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 16975

_id a8d1
authors Galle, Per
year 1981
title An Algorithm for Exhaustive Generation of Building Floor Plans
source Communications of the ACM December, 1981. vol. 2: pp.813-823, [3] : ill. includes bibliography.
summary The combinatorial complexity of most floor plan design problems makes it practically impossible to obtain a systematic knowledge of possible solutions using pencil and paper. The objective of this paper is to contribute to the development of computer methods providing such knowledge for the designer. The paper describes an algorithm which generates all possible rectangular plans on modular grids with congruent cells, subject to constraints on total area, room areas, wall lengths, room adjacencies, and room orientations. To make room sizes regular and limit the solution set only, such grids are used which minimize the number of cells in the smallest room. The description is sufficiently detailed to serve as a basis for programming. Test results for a Pascal implementation of the algorithm are reported. Realistic problems up to ten rooms have been solved in modest length of computer time. The results indicate that the approach of exhaustive generation may prove to be more fruitful than generally assumed
keywords architecture, floor plans, automation, design, planning, algorithms, combinatorics, grids, constraints, synthesis
series CADline
last changed 1999/02/12 15:08

_id 620a
authors Galle, Per
year 1983
title A Theorem Relating to Exhaustive Generation of Floor Plans
source Bulletin of Computer Aided Architectural Design. May, 1983. pp. 30-33 : ill
summary Many problems arise in connection with automated design of architectural floor plans. If modular grids are used, one problem is to avoid repeated generation of the same plan on different modular grids. Using the concept of 'modular complexity,' the paper presents and proves a theorem which offers a solution to this problem
keywords automation, design, planning, architecture, floor plans, grids, search, synthesis
series CADline
last changed 1999/02/12 15:08

_id a666
authors Galle, Per
year 1986
title Abstraction as a Tool of Automated Floor-Plan Design
source Environment and Planning B: Planning and Design. 1986. vol. 13: pp. 21-46 : ill. includes bibliography
summary The automated design of architectural floor plans satisfying given topological and dimensional constraints is a challenging field of research. In this paper ABSTRACTION is pointed out as an important conceptual tool of this field. A critical discussion of existing plan-design methods leads to the conclusion that the potentials of abstraction as a tool have not yet been fully recognized. The rest of the paper is an attempt to improve this situation by suggesting a new approach to automated floor-plan design. Theoretically, design is viewed as a one-to-many relation; a tree whose lines are directed from the root (the problem) towards the leaves (the solutions). Abstraction is viewed as the inverse many-to-one relation. A particular relation of abstraction is defined, such that the intermediate nodes of the tree (between root and leaves) are themselves floor plans, but are less detailed than the solutions. From the study of this concept of abstraction, it is concluded that the design algorithm based on it is likely to have certain useful properties
keywords layout, automation, design, architecture, floor plans, abstraction
series CADline
last changed 1999/02/12 15:08

_id 801f
authors Galle, Per
year 1987
title Branch & Sample : Systematic Combinatorial Search without Optimization
source 73 p. 1987. DIKU Research Report No. 87/5. CADLINE has abstract only
summary Many constraint satisfaction problems are combinatorically explosive, i.e. have far too many solutions. Optimization techniques may help in selecting solutions for consideration, but a reasonable measure of optimality is not always at hand. The branch & sample algorithm is presented as an alternative to optimization. If the constraints themselves limit the solution set sufficiently, the algorithm finds all solutions, but otherwise a suitable number of solutions (determined by the user) is generated, such that each new solution has a maximal distance to those already generated. The distance measure used is a so called ultrametric distance expressible in terms of the search tree: solutions are viewed as m-tuples of fixed length, each of whose m decision variables corresponds to a level in the search tree. The distance between two solutions is the number of edges from their leaf nodes to the closest common predecessor node in the tree. For problems whose decision variables depend on each other (as is often the case) the set of solutions generated in this way corresponds well to the intuitive notion of a 'representative sample.' The principles of Branch & Sample are first introduced informally, then the algorithm is developed by stepwise refinement, and two examples of its use are given. A fully tested application-independent implementation of the algorithm in C is given as an appendix
keywords algorithms, combinatorics, search, constraints, floor plans, layout, synthesis, architecture
series CADline
last changed 1999/02/12 15:08

_id a7c1
authors Galle, Per
year 1987
title A Basic Problem Definition Language for Automated Floor Plan Design
source 113 p. 1987. DIKU Research Report No. 87/4
summary CADLINE has abstract only. Algorithms for automated floor plan design need a machine- readable description of properties of the desired floor plans. In this report BPDL ('Basic Problem Definition Language'), a rudimentary language for stating such descriptions, is developed. The development is based on a discussion of pragmatic aspects of possible features of the language. The resulting language is described by formal definitions of syntax and semantics, accompanied by informal explanations. Finally, experiments with a floor plan design algorithm that supports BPDL are reported and it is concluded that even a rudimentary language like BPDL can describe relatively non- trivial floor plan layouts, provided a set of geometrical primitives, attributes and relations that make up the language are carefully chosen. Further research along the lines of BPDL is suggested, and the importance of a systematic approach to development of future specification languages for architectural design is stressed
keywords architecture, floor plans, design, attributes, relations, semantics, algorithms, synthesis, planning, languages
series CADline
last changed 1999/02/12 15:08

_id sigradi2021_205
id sigradi2021_205
authors Vaez Afshar, Sepehr, Aytaç, Gülºen and Eshaghi, Sarvin
year 2021
title SU: A Serious Game for Water Management - Based on Istanbul
source Gomez, P and Braida, F (eds.), Designing Possibilities - Proceedings of the XXV International Conference of the Ibero-American Society of Digital Graphics (SIGraDi 2021), Online, 8 - 12 November 2021, pp. 523–532
summary With the increasing population growth of human beings, the world is being threatened by the water scarcity problem, causing insecurity in water accessibility. Therefore, a deliberated water management gains fatal importance. In addition, the awareness of the issue through education, specifically in the early ages, plays a crucial role in this path. This research considers the water issue of Istanbul in its content. However, regarding the target audience, which is the kids, it uses a novel approach to tackle the problem. The paper proposes a visually enriched and nonlinear, serious game for the children to teach them about the importance of water and its impact on the planet, specific to Istanbul. The game is inspired by National Geographic Turkey's documentary named 25 Liters: In Pursuit of Water, asking the players to survive in a drought situation in the future. It aims to change the kid's lifestyle to revive the country's in-danger future.
keywords Serious Games, Water Management, Virtual Water, Drought
series SIGraDi
email
last changed 2022/05/23 12:11

_id e832
authors Galle, Per
year 1989
title Branch & Sample : A Simple Strategy for Constraints Satisfaction
source March, 1989. 29: pp. 395-408 : ill. includes bibliography
summary Many constraint satisfaction problems have too many solutions for exhaustive generation. Optimization techniques may help in selecting a small number of solutions for consideration, but a reasonable measure of optimality is not always at hand. A simple algorithm called Branch & Sample is suggested as an alternative to optimization. Combining breath-first and depth- first search Branch & Sample finds solution distributed over the search tree. The aim is to obtain a limited set of solutions that corresponds well to the intuitive motion of a representative, uniformly scattered sample. A precise definition of this notion is discussed in relation to the algorithm whose effect is illustrated by two geometric design problems. The performance of the algorithm is evaluated and it is concluded that Branch & Sample is applicable to certain types of problems, and refinements can extend the scope of application
keywords automation, design, constraints, backtracking
series CADline
last changed 1999/02/12 15:08

_id ecaade2021_285
id ecaade2021_285
authors Vaez Afshar, Sepehr, Eshaghi, Sarvin, Varinlioglu, Guzden and Balaban, Özgün
year 2021
title Evaluation of Learning Rate in a Serious Game - Based on Anatolian cultural heritage
source Stojakovic, V and Tepavcevic, B (eds.), Towards a new, configurable architecture - Proceedings of the 39th eCAADe Conference - Volume 2, University of Novi Sad, Novi Sad, Serbia, 8-10 September 2021, pp. 273-280
doi https://doi.org/10.52842/conf.ecaade.2021.2.273
summary Cultural heritage conservation has two aspects, tangible and intangible, both of which contribute greatly to the understanding of ancient inheritances. Due to the role of education in the preservation process, and the strength of the new media in the current era, serious games can play a key role in conservancy by transmitting the target culture. There is a gap in the serious game field in relation to Turkey's cultural heritage on the Silk Roads, underlining the motivation of this research. Hence, this study proposes the Anatolian Journey serious game, which is developed in the Twine platform, designed to transmit Turkey's tangible and intangible cultural heritage, providing comprehensive information on the Seljuk caravanserais, located on the Silk Roads. Moreover, the research compares undergraduate and graduate students' gains in knowledge of heritage data while playing a serious game and encountering the same content in text form with an online survey.
keywords Digital Heritage; Serious Game; The Silk Roads; Anatolian Caravanserais; Learning Rate
series eCAADe
email
last changed 2022/06/07 07:57

_id sigradi2022_92
id sigradi2022_92
authors Vaez Afshar, Sepehr; Aytaç, Gülºen; Eshaghi, Sarvin; Vaez Afshar, Sana
year 2022
title Online Footprint - A serious game for reducing digital carbon emission
source Herrera, PC, Dreifuss-Serrano, C, Gómez, P, Arris-Calderon, LF, Critical Appropriations - Proceedings of the XXVI Conference of the Iberoamerican Society of Digital Graphics (SIGraDi 2022), Universidad Peruana de Ciencias Aplicadas, Lima, 7-11 November 2022 , pp. 1043–1052
summary Life is getting digital more than ever as technology improves. While the Internet is responsible for two percent of global greenhouse gas emissions, it is underestimated as a pollutant. Since public awareness is one of the most important preservation methods, it can contribute to protecting the environment from carbon emissions by raising people's understanding. In this regard, serious games, as a type of gamification transmitting educational content besides entertainment, immerse the player in enjoyment while teaching them a specific topic or enhancing their skills in a field. This study proposes a serious game, taking the digital unseen carbon footprint and its effects on the landscape into the topic. The game considers SDG goals provided by the United Nations Department of Economic and Social Affairs. In this regard, the research uses SDGs 4 and 7 by providing quality education for all and access to sustainable energy by changing people's everyday habits.
keywords Online learning, Internet footprint, Climate change, Serious games, SDGs
series SIGraDi
email
last changed 2023/05/16 16:57

_id 1442
authors Galli, M. and Mühlhoff, C.
year 2000
title Virtual Terragni: CAAD in Historical and Critical Research
source Birkhäuser, Basel
summary Traditionally architectural models were static creations but now through CAAD, models can be created which are dynamic and easily manipulated. This book shows how the electronic medium can be used to critically reconstruct unbuilt projects, looking in particular at projects by the famous Italian rationalist, Giuseppe Terragni. Four villas and several monument buildings are visually represented, their structures and functions examined and assessed using CAAD.
series other
last changed 2003/04/23 15:14

_id ecaade2024_406
id ecaade2024_406
authors Vaez Afshar, Sepehr; Eshaghi, Sarvin; Hadighi, Mahyar; Varinlioglu, Guzden
year 2024
title From Past to Present: A study of AI-driven gamification in heritage education
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. 249–258
doi https://doi.org/10.52842/conf.ecaade.2024.2.249
summary The use of Artificial Intelligence (AI) in educational gamification marks a significant advancement, transforming traditional learning methods by offering interactive, adaptive, and personalized content. This approach makes historical content more relatable and promotes active learning and exploration. This research presents an innovative approach to heritage education, combining AI and gamification, explicitly targeting the Silk Roads. It represents a significant progression in a series of research, transitioning from basic 2D textual interactions to a 3D environment using photogrammetry, combining historical authenticity and immersive gameplay. It features AI-driven characters developed in Unreal Engine, which provides heritage insights augmented by personalized interactions, highlighting the importance of collaborative tools like interactive quizzes for enriching education and promoting critical thinking and community among learners. In conclusion, this research underlines the transformative impact of AI and gamification in heritage education enhancement, integrating real-time voice conversation and interactive pedagogical methods into immersive 3D environments as a supplementary tool.
keywords Heritage Education, Gamification, Artificial Intelligence, Unreal Engine
series eCAADe
email
last changed 2024/11/17 22:05

_id sigradi2003_113
id sigradi2003_113
authors Gallo, Marisa
year 2003
title Uno
source SIGraDi 2003 - [Proceedings of the 7th Iberoamerican Congress of Digital Graphics] Rosario Argentina 5-7 november 2003
summary The technological tools applied to the field of the art allow me to fulfill the projects and searches that were formulated by the historical vanguard: to materialize the simulation of movement, of the virtual, of the simultaneous, of the permanently mutant thing. And also to sustain the values of contemporary art as well as to operate from a notorious devaluation of the referent and, at the same time, with a limitless mimetic freedom to accentuate the crossing of opposite disciplines, which was previously defined by collages, assemblages, photomontages. In this way, I redefine these crossings from images where the certainties on the real thing/that represented/that done/that simulated disappear.
series SIGRADI
email
last changed 2016/03/10 09:52

_id sigradi2005_552
id sigradi2005_552
authors Galán, Beatriz; Lidia Orsi
year 2005
title Design for the environmental management: technological matter in participatory scenarios
source SIGraDi 2005 - [Proceedings of the 9th Iberoamerican Congress of Digital Graphics] Lima - Peru 21-24 november 2005, vol. 2, pp. 552-557
summary In the necessity to fortify the inhabitants’ decisions in the transformation of their own habitats, it was opened an investigation line about design and production of cartographic maps and models as part of the participative management device in urban environmental projects. In that stage it worked with organizations orientated to improve socio-environmental situation in indigent neighborhoods and settlements. This investigation is part of the UBAC and T Project of the Science and Technique Secretariat of the University of Buenos Aires during the last four years, consisting in an exploration of new professional sceneries for the graphic design management. In this report we present a model in which it is explored the outstanding variables in the design of this elements and its interactions in the course of the project, specially, the decisions related to the technological matter. [Full paper in Spanish]
series SIGRADI
email
last changed 2016/03/10 09:52

_id sigradi2006_c158a
id sigradi2006_c158a
authors Galán, María Beatriz; Andrés Maidana Legal; Pedro Senar; Marta Neuman and Lidia Orsi
year 2006
title Diseño para el desarrollo: un enfoque en expansión [Design for the development: A growing point of view]
source SIGraDi 2006 - [Proceedings of the 10th Iberoamerican Congress of Digital Graphics] Santiago de Chile - Chile 21-23 November 2006, pp. 61-65
summary This approach intends to develop a consulting capacity in design and technological management for the sustainable growth, supporting local communities with specific resources. In the development of the technological knowledge transfer, the acritical applications, under the cover of paradigms of technological globalization that give their back to the local contexts, and of the irrelevant pedagogical routines, dissociate the technology from its social meaning. In our research approach, the transfer experience is the unit of analysis which under observation relocates and redefines technique in the context of sustainable local development, uncovering its relations with society. In this work, we will show one experience that explain the contribution of design to sustainable development, experiences that specially reveal the need to count with criteria and indicators of technological performance in participative and inclusive scenarios.
series SIGRADI
email
last changed 2016/03/10 09:52

_id ascaad2023_127
id ascaad2023_127
authors Gamal, Heba; Elmahdy, Deena
year 2023
title Assessment of User Interaction Using Photogrammetry as a Tool for Preserving Rosetta Stone
source C+++: Computation, Culture, and Context – Proceedings of the 11th International Conference of the Arab Society for Computation in Architecture, Art and Design (ASCAAD), University of Petra, Amman, Jordan [Hybrid Conference] 7-9 November 2023, pp. 74-89.
summary Many Egyptian artifacts, statues, and monuments are displayed in museums around the world, where most of them are illegally transferred. One of these monuments is the Rosetta stone, which is located at the British Museum in London, where Egypt has been demanding its return for years. Many applications such as Photogrammetry can be used to temporarily document, restore, and preserve any missing or damaged monuments that no longer exist. The paper aims to assess the user interaction with the absence of unattainable/looted artifacts focusing on the Rosetta stone using photogrammetry as a tool. This would increase users ‘awareness and interaction with their heritage through the integration of virtual and augmented techniques. The method used Recap Autodesk software as a guideline to generate an accurate 3D model of the stone to simulate a real environment. 3D Vista software and Vuforia Unity plugin were used for virtual and augmented user interaction. A survey has been done on 36 participants to test the model for assessing their interaction. The results recorded high interaction and satisfaction from the participants through experiencing the virtual tours of the Rosetta stone in its actual environments via augmented reality. Introducing Photogrammetry techniques would not only help to preserve the missing pieces but also reduce the boundaries between various generations and their heritage. Moreover, VR and AR can help museums attract new audiences and encourage repeat visits from existing ones. Additionally, these technologies can help museums reach a wider audience by providing virtual tours and exhibits that can be accessed from anywhere in the world, making it easier for people to engage with art and culture regardless of their location.
series ASCAAD
email
last changed 2024/02/13 14:41

_id ddss9860
id ddss9860
authors Vakalo, E-G. and Fahmy, A.
year 1998
title A Theoretical Framework for the Analysis and Derivation of Orthogonal Building Plans and Sections
source Timmermans, Harry (Ed.), Fourth Design and Decision Support Systems in Architecture and Urban Planning Maastricht, the Netherlands), ISBN 90-6814-081-7, July 26-29, 1998
summary Architects are generally perceived as “Formgivers with an extraordinary gift” (Ackerman, 1980:12). Implicit in this statement is the belief that the operations that architects employ to compose their designs are the product of a creative faculty that is beyond the reach of rational discourse, and thereby cannot be subjected to logical investigation. This view is detrimental to the advancement of knowledge about architectural composition and adversely affects both practice and education in architecture. More specifically, it prevents the architectural community from acquiring of a more refined conception about how architects derive their designs. In contrast to this view, this study demonstrates that architectural form-making is amenable to logical analysis. In specific, this is to be done through a theoretical and computational framework that describe and explain the tasks involved in the making of orthogonal building plans and sections. In addition to illustrating the susceptibility of architectural form-making to logical analysis, the frameworks proposed in this study overcome the limitations of previously established theories thatdeal with architectural form-making. These can be divided into two categories: normative and positive theories.Normative theories include architectural treatises and manifestos. A major limitation of normativetheories is that they have limited explanatory power. Their concern is with promoting a specific aesthetic ideology and prescribing rules that can be used to derive compositions that conform to it. Therefore, they cannot be used to explain form-making in general. Positive frameworks, such asshape grammar, rely on rules to describe derivation and analysis processes. Nevertheless, they do not provide a comprehensive description of the tasks involved in architectural form-making. This causes the relation between the rules and compositional tasks to be ambiguous. It also affects adversely the ability of these frameworks to provide architects with a complete understanding of the role of compositional rules in derivation or analysis processes.
series DDSS
type normal paper
last changed 2010/05/16 09:11

_id sigradi2021_151
id sigradi2021_151
authors Gameiro, Raquel and Paio, Alexandra
year 2021
title IDEAS: Interactive Database for Experimental Architecture and Spatial Practices
source Gomez, P and Braida, F (eds.), Designing Possibilities - Proceedings of the XXV International Conference of the Ibero-American Society of Digital Graphics (SIGraDi 2021), Online, 8 - 12 November 2021, pp. 643–655
summary The interface of science and technology has become a fruitful transdisciplinary research field for spatial practices. To address this hybridization of space-related research, it is fundamental to ask what kind of practices are emerging within this context. To promote easy access and the dissemination of methodologies applied in innovative experimental spatial practices, the present study proposes the creation of a web-based Interactive Database for Experimental Architecture and Spatial Practices, IDEAS. Therefore, we will scope, observe, examine, and classify the digital cultural landscape in the 1960-2020 period. This paper describes the methodology applied to develop IDEAS.
keywords Spatial practices, Data gathering, Taxonomy, Architecture Wiki, Interactive Repository
series SIGraDi
email
last changed 2022/05/23 12:11

_id cf2015_328
id cf2015_328
authors Gamez, Oscar; Bignon, Jean-Claude and Duchanois, Gilles
year 2015
title Assisted construction of non-standard wooden walls and envelope structures by parametric modeling
source The next city - New technologies and the future of the built environment [16th International Conference CAAD Futures 2015. Sao Paulo, July 8-10, 2015. Electronic Proceedings/ ISBN 978-85-85783-53-2] Sao Paulo, Brazil, July 8-10, 2015, pp. 328.
summary We introduce a parametric modeling method in the field of computer-aided architectural conception, which aims to produce non-standard wooden walls and envelopes with CNC machinery. This method explores the application of polygonal cellular structures (as patterns) on facade and envelope interventions for new and old projects. We innovate by bringing the 3D production environment complexity into the conception model to improve the production of manifold woodworking items by CNC (Computer Numerical Control) 3D fabrication. A recent experimentation, tests the entire workflow from parametric modeling to production of two full-scale prototypes. The results prove the range of inputs offered by the method to be functional, though it needs various improvements in order to optimize parametric modeling and digital fabrication procedures. Future research will focus on treating a wider range of joints via parametric modeling and deal with joint creation regardless wall deformation to expand the morphological approach of non-standard wooden walls design.
keywords Non-standard walls, Computer-aided architectural design, Wood construction, Parametric modeling, CNC fabrication, Mass customization.
series CAAD Futures
email
last changed 2015/06/29 07:55

_id ecaade2024_181
id ecaade2024_181
authors Vaknin, Yitzchak; Sharon, Eran; Blonder, Arielle
year 2024
title Computational Simulation of Anisotropic Self-Morphing Materials in Architectural Design
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. 303–312
doi https://doi.org/10.52842/conf.ecaade.2024.1.303
summary This study introduces a computational simulator designed for materials that morph due to internal stresses, applied to architectural contexts. This approach marks a significant evolution in architectural practices, highlighting a shift towards sustainability, adaptability, and responsiveness in design. These materials present new challenges in architectural design, necessitating advanced computational tools for form-finding to predict complex behaviors not easily inferred from initial conditions. Our simulator, integrated with Grasshopper and using the Kangaroo Physics plugin, aims to enhance shape-finding processes for these materials, providing reliable shape predictions and broadening design possibilities. Focusing on anisotropic materials, particularly fiber-based polymer composites, the simulator enables designers to create structures that can adapt to various conditions. This capability extends the potential for sustainable and innovative architectural solutions, moving beyond traditional design constraints to embrace the complexities of material behavior and interaction. Utilizing sophisticated algorithms and models, the tool facilitates early simulation and visualization of materials and structures, bridging theoretical concepts with practical applications.
keywords frustrated materials, material simulation, self-morphing, moldless fabrication, anisotropic materials, fiber composites
series eCAADe
email
last changed 2024/11/17 22:05

_id 5986
authors Gamma, E., Helm, R., Johnson, R. and Vlissides, J.
year 1995
title Design Patterns: Elements of Reusable Object-Oriented Software
source Reading, MA: Addison-Wesley
summary The book is an introduction to the idea of design patterns in software engineering, and a catalog of twenty-three common patterns. The nice thing is, most experienced OOP designers will find out they've known about patterns all along. It's just that they've never considered them as such, or tried to centralize the idea behind a given pattern so that it will be easily reusable.
series other
last changed 2003/04/23 15:14

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