is to be completed by the end of 2001. The work comprises the observation of design processes done by students using manual and digital means following the same phases (study of the context and program, parti alternatives, fixation of a general scheme, formal and material development). Each of these phases is tackled by students according to their preferences, availability of equipment and degree of training in the use of digital media. An evident drawback for students is that the possiblities of testing design alternatives are reduced because of low expertise in representation. It is our intention to develop know-how about the use of this mixture of media in the most appropriate way for a design assignment, like the one we have for the use of graphic representations, study models, etc. We should be able to describe in detail the relations between traditional and digital representation considering both as means for reaching a more complete knowledge of the object we are designing. Thus we can evaluate the possibilities of articulation between both systems and the best way to exploit these relations for didactical ends.
series SIGRADI
email
last changed 2016/03/10 09:55

_id sigradi2007_af24
id sigradi2007_af24
authors Monedero, Javier
year 2007
title Architectural eLearning: An inquiry into the fuzzy boundaries that separate education and instruction [Architectural eLearning. Una indagación sobre los límites borrosos que separan la educación y la instrucción]
source SIGraDi 2007 - [Proceedings of the 11th Iberoamerican Congress of Digital Graphics] México D.F. - México 23-25 October 2007, pp. 155-158
summary This communication is based on the development of a new subject to be imparted in collaboration with three Departments (Visual Communication, Projects and Construction) at the School of Architecture of Barcelona. It is a work that has been financed with a special grant from our university, aimed at the development of new teaching modalities and, in particular, of those that would develop the use of new technologies, collaboration among university departments and eLearning. The aim of the communication is twofold. First, to present some results that we consider valuable in themselves, as much for the techniques as for the methodology that we have used. Second, to propitiate a debate on the new situation that the teaching of architecture is moving to, due to the advance of a series of instruction methods where the methodological organization, the storing of informative material and the preparation of autonomous interactive systems, open more and more effective roads of learning but that, at the same time, point towards a new educational structure that fits badly within the traditional structures in which we have still to work daily. Regarding the first point, the main aspects to highlight are: a) the development of a selflearning system by means of a very complete series of tutorials that allow a gradual acquisition, depending on the necessities or interests of each student, of geometric modeling, parametric design, visual simulation and interactive animation techniques, b) the development of a system of general information supply and on line comments and corrections. Regarding the second point, a provisional theoretical framework has been elaborated based on the consideration of the ubiquitous visual communication media as misleading mediators of a personal relationship. This theoretical frame has been tested by a few experiences carried out with the collaboration of students implied in the project. The general conclusion is that both challenges must be faced at the same time: new educational technologies must be analysed and integrated in our curricula and a new theoretical framework, able to clarify the difference between instruction and education, must be developed in parallel with those technologies.
keywords Architecture; eLearning; Visual Communication
series SIGRADI
email
last changed 2016/03/10 09:55

_id 0a09
authors Akin, O., Dave, B. and Pithavadian, S.
year 1987
title Problem Structuring in Architectural Design
source February, 1987. [4], 15 p. : ill. includes bibliography
summary The purpose of this research is to describe in operational terms the process of problem structuring while solving spatial problems in architectural design. The designer's behavior is described in terms of problem structuring, when problem parameters are established or transformed, and in terms of problem solving when these parameters are satisfied in a design solution. As opposed to problem solving, the structuring of problems is an under-studied but crucial aspect of complex tasks such as design. This work is based on observations derived from verbal protocol studies. To consider various levels of skill, the research subjects range from professional architects to novice designers. Subjects are given space planning problems which require them to develop solutions in accordance with individually established constraints and criteria, the majority of which are not explicit stated in the problem description. Based on the results of the protocol analysis, a framework is developed which explains how information processing characteristics, problem structure and different levels of expertise interact to influence the designer behavior
keywords architecture, design process, problem solving, protocol analysis, problem definition
series CADline
email
last changed 2003/05/17 10:09

_id sigradi2013_234
id sigradi2013_234
authors Alencar, Viviane; Gabriela Celani
year 2013
title The Art of Computer Graphics Programming: Translating Pioneer Programs
source SIGraDi 2013 [Proceedings of the 17th Conference of the Iberoamerican Society of Digital Graphics - ISBN: 978-956-7051-86-1] Chile - Valparaíso 20 - 22 November 2013, pp. 500 - 504
summary Considering the importance of the use of programming languages for teaching computational design to architects, this paper proposes the translation of computer programs from a pioneer work in this field into a more contemporary programming language. The book The Art of Computer Graphics Programming: A Structured Introduction for Architects and Designers was published in 1987 by William J. Mitchell, Robin Ligget and Thomas Kvan, and remains an important reference for architects. The original Pascal codes in the book were translated into Processing, and made available through an Internet website, along with images and comments, in order to give late Prof. Mitchell’s work the consideration it deserves.
keywords Processing; Pascal; Computer graphics
series SIGRADI
email
last changed 2016/03/10 09:47

_id 4d3b
authors Archea, John
year 1987
title Puzzle-Making : What Architects Do When No One is Looking
source New York: Wiley-Interscience, 1987. pp. 37-52. includes bibliography
summary The thesis of this paper is that architects work in a manner that is antithetical to problem-solving because they cannot explicate desired effects prior to their realization through the design process. In an attempt to clarify architecture's uncommon mode of action the author suggests that instead of specifying what they are trying to accomplish prior to their attempts to accomplish it as problem-solver do, architects treat design as a search for the most appropriate effects that can be attained in a unique context. They seek sets of combinatorial rules that will result in an internally consistent fit between a kit of parts and the effects that are achieved when those parts are assembled in a certain way
keywords puzzle making, problem solving, architecture, design process
series CADline
last changed 1999/02/12 15:07

_id 8eb4
authors Athithan, G. and Patnaik, L.M.
year 1987
title Geometric Searching In Extended CSG Models : Application to Solid Modeling and Viewing
source February, 1987. 30 p. : ill
summary In this paper, the CSG representation scheme is augmented with the 'cartesian product.' The sweep method of generating solids is encompassed by this 'Extended CSG' formalism. The point inclusion problem encountered in the area of geometric searching in computational geometry is discussed in the context to solid models represented by 'extended CSG.' A simple algorithm to solve it that has a time complexity O(n), where n is the number of primitives, is presented. Allowing for preprocessing and extra storage, a second efficient algorithm, having a time complexity O(log n), is developed. The relevance of point inclusion problem in solid modelling techniques is indicated. An extended CSG based solid modeling method is proposed. A solution to the problem of hidden line removal, that uses the faster algorithm for the point inclusion problem, is also presented in the paper
keywords point inclusion, computational geometry, data structures, solid modeling, CSG, computer graphics, hidden lines
series CADline
last changed 2003/06/02 14:41

_id cf2011_p170
id cf2011_p170
authors Barros, Mário; Duarte José, Chaparro Bruno
year 2011
title Thonet Chairs Design Grammar: a Step Towards the Mass Customization of Furniture
source Computer Aided Architectural Design Futures 2011 [Proceedings of the 14th International Conference on Computer Aided Architectural Design Futures / ISBN 9782874561429] Liege (Belgium) 4-8 July 2011, pp. 181-200.
summary The paper presents the first phase of research currently under development that is focused on encoding Thonet design style into a generative design system using a shape grammar. The ultimate goal of the work is the design and production of customizable chairs using computer assisted tools, establishing a feasible practical model of the paradigm of mass customization (Davis, 1987). The current research step encompasses the following three steps: (1) codification of the rules describing Thonet design style into a shape grammar; (2) implementing the grammar into a computer tool as parametric design; and (3) rapid prototyping of customized chair designs within the style. Future phases will address the transformation of the Thonet’s grammar to create a new style and the production of real chair designs in this style using computer aided manufacturing. Beginning in the 1830’s, Austrian furniture designer Michael Thonet began experimenting with forming steam beech, in order to produce lighter furniture using fewer components, when compared with the standards of the time. Using the same construction principles and standardized elements, Thonet produced different chairs designs with a strong formal resemblance, creating his own design language. The kit assembly principle, the reduced number of elements, industrial efficiency, and the modular approach to furniture design as a system of interchangeable elements that may be used to assemble different objects enable him to become a pioneer of mass production (Noblet, 1993). The most paradigmatic example of the described vision of furniture design is the chair No. 14 produced in 1858, composed of six structural elements. Due to its simplicity, lightness, ability to be stored in flat and cubic packaging for individual of collective transportation, respectively, No. 14 became one of the most sold chairs worldwide, and it is still in production nowadays. Iconic examples of mass production are formally studied to provide insights to mass customization studies. The study of the shape grammar for the generation of Thonet chairs aimed to ensure rules that would make possible the reproduction of the selected corpus, as well as allow for the generation of new chairs within the developed grammar. Due to the wide variety of Thonet chairs, six chairs were randomly chosen to infer the grammar and then this was fine tuned by checking whether it could account for the generation of other designs not in the original corpus. Shape grammars (Stiny and Gips, 1972) have been used with sucesss both in the analysis as in the synthesis of designs at different scales, from product design to building and urban design. In particular, the use of shape grammars has been efficient in the characterization of objects’ styles and in the generation of new designs within the analyzed style, and it makes design rules amenable to computers implementation (Duarte, 2005). The literature includes one other example of a grammar for chair design by Knight (1980). In the second step of the current research phase, the outlined shape grammar was implemented into a computer program, to assist the designer in conceiving and producing customized chairs using a digital design process. This implementation was developed in Catia by converting the grammar into an equivalent parametric design model. In the third phase, physical models of existing and new chair designs were produced using rapid prototyping. The paper describes the grammar, its computer implementation as a parametric model, and the rapid prototyping of physical models. The generative potential of the proposed digital process is discussed in the context of enabling the mass customization of furniture. The role of the furniture designer in the new paradigm and ideas for further work also are discussed.
keywords Thonet; furniture design; chair; digital design process; parametric design; shape grammar
series CAAD Futures
email
last changed 2012/02/11 19:21

_id 696c
authors Beheshti, M. and Monroy, M.
year 1988
title Requirements for Developing an Information System for Architecture
source CAAD futures ‘87 [Conference Proceedings / ISBN 0-444-42916-6] Eindhoven (The Netherlands), 20-22 May 1987, pp. 149-170
summary This paper discusses possibilities of developing new tools for architectural design. It argues that architects should meet the challenge of information technology and computer-based design techniques. One such attempt has been the first phase of the development of an architectural design information system (ADIS), also an architectural design decision support system. The system should benefit from the developments of the artificial intelligence to enable the architect to have access to information required to carry out design work. In other words: the system functions as a huge on-line electronic library of architecture, containing up-to-date architectural design information, literature, documents, etc. At the same time, the system offers necessary design aids such as computer programs for design process, drawing programs, evaluation programs, cost calculation programs, etc. The system also provides data communication between the architect and members of the design coalition team. This is found to be of vital importance in the architectural design process, because it can enable the architect to fit in changes, brought about in the project by different parties. Furthermore, they will be able, to oversee promptly the consequences of changes or decisions in a comprehensive manner. The system will offer advantages over the more commonly applied microcomputer based CAAD and IGDM (integrated graphics database management) systems, or even larger systems available to an architect. Computer programs as well as hardware change rapidly and become obsolete. Therefore, unrelenting investment pressure to up-date both software and hardware exists. The financial burden of this is heavy, in particular for smaller architectural practices (for instance an architect working for himself or herself and usually with few or no permanent staff). ADIS, as an on-line architectural design aid, is constantly up-dated by its own organisation. This task will be co-ordinated by the ADIS data- base administrator (DBA). The processing possibilities of the system are faster, therefore more complex processing tasks can be handled. Complicated large graphic data files, can be easily retrieved and manipulated by ADIS, a large system. In addition, the cost of an on-line system will be much less than any other system. The system is based on one model of the architectural design process, but will eventually contain a variety of design models, as it develops. The development of the system will be an evolutionary process, making use of its users' feed-back system. ADIS is seen as a step towards full automation of architectural design practices. Apart from being an architectural design support system, ADIS will assist the architect in his/her administrative and organisational activities.
series CAAD Futures
last changed 2003/11/21 15:16

_id ea89
authors Brown, John L.
year 1987
title Integrating Computers into the Design Studio - A Critical Evaluation
doi https://doi.org/10.52842/conf.acadia.1987.029
source Integrating Computers into the Architectural Curriculum [ACADIA Conference Proceedings] Raleigh (North Carolina / USA) 1987, pp. 29-38
summary This paper presents a critical evaluation of two years of experience in using computer aided design as the primary graphic tool in an architectural design studio. In addition to significant benefits being realized, it was found that in a number of circumstances the graphic tool seemed to place unnecessary or inappropriate constraints on the designer. A critical examination of this tendency revealed that there may be a discrepancy between the theoretical framework in which computer aided design systems are developed and used, and the conceptual framework of contemporary architectural thought. These issues arising from the studio experience, are discussed and placed within the context of current theoretical concerns in architecture.

series ACADIA
email
last changed 2022/06/07 07:54

_id b915
authors Carpenter, L., Catmull, E. and Cook, R.L.
year 1987
title The REYES image rendering architecture
source Computer Graphics, 21 4, 95-102
summary In 1987, Robert Cook, Loren Carpenter, and Edwin Catmull released an article about the Reyes (Renders Everything You Ever Saw) image rendering pipeline [1]. This pipeline formed the basis for PRMan (Photo-realistic RenderMan), Pixar's ground-breaking image renderer. The basic Reyes pipeline proceeds in several steps: For each primitive in the scene: 1. Transform to Camera-Space 2. Bound - Eye-space bound of the primitive that will help cull primitives that are outside of the viewing area. 3. Split - A primitive can split itself into one or more smaller primitives. This will help to reduce the total number of polygons when the primitive gets diced. It will also allow parts of a primitive to be culled. 4. Dice - Convert the primitive into a grid of micropolygons. Each micropolygon is about the size of half of a pixel. 5. Shade - Perform lighting and shading calculations on each vertex in the micropolygon grid. 6. Draw - Scan convert and perform z-buffer calculations on the micropolygons of each primitive.
series journal paper
last changed 2003/04/23 15:14

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