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 7907

_id bdbb
authors Pugh, D.
year 1992
title Designing solid objects using interactive sketch interpretation
source Computer Graphics (1992 Symposium on Interactive 3D Graphics), 25(2):117-126, Mar. 1992
summary Before the introduction of Computer Aided Design and solid modeling systems, designers had developed a set of techniques for designing solid objects by sketching their ideas on pencil and paper and refining them into workable designs. Unfortunately, these techniques are different from those for designing objects using a solid modeler. Not only does this waste avast reserve of talent and experience (people typically start drawing from the moment they can hold a crayon), but it also has a more fundamental problem: designers can use their intuition more effectively when sketching than they can when using a solid modeler. Viking is a solid modeling system whose user-interface is based on interactive sketch interpretation. Interactive sketch interpretation lets the designer create a line-drawing of a de- sired object while Viking generates a three-dimensional ob- ject description. This description is consistent with both the designer's line-drawing, and a set of geometric constraints either derived from the line-drawing or placed by the de- signer. Viking's object descriptions are fully compatible with the object descriptions used by traditional solid modelers. As a result, interactive sketch interpretation can be used with traditional solid modeling techniques, combining the advan- tages of both sketching and solid modeling.
series journal paper
last changed 2003/04/23 15:50

_id ecaade2015_181
id ecaade2015_181
authors Mateus, Daniel; Sousa, Maurício, Klerk, Ruide, Gama, Sandra, Jorge, Joaquim and Duarte, José Pinto
year 2015
title From ______ to _____: Going Back to the Classical Roots of Architecture using Virtual Reality
doi https://doi.org/10.52842/conf.ecaade.2015.1.107
source Martens, B, Wurzer, G, Grasl T, Lorenz, WE and Schaffranek, R (eds.), Real Time - Proceedings of the 33rd eCAADe Conference - Volume 1, Vienna University of Technology, Vienna, Austria, 16-18 September 2015, pp. 107-116
summary In Classical Greece the design and construction of buildings were interconnected, forming a single activity. With the development of knowledge and technology, this process has fragmented, giving rise to different activities, performed by various professionals, such as the architect, the engineer and the builder, leading to problems related with information exchange between them. With the research projects Tecton and Technos, we intend to reunite these activities again, seeking to simplify the building production process. In Tecton, we propose an Immersive Virtual Reality Environment to sketch and model objects in an interactive way, using hand gestures and body postures, enabling architects to change between the viewpoint of the creator and that of the user, thereby designing buildings while experiencing them at full-scale at the same time. In the future Technos project, our vision is develop detailed 3D virtual models to serve both as supporting elements for the digital fabrication of building parts and as communications elements for the assembly and construction of buildings.
wos WOS:000372317300012
series eCAADe
email
more https://mh-engage.ltcc.tuwien.ac.at/engage/ui/watch.html?id=6aac3ae4-702c-11e5-8c5e-c358c81571a7
last changed 2022/06/07 07:58

_id c57b
authors Bier, Eric A.
year 1988
title Snap-Dragging. Interactive Geometric design in Two and Three Dimensions
source University of California, Berkeley
summary Graphic artists, mechanical designers, architects, animators, authors of technical papers and others create geometric designs (illustrations and solid models) as a major part of their daily efforts. Some part of this shape construction must be done with precision. For instance, certain line segments should be horizontal, parallel or congruent. In recent years, interactive computer programs have been used to speed up the production of precise geometric designs. These programs take advantage of high-speed graphics, equation solving, and computer input peripherals to reduce the time needed to describe point positions to the machine. Previous techniques include rounding the cursor to points on a rectangular grid, solving networks of constraints, and supporting step-by-step drafting-style constructions. Snap-dragging is a modification of the drafting approach that takes advantage of powerful workstations to reduce the time needed to make precise illustrations. Using a single gravity mapping, a cursor can be snapped to either points, lines or surface. The gravity algorithm achieves good performance by computing intersection points on the fly. To aid precise construction, a set of lines, circles, planes, and spheres, called alignment objects, are constructed by the system at a set of slopes, angles, and distances specified by the user. These alignments objects are constructed at each vertex or edge that the user has declared to be hot (of interest). Vertices and edges can also be made hot by the system through the action of an automatic hotness rule. When snap-dragging is used, shapes can often be constructed using a few more keystrokes than would be needed to sketch them freehand. Objects can be edited at arbitrary orientations and sizes. The number of primitive operations is small, making it possible to provide keyboard combinations for quickly activating most of these operations. The user interface works nearly identically in two or three dimensions. In three dimensions, snap-dragging works with a two-dimensional pointing device in a single perspective view.  
series thesis:PhD
email
last changed 2003/02/12 22:37

_id 88ca
authors Kane, Andy and Szalapaj, Peter
year 1992
title Teaching Design By Analysis of Precedents
doi https://doi.org/10.52842/conf.ecaade.1992.477
source CAAD Instruction: The New Teaching of an Architect? [eCAADe Conference Proceedings] Barcelona (Spain) 12-14 November 1992, pp. 477-496
summary Designers, using their intuitive understanding of the decomposition of particular design objects, whether in terms of structural, functional, or some other analytical framework, should be able to interact with computational environments such that the understanding they achieve in turn invokes changes or transformations to the spatial properties of design proposals. Decompositions and transformations of design precedents can be a very useful method of enabling design students to develop analytical strategies. The benefit of an analytical approach is that it can lead to a structured understanding of design precedents. This in turn allows students to develop their own insights and ideas which are central to the activity of designing. The creation of a 3-D library of user-defined models of precedents in a computational environment permits an under-exploited method of undertaking analysis, since by modelling design precedents through the construction of 3-D Computer-Aided Architectural Design (CAAD) models, and then analytically decomposing them in terms of relevant features, significant insights into the nature of designs can be achieved. Using CAAD systems in this way, therefore, runs counter to the more common approach of detailed modelling, rendering and animation; which produces realistic pictures that do not reflect the design thinking that went into their production. The significance of the analytical approach to design teaching is that it encourages students to represent design ideas, but not necessarily the final form of design objects. The analytical approach therefore, allows students to depict features and execute tasks that are meaningful with respect to design students' own knowledge of particular domains. Such computational interaction can also be useful in helping students explore the consequences of proposed actions in actual design contexts.
series eCAADe
last changed 2022/06/07 07:52

_id fd02
authors Tsou, Jin-Yeu
year 1992
title Using conceptual modelling and an object-oriented environment to support building cost control during early design
source College of Architecture and Urban Planning, University of Michigan
summary This research investigated formal information modelling techniques and the object-oriented knowledge representation on the domain of building cost control during early design stages. The findings contribute to an understanding of the advantages and disadvantages of applying formal modelling techniques to the analysis of architectural problems and the representation of domain knowledge in an object-oriented environment. In this study, information modelling techniques were reviewed, formal information analysis was performed, a conceptual model based on the cost control problem domain was created, a computational model based on the object-oriented approach was developed, a mechanism to support information broadcasting for representing interrelationships was implemented, and an object-oriented cost analysis system for early design (OBCIS) was demonstrated. The conceptual model, based on the elemental proposition analysis of NIAM, supports a formal approach for analyzing the problem domain; the analysis results are represented by high-level graphical notations, based on the AEC Building System Model, to visually display the information framework of the domain. The conceptual model provides an intermediate step between the system designer's view of the domain and the internal representation of the implementation platform. The object-oriented representation provides extensive data modelling abilities to help system designers intuitively represent the semantics of the problem domain. The object-oriented representation also supports more structured and integrated modules than conventional programming approaches. Although there are many advantages to applying this technique to represent the semantics of cost control knowledge, there are several issues which need to be considered: no single satisfactory classification method can be directly applied; object-oriented systems are difficult to learn; and designing reusable classes is difficult. The dependency graph and information broadcasting implemented in this research is an attempt to represent the interrelationships between domain objects. The mechanism allows users to explicitly define the interrelationships, based on semantic requirements, among domain objects. In the conventional approach, these relationships are directly interpreted by system designers and intertwined into the programming code. There are several issues which need to be studied further: indirect dependency relationship, conflict resolution, and request-update looping based on least-commitment approach.
series thesis:PhD
email
last changed 2003/02/12 22:37

_id cf2011_p135
id cf2011_p135
authors Chen Rui, Irene; Schnabel Marc Aurel
year 2011
title Multi-touch - the future of design interaction
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. 557-572.
summary The next major revolution for design is to bring the natural user interaction into design activities. Graphical User Interfaces (GUI) brought a new approach that was more effective compared to their conventional predecessors. In recent years, Natural User Interfaces (NUI) have advanced user experiences and multi-touch and gesture technologies provide new opportunities for a variety of potential uses in design. Much attention has been paid to leverage in the design of interactive interfaces. The mouse input and desktop screen metaphors limit the information sharing for multiple users and also delayed the direct interaction for communication between each other. This paper proposes the innovative method by integrating game engine ‘Unity3D’ with multi-touch tangible interfaces. Unity3D provides a game development tool as part of its application package that has been designed to let users to focus on creating new games. However, it does not limit the usage of area to design additional game scenarios since the benefits of Unity3D is allowing users to build 3D environments with its customizable and easy to use editor, graphical pipelines to openGL (http://unity3d.com/, 2010 ). It creates Virtual Reality (VR) environments which can simulates places in the real world, as well as the virtual environments helping architects and designers to vividly represent their design concepts through 3D visualizations, and interactive media installations in a detailed multi-sensory experience. Stereoscopic displays advanced their spatial ability while solving issues to design e.g. urban spaces. The paper presents how a multi-touch tabletop can be used for these design collaboration and communication tasks. By using natural gestures, designers can now communicate and share their ideas by manipulating the same reference simultaneously using their own input simultaneously. Further studies showed that 3Dl forms are perceived and understood more readily through haptic and proprioceptive perception of tangible representations than through visual representation alone (Gillet et al, 2005). Based on the authors’ framework presented at the last CAADFutures, the benefits of integrating 3D visualization and tactile sensory can be illustrated in this platform (Chen and Wang, 2009), For instance, more than one designer can manipulate the 3D geometry objects on tabletop directly and can communicate successfully their ideas freely without having to waiting for the next person response. It made the work more effective which increases the overall efficiency. Designers can also collect the real-time data by any change they make instantly. The possibilities of Uniy3D make designing very flexible and fun, it is deeply engaging and expressive. Furthermore, the unity3D is revolutionizing the game development industry, its breakthrough development platform for creating highly interactive 3D content on the web (http://unity3d.com/ , 2010) or similar to the interface of modern multimedia devices such as the iPhone, therefore it allows the designers to work remotely in a collaborative way to integrate the design process by using the individual mobile devices while interacting design in a common platform. In design activities, people create an external representation of a domain, often of their own ideas and understanding. This platform helps learners to make their ideas concrete and explicit, and once externalized, subsequently they reflect upon their work how well it sits the real situation. The paper demonstrates how this tabletop innovatively replaces the typical desktop metaphor. In summary, the paper addresses two major issues through samples of collaborative design: firstly presenting aspects of learners’ interactions with physical objects, whereby tangible interfaces enables them constructing expressive representations passively (Marshall, 2007), while focussing on other tasks; and secondly showing how this novel design tool allows designers to actively create constructions that might not be possible with conventional media.
keywords Multi-touch tabletop, Tangible User Interface
series CAAD Futures
email
last changed 2012/02/11 19:21

_id de62
authors Eriksson, Joakim
year 1998
title Planning of Environments for People with Physical Disabilities Using Computer Aided Design
source Lund Institute of Technology, School of Architecture
summary In the area of environment adaptations for people with physical disabilities, it is of vital importance that the design is optimized considering the human-environment interactions. All involved persons in such a planning process must be given sufficient support in understanding the information, so that everyone can participate actively. There is an apparent risk that discussions will be kept between experts, due to difficulties in understanding the complex and technical adaptation issues. This thesis investigates the use of computer-based tools for planning/designing environments for physically disabled people. A software prototype, and a method to use such a tool in the planning process, was developed and evaluated, based on the findings from six case studies of real planning situations. The case studies indicated that although such a tool would support the design, as well as the dialog between the participants, a certain level of technical and economical efficiency must be obtained. To facilitate the professional planner's work, an important issue is to maintain a large library of 3D objects. With the latest prototype implementation, it was found that such a planning tool can be produced, even when using consumer-oriented computers. One previous critical factor, interactive manipulation of 3D objects, can now be achieved if utilizing modern graphic cards with 3D acceleration. A usability test was performed to evaluate the prototype's basic operations, involving two groups of future users: five occupational therapist students, and four persons with major physical impairments. It was found that although the usability was satisfactory for the basic tasks, several items needed to be improved or added in future versions. It is important with an integrated support for manikins, in order to evaluate, e.g., wheelchair accessibility, reach ability, positioning of handrails, etc. This thesis reviews and compiles published anthropometrical and biomechanical data into a uniform segment-by-segment structure, in order to aid the design and modifications of manikins. The compilation was implemented as a spreadsheet document. An MRI investigation of the neck-shoulder region was performed on 20 healthy Scandinavian, female volunteers, measuring various musculoskeletal properties. These measurements can be used for further refinements of manikin specifications and biomechanical models.
keywords Rehabilitation; Disability; Adaptation; Participatory Planning; Design Tool; 3D Graphics; Computer Aided Design; Virtual Reality; Manikin; Anthropometry; Biomechanics; Magnetic Resonance Imaging; Cervical Spine Kinematics
series thesis:PhD
email
more http://www.lub.lu.se/cgi-bin/show_diss.pl?db=global&fname=tec_250.html
last changed 2003/02/26 09:21

_id 4104
authors Ervin, Stephen McTee
year 1989
title The structure and function of diagrams in environmental design :a computational inquiry
source Massachusetts Institute of Technology
summary The design process often begins with a graphical description of the proposed device or system and sketching is the physical expression of the design engineer's thinking process. Computer Aided Design is a technique in which man and machine are blended into a problem solving team, intimately coupling the best characteristics of each. Solid modelling is developed to act as the common medium between man and the computer. At present it is achieved mainly by designing with volumes and hence does not leave much room for sketching input, the traditional physical expression of the thinking process of the design engineer. This thesis describes a method of accepting isometric free hand sketching as the input to a solid model. The design engineer is allowed to make a sketch on top of a digitizer indicating (i) visible lines; (ii) hidden lines; (iii) construction lines; (iv) centre lines; (v) erased lines; and (vi) redundant lines as the input. The computer then processes this sketch by identifying the line segments, fitting the best possible lines, removing the erased lines, ignoring the redundant lines and finally merging the hidden lines and visible lines to form the lines in the solid in an interactive manner. The program then uses these lines and the information about the three dimensional origin of the object and produces three dimensional information such as the faces, loops, holes, rings, edges and vertices which are sufficient to build a solid model. This is achieved in the following manner. The points in the sketch are first written into a file. The computer than reads this file, breaks the group of points into sub-groups belonging to individual line segments, fits the best lines and identify the vertices in two dimensions. These improved lines in two dimensions are then merged to form the lines and vertices in the solid. These lines are then used together with the three dimensional origin (or any other point) to produce the wireframe model in three dimensions. The loops in the wireframe models are then identified and surface equations are fitted to these loops. Finally all the necessary inputs to build a B-rep solid model are produced.
series thesis:PhD
email
last changed 2003/02/12 22:37

_id sigradi2006_e028c
id sigradi2006_e028c
authors Griffith, Kenfield; Sass, Larry and Michaud, Dennis
year 2006
title A strategy for complex-curved building design:Design structure with Bi-lateral contouring as integrally connected ribs
source SIGraDi 2006 - [Proceedings of the 10th Iberoamerican Congress of Digital Graphics] Santiago de Chile - Chile 21-23 November 2006, pp. 465-469
summary Shapes in designs created by architects such as Gehry Partners (Shelden, 2002), Foster and Partners, and Kohn Peterson and Fox rely on computational processes for rationalizing complex geometry for building construction. Rationalization is the reduction of a complete geometric shape into discrete components. Unfortunately, for many architects the rationalization is limited reducing solid models to surfaces or data on spread sheets for contractors to follow. Rationalized models produced by the firms listed above do not offer strategies for construction or digital fabrication. For the physical production of CAD description an alternative to the rationalized description is needed. This paper examines the coupling of digital rationalization and digital fabrication with physical mockups (Rich, 1989). Our aim is to explore complex relationships found in early and mid stage design phases when digital fabrication is used to produce design outcomes. Results of our investigation will aid architects and engineers in addressing the complications found in the translation of design models embedded with precision to constructible geometries. We present an algorithmically based approach to design rationalization that supports physical production as well as surface production of desktop models. Our approach is an alternative to conventional rapid prototyping that builds objects by assembly of laterally sliced contours from a solid model. We explored an improved product description for rapid manufacture as bilateral contouring for structure and panelling for strength (Kolarevic, 2003). Infrastructure typically found within aerospace, automotive, and shipbuilding industries, bilateral contouring is an organized matrix of horizontal and vertical interlocking ribs evenly distributed along a surface. These structures are monocoque and semi-monocoque assemblies composed of structural ribs and skinning attached by rivets and adhesives. Alternative, bi-lateral contouring discussed is an interlocking matrix of plywood strips having integral joinery for assembly. Unlike traditional methods of building representations through malleable materials for creating tangible objects (Friedman, 2002), this approach constructs with the implication for building life-size solutions. Three algorithms are presented as examples of rationalized design production with physical results. The first algorithm [Figure 1] deconstructs an initial 2D curved form into ribbed slices to be assembled through integral connections constructed as part of the rib solution. The second algorithm [Figure 2] deconstructs curved forms of greater complexity. The algorithm walks along the surface extracting surface information along horizontal and vertical axes saving surface information resulting in a ribbed structure of slight double curvature. The final algorithm [Figure 3] is expressed as plug-in software for Rhino that deconstructs a design to components for assembly as rib structures. The plug-in also translates geometries to a flatten position for 2D fabrication. The software demonstrates the full scope of the research exploration. Studies published by Dodgson argued that innovation technology (IvT) (Dodgson, Gann, Salter, 2004) helped in solving projects like the Guggenheim in Bilbao, the leaning Tower of Pisa in Italy, and the Millennium Bridge in London. Similarly, the method discussed in this paper will aid in solving physical production problems with complex building forms. References Bentley, P.J. (Ed.). Evolutionary Design by Computers. Morgan Kaufman Publishers Inc. San Francisco, CA, 1-73 Celani, G, (2004) “From simple to complex: using AutoCAD to build generative design systems” in: L. Caldas and J. Duarte (org.) Implementations issues in generative design systems. First Intl. Conference on Design Computing and Cognition, July 2004 Dodgson M, Gann D.M., Salter A, (2004), “Impact of Innovation Technology on Engineering Problem Solving: Lessons from High Profile Public Projects,” Industrial Dynamics, Innovation and Development, 2004 Dristas, (2004) “Design Operators.” Thesis. Massachusetts Institute of Technology, Cambridge, MA, 2004 Friedman, M, (2002), Gehry Talks: Architecture + Practice, Universe Publishing, New York, NY, 2002 Kolarevic, B, (2003), Architecture in the Digital Age: Design and Manufacturing, Spon Press, London, UK, 2003 Opas J, Bochnick H, Tuomi J, (1994), “Manufacturability Analysis as a Part of CAD/CAM Integration”, Intelligent Systems in Design and Manufacturing, 261-292 Rudolph S, Alber R, (2002), “An Evolutionary Approach to the Inverse Problem in Rule-Based Design Representations”, Artificial Intelligence in Design ’02, 329-350 Rich M, (1989), Digital Mockup, American Institute of Aeronautics and Astronautics, Reston, VA, 1989 Schön, D., The Reflective Practitioner: How Professional Think in Action. Basic Books. 1983 Shelden, D, (2003), “Digital Surface Representation and the Constructability of Gehry’s Architecture.” Diss. Massachusetts Institute of Technology, Cambridge, MA, 2003 Smithers T, Conkie A, Doheny J, Logan B, Millington K, (1989), “Design as Intelligent Behaviour: An AI in Design Thesis Programme”, Artificial Intelligence in Design, 293-334 Smithers T, (2002), “Synthesis in Designing”, Artificial Intelligence in Design ’02, 3-24 Stiny, G, (1977), “Ice-ray: a note on the generation of Chinese lattice designs” Environmental and Planning B, volume 4, pp. 89-98
keywords Digital fabrication; bilateral contouring; integral connection; complex-curve
series SIGRADI
email
last changed 2016/03/10 09:52

_id cf2005_1_52_176
id cf2005_1_52_176
authors GU Ning and MAHER Mary Lou
year 2005
title Dynamic Designs of 3D Virtual Worlds Using Generative Design Agents
source Computer Aided Architectural Design Futures 2005 [Proceedings of the 11th International Conference on Computer Aided Architectural Design Futures / ISBN 1-4020-3460-1] Vienna (Austria) 20–22 June 2005, pp. 239-248
summary 3D virtual worlds are networked environments designed using the metaphor of architecture. Recent developments in 3D virtual worlds focus on interactivity, flexibility and adaptability. Rather than creating virtual environments in which the objects have intelligent behaviours, our research takes a different approach to develop an agent model that is associated with an individual person in the 3D virtual world as a personal design agent. This paper presents a Generative Design Agent (GDA), a kind of rational agent capable of representing a person in a virtual world and designing, implementing and demolishing 3D virtual places based on the occupants' current needs in the virtual world. The core of a GDA's design component is a generative design grammar that is able to capture a style of 3D virtual worlds. 3D virtual worlds designed using the GDA model is another kind of architecture for the "moment".
keywords virtual environments, generative design, interactive design, shape grammars
series CAAD Futures
email
last changed 2006/11/07 07:27

_id ascaad2010_109
id ascaad2010_109
authors Hamadah, Qutaibah
year 2010
title A Computational Medium for the Conceptual Design of Mix-Use Projects
source CAAD - Cities - Sustainability [5th International Conference Proceedings of the Arab Society for Computer Aided Architectural Design (ASCAAD 2010 / ISBN 978-1-907349-02-7], Fez (Morocco), 19-21 October 2010, pp. 109-116
summary Mix use development is receiving wide attention for its unique sustainable benefits. Nevertheless, the planning and designing of successful mixed use projects in today's environment is a complex matrix of skill sets and necessary collaborations between various stakeholders and design professionals. From a design point of view, architects are required to manage and coordinate large information sets, which are many time at odds with one another. The expansive space of knowledge and information is at its best vague and substantially ill-structured. A situation that continues to overburden architects mental and intellectual ability to understand, address and communicate the design issue. In the face of this complex condition, designers are gravitating towards information modeling to manage and organize the expansive data. However, is becoming increasingly evident that current building information modeling applications are less suited for early design activity due to their interrupted and rigid workflows. Against this background, this paper presents a theoretical framework for a computational medium to support the designer during early phases of exploring and investigating design alternatives for mix-use projects. The focus is on the conjecture between programming and conceptual design phase; when uncertainty and ambiguity as at its maximum, and the absence of computational support continues to be the norm. It must be noted however, the aim of the medium is not to formulate or automate design answers. Rather, to support designers by augmenting and enhancing their ability to interpret, understand, and communicate the diverse and multi-faceted design issue. In literature on interpretation, Hans-Georg Gadamer explains that understanding is contingent on an act of construction. To understand something is to construct it. In light of this explanation. To help designers understand the design issue, is to help them construct it. To this end, the computational medium discussed in this paper is conceived to model (construct) the mix-use architectural program. In effect, turning it into a dynamic and interactive information model in the form of a graph (network). This is an important development because it will enable an entirely new level of interaction between the designer and the design-problem. It will allow the designer to gather, view, query and repurpose the information in novel ways. It will offer the designer a new context to foster knowledge and understanding about the ill-structured and vague design issue. Additionally, the medium would serve well to communicate and share knowledge between the various stakeholders and design professionals. Central to the discussion are two questions: First, how can architects model the design program using a graph? Second, what is the nature of the proposed computational medium; namely, its components and defining properties?
series ASCAAD
email
last changed 2011/03/01 07:36

_id acadia21_512
id acadia21_512
authors Liu, Zidong
year 2021
title Topological Networks Using a Sequential Method
doi https://doi.org/10.52842/conf.acadia.2021.512
source ACADIA 2021: Realignments: Toward Critical Computation [Proceedings of the 41st Annual Conference of the Association of Computer Aided Design in Architecture (ACADIA) ISBN 979-8-986-08056-7]. Online and Global. 3-6 November 2021. edited by B. Bogosian, K. Dörfler, B. Farahi, J. Garcia del Castillo y López, J. Grant, V. Noel, S. Parascho, and J. Scott. 512-519.
summary The paper shares preliminary results of a novel sequential method to expand existing topology-based generative design. The approach is applied to building an interactive community design system based on a mobile interface. In the process of building an interactive design system, one of the core problems is to harness the complex topological network formed by user demands. After decades of graph theory research in architecture, a consensus on self-organized complex networks has emerged. However, how to convert input complex topological data into spatial layouts in generative designs is still a difficult problem worth exploring. The paper proposes a way to simplify the problem: in some cases, the spatial network of buildings can be approximated as a collection of sequences based on circulation analysis. In the process of network serialization, the personalized user demands are transformed into activity patterns and further into serial spaces. This network operation gives architects more room to play with their work. Rather than just designing an algorithm that directly translates users’ demands into shape, architects can be more actively involved in organizing spatial networks by setting up a catalogue of activity patterns of the residents, thus contributing to a certain balance of top-down order and bottom-up richness in the project. The research on data serialization lays a solid foundation for the future exploration of Recurrent Neural Network (RNN) applied to generative design.
series ACADIA
type paper
email
last changed 2023/10/22 12:06

_id 4003
authors Nakakoji, K., Yamamoto, Y., Takada, S. and Reeves, B.
year 2000
title Two-Dimensional Spatial Positioning as a Means for Reflection in Design Design Cases
source Proceedings of DIS'00: Designing Interactive Systems: Processes, Practices, Methods, & Techniques 2000 pp. 145-154
summary In the realm of computer support for design, developers have focused primarily on power and expressiveness that are important in framing a design solution. They assume that design is a series of calculated steps that lead to a clearly specified goal. The problem with this focus is that the resulting tools hinder the very process that is critical in early phases of a design task; the reflection-in-action process [15]. In the early phases, what is required as the most important ingredient for a design tool is the ability to interact in ways that require as little commitment as possible. This aspect is most evident in domains where two dimensions play a role, such as sketching in architecture. Surprisingly, it is equally true in linear domains such as writing. In this paper, we present our approach of using two-dimensional positioning of objects as a means for reflection in the early phases of a design task. Taking writing as an example, the ART (Amplifying Representational Talkback) system uses two dimensional positioning to support the early stages of the writing task. An eye-tracking user study illustrates important issues in the domain of computer support for design.
keywords Information Systems; User/Machine Systems; Cognitive Models; Reflection-In-Action; Two-Dimensional Positioning; Writing Support
series other
last changed 2002/07/07 16:01

_id 6028
authors Sachs, E., Roberts, A. and Stoops, D.
year 1991
title 3-draw: A tool for designing 3D shapes
source IEEE Computer Graphics & Applications, pp. 18-25
summary A fundamentally new type of CAD system for designing shape that is intuitive, easy to use, and powerful is presented. It is based on a paradigm that can be described as designing directly in 3-D. By virtue of two hand-held sensors, designers using 3-Draw to sketch their ideas in the air feel as if they're actually holding and working on objects. Current design practice and related work are reviewed, and current work on 3-Draw is summarized. To capture the flavor of 3-Draw, construction of a sample model of a 12-m yacht is described. 3-Draw's features and data structures are discussed.
series journal paper
last changed 2003/04/23 15:14

_id 6348
authors Schnabel, Marc Aurel and Kvan, Thomas
year 2002
title Interaction in virtual building space, Distributing Knowledge in Building
source CIB W78 Conference 2002, Proceedings, Vol. 2, pp91-98, Aarhus School of Architecture, Denmark, 12 –14 June
summary This paper presents the results from two experiments in working on descriptions of form in immersive virtual environments (IVE). Recently; Virtual Environments (VE) are increasingly used as environments for design and research. Using VE to visualize ideas from the initial steps of design; the architect is challenged to deal with perception of space; solid and void; without translations to and from a two dimensional media. From this new ability; we might expect new forms of design interaction and expression. The goal of our studies was to identify how designers use and communicate early design ideas by using immersive three-dimensional (3D) VEs and how they describe 3D volumes using different media. We set up a series of experiments including navigation- and perception-tasks; designing in IVE; transcription of design; remote communication between design partners and controlled observations. We explored initial intentions of 3D-immersive design schemes; textual descriptions and collaborations within IVE. This paper describes the outcome of creation; interpretation and communication of architectural design; by using an Immersive Joint Design Studio; as well as the description and translation of a 3D cubic structure. We discuss frameworks and factors influencing how architectural students communicate their proposals in an immersive Virtual Environment Design Studio (VeDS) and how this approach of design studio enables to understand volumes and spatial relationships.
keywords Virtual Environment; Remote Collaboration; Design Evaluation; Spatial Understanding
series other
email
last changed 2002/11/15 18:29

_id bc52
id bc52
authors SCHNABEL, Marc Aurel; KVAN, Thomas
year 2002
title DESIGN, COMMUNICATION & COLLABORATION IN IMMERSIVE VIRTUAL ENVIRONMENTS
source International Journal of Design Computing, Special Issue on Designing Virtual Worlds, Volume 4; ISSN 1329-7147 (The International Journal of Design Computing is a peer-reviewed scholarly journal, published on the World Wide Web and archived by the University of Sydney Library. {http://www.arch.usyd.edu.au/kcdc/journal/})
summary Virtual Environments (VE) are increasingly offered as environments for design. Using VE to visualize ideas from the initial steps of design, the architect is challenged to deal with perception of space, solid and void, without translations to and from a two dimensional media. From this new ability, we might expect new forms of design expression. The goal of our study was to identify how designers use and communicate early design ideas by using immersive three-dimensional VEs. We set-up a series of experiments including navigation- and perception-tasks, designing in immersive VE, transcription of design, remote communication between design partners and controlled observations. We explored initial intentions of three-dimensional (3D) immersive design schemes, textual descriptions and collaborations within immersive VE. This article describes the outcome of creation, interpretation and communication of architectural design, by using a 3D maze together with text-based communication in a series of collaborative design experiments. We conducted the first successful attempt of a Joint Design Studio, which uses immersive VE as tool of design and communication between remote partners. We discuss frameworks and factors influencing how architectural students communicate their proposals in an immersive Virtual Environment Design Studio (VeDS), and how this new approach of design studio enables new forms of design expressions.
keywords Virtual Environments; Virtual Environment Design Studio; VeDS; Design Communication
series journal paper
type normal paper
email
more http://www.arch.usyd.edu.au/kcdc/journal/vol4/schnabel/
last changed 2005/07/19 10:57

_id 870b
authors Sivaloganathan, Sangarappillai
year 1991
title Sketching input for computer aided engineering
source City University, Department of Mechanical Engineering and Aeronautics
summary The design process often begins with a graphical description of the proposed device or system and sketching is the physical expression of the design engineer's thinking process. Computer Aided Design is a technique in which man and machine are blended into a problem solving team, intimately coupling the best characteristics of each. Solid modelling is developed to act as the common medium between man and the computer. At present it is achieved mainly by designing with volumes and hence does not leave much room for sketching input, the traditional physical expression of the thinking process of the design engineer. This thesis describes a method of accepting isometric free hand sketching as the input to a solid model. The design engineer is allowed to make a sketch on top of a digitizer indicating (i) visible lines; (ii) hidden lines; (iii) construction lines; (iv) centre lines; (v) erased lines; and (vi) redundant lines as the input. The computer then processes this sketch by identifying the line segments, fitting the best possible lines, removing the erased lines, ignoring the redundant lines and finally merging the hidden lines and visible lines to form the lines in the solid in an interactive manner. The program then uses these lines and the information about the three dimensional origin of the object and produces three dimensional information such as the faces, loops, holes, rings, edges and vertices which are sufficient to build a solid model. This is achieved in the following manner. The points in the sketch are first written into a file. The computer than reads this file, breaks the group of points into sub-groups belonging to individual line segments, fits the best lines and identify the vertices in two dimensions. These improved lines in two dimensions are then merged to form the lines and vertices in the solid. These lines are then used together with the three dimensional origin (or any other point) to produce the wireframe model in three dimensions. The loops in the wireframe models are then identified and surface equations are fitted to these loops. Finally all the necessary inputs to build a B-rep solid model are produced.
series thesis:PhD
last changed 2003/02/12 22:37

_id 3964
authors Yoshikawa, H. and Gossard, D. (eds.)
year 1989
title Intelligent CAD
source North-Holland, Amsterdam, pp. vii-ix
summary In this research, design process knowledge is represented at two different levels, action level and object level, corresponding to the meta-knowledge to model design behaviors and the special knowledge to model the processes in designing particular objects. A design knowledge base and database modeling language - Integrated Data Description Language (IDDL) was developed at the University of Tokyo to model both design processes and design objects. This language combines logic programming functions and object oriented programming functions into an integrated environment. Using this language, an intelligent CAD system - Intelligent Integrated Interactive CAD (IIICAD) was developed at the University of Tokyo. Contradictions of knowledge base and database are resolved using circumscription and Assumption-based Truth Maintenance System (ATMS) in this system. Many advanced knowledge modeling techniques, including Qualitative Process Theory (QPT), modal logic, default reasoning, etc., have also been introduced in the IIICAD system. The knowledge base and database representation scheme of IDDL serves as the basis in the feature-based integrated concurrent design system. In the integrated concurrent design system, a new feature modeling language was introduced. In addition to the qualitative and quantitative data/relations that were introduced in IDDL, the composing element features, data dependency relations, constraints, 2D and 3D feature geometric descriptions have also been introduced for representing product life-cycle models and their relations. Optimization functions were added to the integrated concurrent design system to identify the optimal design considering relevant life-cycle aspects.
series other
last changed 2003/04/23 15:14

_id ecaade2020_215
id ecaade2020_215
authors Zhu, Yuehan, Fukuda, Tomohiro and Yabuki, Nobuyoshi
year 2020
title Integrated Co-designing Using Building Information Modeling and Mixed Reality with Erased Backgrounds for Stock Renovation
doi https://doi.org/10.52842/conf.ecaade.2020.1.153
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. 153-160
summary The stock renovation has become an important area of study. As customized design becomes increasingly popular, the design methods with occupants' participation are increasingly valued. The designers need an intuitive, understandable design method that allows non-professional occupants can also participate in the design process. Therefore, the proposed system explores the applicability of integrating the Building Information Modeling (BIM) model into the Mixed Reality (MR) environment to display realistic and interactive design plans. Occupants who involved in the renovation design wearing head mounted display (HMD) would experience the same MR environment. All of them can use gestures to interact with each other and control all the virtual structures and objects. This MR experience can help users to better understand other's intentions, and they can evaluate the design plans more easily. This paper will introduce a prototype of the integrated co-designing system using multiple HMDs connected in a local area network (LAN).
keywords Mixed Reality; Diminished Reality; Building Information Modeling; Co-Designing; Stock Renovation
series eCAADe
email
last changed 2022/06/07 07:57

_id 2508
authors Eggli, L. and Bruderlin, B.D. (et al.)
year 1995
title Sketching as a Solid Modeling Tool
source Third Symposium on Solid Modeling and Applications. C. Hoffmann and J. Rossignac. Salt Lake City, ACM: 313-321
summary This paper describes 'Quick-sketch', a 2d and 3d modeling tool for pen based computers. Users of this system define a model by simple pen strokes drawn directly on the screen of a pen-based PC. Lines, circles, arcs, or B-spline curves are automatically distinguished, and interpreted from these strokes. The system also automatically determines relations, such as right angles, tangencies, symmetry, and parallelism, from the sketch input, These relationships are then used to clean up the drawing by making the approximate relationships exact. Constraints are established to maintain the relationships in further editing. A constraint maintenance system, which is based on gestural manipulation and soft constraints, is employed in this system. Several techniques for sketch based definitions of solid objects are provided as well, including extrusion, surface of revolution, ruled surfaces and sweep. Feat ures can be sketched on the surfaces of 3d objects, using the same 2d- and 3d techniques. This way, objects of medium complexity can be sketched in seconds. The system can be used as a front-end to more sophisticated modeling, rendering or animation environments, serving as a hand sketching tool in the preliminary design phase.
series other
last changed 2003/04/23 15:50

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