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 8a38
authors Rasdorf, William J. and Parks, Linda M.
year 1987
title Natural Language Prototypes for Analyzing Design Standards
source Southampton, U.K: Computational Mechanics Publications, 1987. pp. 147-160
summary CADLINE has abstract only. This paper addresses the use of natural language processing for acquiring, processing, and representing knowledge from design standards. A standard is a set of provisions providing principles, models, rules, limits, and particulars that are established by some authority for some purpose. In their textual form as written documents, design standards cannot directly be used in computer-aided design (CAD) systems. This paper demonstrates how standards can be transformed, using natural language processing techniques, from their textual form to alternative representations that more readily lend themselves to use in computer-aided design systems, supporting a variety of design applications. The language being transformed is the Building Officials and Code Administrators Building Code, one set of requirements that govern the design of buildings. Prototype computer subsystems have been developed that transform natural language sentences to case-grammar format and finally to subject-relationship- object triplets. The three prototypes that achieve these transformations are described: a parser, a semantic analyzer, and a query system. During one processing cycle, the system identifies that data items in a provision and the relationships between the data items. It also interacts with the user to add new data items to its knowledge bases, to verify data items found, and to add to its vocabulary. Alternatively, it responds to natural-language questions about the contents of the standard by identifying the relevant provisions within the standards. Processing formal documents requires knowledge about vocabulary, word-order, time, semantics, reference, and discourse. Despite the relative clarity of formal writing as it occurs in standards, the difficulties of implied responsibility, multiple meanings, and implied data items remain. A long-term research program at North Carolina State University has been defined that builds on these prototypes to further investigate knowledge acquisition and representation for standards
keywords design, standards, analysis, AI, natural languages
series CADline
last changed 2003/06/02 13:58

_id 3985
authors Barton, G.E., Berrywick, R.C. and Ristad, E.S.
year 1987
title Computational Complexity and Natural Language
source MIT Press, Cambridge MA
summary Computational Complexity and Natural Language heralds an entirely new way of looking at grammatical systems. It applies the recently developed computer science tool of complexity theory to the study of natural language
series other
last changed 2003/04/23 15:14

_id ed0f
authors Moshe, R. and Shaviv, E.
year 1988
title Natural Language Interface for CAAD System
source CAAD futures ‘87 [Conference Proceedings / ISBN 0-444-42916-6] Eindhoven (The Netherlands), 20-22 May 1987, pp. 137-148
summary This work explores issues involved in the development of a natural interface for man-machine dialogue in architectural design processes. A hand-touch on an interactive surface is suggested as the best natural-language interface for architectural CAD systems. To allow the development of a rich range of hand-touch natural-language for communicating information and commands to the computer, it is proposed to develop a new type of a touch-panel, for which a set of specifications is presented. A conceptual design of an architectural workstation, having the described touch-panel, is presented. This workstation is characterized by the integration of the entire range of control and communication facilities required for any architectural task into a single interactive unit. The conceptual model for this workstation is the standard size drawing board, on which the architect is accustomed to spread documents, drawings, books and tools, shuffle them around and interchange them freely by using the natural-language interface developed in this work. The potential of the suggested hand-touch natural-language and the proposed workstation are demonstrated by a case-study.
series CAAD Futures
email
last changed 2003/05/16 20:58

_id 60f6
authors Shapiro, Stuart C. and Rapaport, William J.
year 1987
title Knowledge Representation for Natural Language Processing
source September, 1987. pp. 56-77. includes bibliography
summary In this paper the authors extend, deepen, and clarify their theory of intentional knowledge representation for natural- language processing, as presented in previous papers and in light of objections raised by others. The essential claim is that tokens in a knowledge-representation system represent only intentions and not extensions. The authors pursue this investigation by building CASSIE, a computer model of a cognitive agent and, to the extent she works, a cognitive agent herself. CASSIE's mind is implemented in the SNePS propositional semantic-network processing system
keywords This paper explicates the relations among nodes, mental tokens,
series CADline
last changed 2003/06/02 13:58

_id cdrf2023_90
id cdrf2023_90
authors Xiaoxu He, Mingyu Sun
year 2023
title Biomimetic Form-Finding Study of Bone Needle Microstructure Based on Sponge Regeneration Behavior
doi https://doi.org/https://doi.org/10.1007/978-981-99-8405-3_8
source Proceedings of the 2023 DigitalFUTURES The 5st International Conference on Computational Design and Robotic Fabrication (CDRF 2023)
summary The concept of “nature-algorithm-structure” refers to a digital design method in architecture that draws inspiration from nature, extracting its mathematical and physical conceptual models to construct structural systems with parameters. This study aims to address the challenge of parametric form-finding in reticular tension structures. By observing the phenomenon of “sponge regeneration”, we further illustrate the generation and optimization of reticular tension structures through the hierarchical structures of “monomer”-“path”-“mesh”. Tensile structural systems are rebound forms, and their analytical models must account for their nonlinear characteristics and the existence of equilibrium self-course. Starting from the growth dynamics of “sponge regeneration behavior”, this paper extracts the logic behind it: sponge monomers combine randomly into partial units under the condition of shredding and discrete, forming a single organism through aggregation. The multi-dimensional bone needle serves as a structural component, enabling multi-axis reorganization, while the multi-directional mesh surface as a morphological component realizes multi-branch reproduction, forming a natural “network tension structure”. This study focuses on the biomimetic form-finding of bone needle microstructure, drawing inspiration from sponge regeneration behavior. By analyzing the growth dynamics of sponge regeneration, we aim to develop a better understanding of the principles behind the formation of bone needle microstructure. This finding provides significant reference for the development of modern structures and promotes the bioshape and optimization of tensile structures.
series cdrf
email
last changed 2024/05/29 14:04

_id ecaade2024_85
id ecaade2024_85
authors Casakin, Hernan; Sopher, Hadas; Anidjar, Or H.; Gero, John S.
year 2024
title A Data-Driven NLP Approach to Analyzing Framing and Reframing in Design Protocols
doi https://doi.org/10.52842/conf.ecaade.2024.2.547
source Kontovourkis, O, Phocas, MC and Wurzer, G (eds.), Data-Driven Intelligence - Proceedings of the 42nd Conference on Education and Research in Computer Aided Architectural Design in Europe (eCAADe 2024), Nicosia, 11-13 September 2024, Volume 2, pp. 547–556
summary This study introduces a novel data-driven approach to quantitatively characterize and measure framing and reframing (F-RF) behaviors during design problem-solving. F-RF are cognitive processes which shape problem understanding and solution development in design. Quantitative measurement methods for F-RF remain largely unexplored. The proposed approach utilizes protocol analysis combined with Natural Language Processing (NLP) algorithms to track the occurrences and re-occurrences of design concepts expressed verbally while designing. Specifically, NLP algorithms are employed to identify F-RF, enabling the systematic tracking of F-RFs and their corresponding semantic values. By calculating the semantic value of concepts and frames, the approach enables determining how a concept and a frame differed from the previous occurrences. A case study of an architect and a student demonstrates this data-driven approach. The proposed methodology holds potential for the development of systems capable of providing real-time feedback to students and professional designers, supporting and enhancing their framing skills during the design process.
keywords Data-driven approach, Natural Language Processing (NLP), Design concept, Design problem-solving, Framing and reframing
series eCAADe
email
last changed 2024/11/17 22:05

_id ecaade2020_214
id ecaade2020_214
authors Chen, Hsien and Hsu, Pei-Hsien
year 2020
title Data Mining as a User-oriented Tool in Participatory Urban Design
doi https://doi.org/10.52842/conf.ecaade.2020.1.011
source Werner, L and Koering, D (eds.), Anthropologic: Architecture and Fabrication in the cognitive age - Proceedings of the 38th eCAADe Conference - Volume 1, TU Berlin, Berlin, Germany, 16-18 September 2020, pp. 11-18
summary In this research, we did the datamining to the POI(point-of-interest) of the city, and shows how Popular times data and NPL(Natural language processing) analysis transformed user data into new tools of participatory design of urban planning. After analyzing and visualizing the popular time data of the city POI, we showed the city users' preferred place to go at different point in time. And this will figured out that at some time, same type of POI has different using condition. Based on above mentioned, we used NPL to analyze user reviews to find out the causes and provide planning suggestions. This method can offer planner a chance to understand the experience of city user at the planning stage. Comparing to the traditional method, fetching data from the social platform could be able to get the daily preference, perspective and emotion of the users, and these data can make the result of participatory urban planning accord with the demand of the users.
keywords Popular times; NLP; Social Media; Urban Design Tool; Smart Cities
series eCAADe
email
last changed 2022/06/07 07:55

_id sigradi2023_375
id sigradi2023_375
authors Consalter Diniz, Maria Luisa, Polverini Boeing, Lais, dos Santos Carvalho, Wendel and Bertola Duarte, Rovenir
year 2023
title Natural Language Processing, Sentiment Analysis, and Urban Studies: A Systematic Review
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. 1761–1772
summary This paper discusses the potential of using data from social media and location data platforms to create cartographies that enhance our understanding of urban dynamics. Natural Language Processing (NLP) and sentiment analysis are highlighted as essential tools for comprehending and categorizing this data. The study conducted a systematic review of NLP and sentiment analysis applications in urban studies, covering 27 peer-reviewed journals and conference papers published between 2018 and 2023. The research classified applications into six categories: urban livability, governance and management, user and landscape perception, land use and zoning, public health, and transportation and mobility. Most studies primarily relied on data from social media platforms like Twitter and location data sources such as Google Maps and Trip Advisor. Challenges include dealing with irrelevant or misleading information in publicly available data and limited accuracy when analyzing sentiments of non-English-speaking populations.
keywords Natural language processing, Sentiment analysis, Urban studies, Digital cartographies, Systematic review.
series SIGraDi
email
last changed 2024/03/08 14:09

_id ecaade2024_297
id ecaade2024_297
authors Massafra, Angelo; Coraglia, Ugo Maria; Predari, Giorgia; Gulli, Riccardo
year 2024
title Building Information Model Analysis Through Large Language Models and Knowledge Graphs
doi https://doi.org/10.52842/conf.ecaade.2024.1.685
source Kontovourkis, O, Phocas, MC and Wurzer, G (eds.), Data-Driven Intelligence - Proceedings of the 42nd Conference on Education and Research in Computer Aided Architectural Design in Europe (eCAADe 2024), Nicosia, 11-13 September 2024, Volume 1, pp. 685–694
summary The advent of Large Language Models (LLMs) seems to mark a break between past and present in the methods of structuring knowledge, making it possible today to transfer this capability to machines even in a sector like AECO, always been information-intensive but resistant to technological transition. In terms of knowledge, the most established paradigm has been Building Information Modelling (BIM), with IFC functioning as the main schema for standardizing the industry's information. Added to this are knowledge graphs that, emerging with semantic web technologies, allow storing knowledge in structures consisting of nodes and edges with semantic meanings. Nevertheless, a barrier to the widespread adoption of BIM is its accessibility. Querying BIM models is often limited for stakeholders without digital skills, who may struggle to access the vast amount of information stored in these complex informative models. In an attempt to outline one of the possible uses of LLMs in BIM, this research proposes a method for querying BIM models through textual prompts aimed at analyzing a selected case study. In the workflow, a BIM model is first realized. Then, data is integrated into a knowledge graph. Next, ChatGPT's LLMs are used to activate query functions for the analysis of the graph. The results of the queries are displayed in a user-friendly graphical user interface. The study's outcomes offer insights for researchers and industry professionals, highlighting emerging research potentials for LLMs in the field.
keywords Building Information Modeling, Large Language Models, Natural Language Processing, Knowledge Graphs
series eCAADe
email
last changed 2024/11/17 22:05

_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 b9d1
authors Barlas, Adnan
year 1987
title STAGED BUILDING IN HIGH RISE HOUSING
source Proceedings of the 1st European Full-Scale Workshop Conference / ISBN 87-88373-20-7 / Copenhagen (Denmark) 15-16 January 1987, pp. 53-56
summary Since 1950s Turkey is experiencing a high rate of urbanization as a result of the inflow of Iarge number of rural immigrants to the urban areas, in addition to the natural urban population growth. This high level of urbanization gave rise to various burdens and problems within the urban areas. One of these problems.and the most important,is seen in the housing sector. The increasing level of housing need of the urban society could not be met by, the available urban housing a stock. Thus, there emerged a different type of production at the fringes of the urban areas, which is called as "squatter"; being completely unauthorized. In addition to the rapid urbanization -he general deficiencies in the Turkish economy have also effected the urban case. The rents and the prices of the dwelling units in the authorized stock increased to such level that, a great portion of the urban households with low and lower middle incomes could not afford to buy or rent a dwelling unit from the authorized stock. The situation is still the same now.
keywords Full-scale Modeling, Model Simulation, Real Environments
series other
type normal paper
more http://info.tuwien.ac.at/efa
last changed 2004/05/04 15:07

_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 a1f8
authors Bijl, Aart
year 1987
title Making Drawings Talk : Pictures in Minds and Machines
source Eurographics '87. August, 1987. 16 p. : ill. includes bibliography
summary Interactions between human minds and machine systems is discussed, drawing on experience of CAD and focusing on modes of expression. Free forms of text and drawings pose deep questions when interpretations have to be 'meaningful' to different knowledge representations - especially in loosely defined application fields
keywords What should we expect from technology? CAD, knowledge, representation, architecture, natural languages, semantic networks, user interface
series CADline
last changed 1999/02/12 15:07

_id 21d1
authors Blinn, James F.
year 1987
title How Many Ways Can You Draw a Circle?
source IEEE Computer Graphics and Applications. August, 1987. vol. 7: pp. 39-65
summary This is a first in a series of columns on computer graphics. In this column the author discusses the different algorithms one can find for drawing circles. The algorithms collection can be categorized by the two types of output: line endpoints or pixel coordinates. This comes from the general dichotomy of curve representation - parametric vs. algebraic. The language used is a mishmash of several programming constructs
keywords drafting, circles, algorithms, programming, techniques
series CADline
last changed 2003/06/02 13:58

_id eeea
authors Boehm, Barry W.
year 1987
title Improving Software Productivity
source IEEE Computer. September, 1987. vol. 20: pp. 43-47 : ill. graphs, tables. includes bibliography
summary This article discusses avenues of improving productivity for both custom and mass-produced software. Some of the topics covered are: The importance of improving software productivity, measuring software productivity, analyzing software productivity, improving and indicating trends in software productivity
keywords software, productivity, engineering, programming
series CADline
last changed 2003/06/02 13:58

_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 8f51
authors Cox, Brad J.
year 1987
title The Objective-C Environment; Past, Present, and Future
source COMPCON 88. December, 1987. 6 p. includes bibliography
summary The Objective-C environment is a growing collection of tools and reusable components (Software-ICs) for large-scale production system-building. Its goal is to make it possible for its users to build software systems in the way that hardware engineers build theirs, by reusing Software-ICs supplied by a marketplace in generic components rather than by building everything from scratch. The environment is based on conventional technology (C and Unix-style operating systems), which it includes and extends. The extensions presently include a compiled and an interpreted implementation of Objective-C (an object-oriented programming language based on C) and several libraries of reusable components (ICpaks)
keywords languages, OOPS, software, programming, business, Objective-C
series CADline
last changed 2003/06/02 13:58

_id 0748
authors Coyne, R.D., Rosenman, M.A. and Radford, A.D. (et.al.)
year 1987
title Innovation and Creativity in Knowledge-based CAD
source Amsterdam: North-Holland, 1987. pp. 435-465
summary The authors examine the creativity of knowledge-based design systems from a narrow information processing perspective. As a property of the design process innovation and creativity can be identified by observing both the quality of the product, and also the characteristics of the process itself. The key theme running through the discussion is the acquisition of knowledge as the key to understanding creativity. This involves not only the ability of a system to acquire knowledge, but also its ability to control its own processes and change its own structure. In order to discuss this view a model of design systems is put forward in which a distinction between interpretative and syntactic subsystems for innovation and creativity is made
keywords design process, knowledge base, systems, creativity, knowledge acquisition, representation
series CADline
email
last changed 2003/05/17 10:13

_id e7a8
authors Emde, H.
year 1988
title Geometrical Fundamentals for Design and Visualization of Spatial Objects
source CAAD futures ‘87 [Conference Proceedings / ISBN 0-444-42916-6] Eindhoven (The Netherlands), 20-22 May 1987, pp. 171-178
summary Every architectural object is a 3-dimensional entity of the human environment, haptically tangible and optically visible. During the architectural process of planning every object should be designed as a body and should be visualized in pictures. Thus the parts of construction get an order in space and the steps of construction get an order in time. The ideal planning object is a simulated anticipation of the real building object, which is to be performed later on. The possibility to relate the planning object immediately to the building object relies on the fact that they both have the same "geometry" This means: both can be described in the same geometric manner. Creating and visualizing spatial objects is based on geometrical fundamentals. Theoretical knowledge and practical control of these fundamentals is essential for the faultless construction and the realistic presentation of architectural objects. Therefore they have to be taught and learned thoroughly in the course of an architectural education. Geometrical design includes the forming of object- models (geometry of body boundaries), the structuring of object-hierarchies (geometry of body combinations) and the colouring of objects. Geometrical visualization includes controlling the processes of motion, of the bodies (when moving objects) and of the center of observation (when moving subjects) as well as the representation of 3-dimensional objects in 2- dimensional pictures and sequences of pictures. All these activities of architects are instances of geometrical information processing. They can be performed with the aid of computers. As for the computer this requires suitable hardware and software, as for the architect it requires suitable knowledge and capabilities to be able to talk about and to recall the perceivable objects and processes of the design with logic abstracts (language of geometry). In contrast to logical, numerical and textual informations the geometric informations concerning spatial objects are of much higher complexity. Usually these complexes of information are absorbed, processed and transmitted by the architect in a perceptive manner. The computer support in the field of geometry assumes that the processing of perceptions of the human consciousness can be converted by the computer as a framework of logical relations. Computer aided construction and representation require both suited devices for haptical and optical communication and suitable programs in particular.
series CAAD Futures
last changed 1999/04/03 17:58

_id 68cb
authors Fenves, Stephen J. and Baker, Nelson C.
year 1987
title Spatial and Functional Representation Language for Structural Design
source 21 p. : ill. Pittsburgh: Engineering Design Research Center, CMU, December, 1987. includes bibliography
summary Knowledge-based systems for structural design developed to date have used simple geometric representations which have not provided adequate spatial reasoning. Shape grammars are suggested as a representation for a knowledge-based system capable of performing spatial and functional reasoning. The representation needs to serve all disciplines involved in the design process, where different semantics of each discipline are associated with the same spatial information about design objects. The representation is demonstrated in the building design environment, where possible structural systems can be generated dependent upon the building's spatial layout
keywords representation, shape grammars, structures, design, problem solving, planning, civil engineering, architecture
series CADline
last changed 2003/06/02 10:24

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