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 ddss2004_ra-161
id ddss2004_ra-161
authors Bandini, S., S. Manzoni, and G. Vizzari
year 2004
title Crowd Modeling and Simulation
source Van Leeuwen, J.P. and H.J.P. Timmermans (eds.) Recent Advances in Design & Decision Support Systems in Architecture and Urban Planning, Dordrecht: Kluwer Academic Publishers, ISBN: 1-4020-2408-8, p. 161-175
summary The paper introduces a Multi Agent Systems (MAS) approach to crowd modelling and simulation, based on the Situated Cellular Agents (SCA) model. This is a special class of Multilayered Multi Agent Situated System (MMASS), exploiting basic elements of Cellular Automata. In particular SCA model provides an explicit spatial representation and the definition of adjacency geometries, but also a concept of autonomous agent, provided with an internal architecture, an individual state and behaviour. The latter provides different means of space-mediated interaction among agents: synchronous, between adjacent agents, and asynchronous among at-a-distance entities. Heterogeneous entities may be modelled through the specification of different agent types, defining different behaviours and perceptive capabilities. After a brief description of the model, its application to simple crowd behaviours will be given, and an application providing the integration of a bidimensional simulator based on this model and a 3D modelling application (3D Studio) will also be described. The adoption of this kind of system allows the specification and simulation of an architectural design with reference to the behaviour of entities that will act in it. The system is also able to easily produce a realistic visualization of the simulation, in order to facilitate the evaluation of the design and the communication with involved decision-makers. In fact, while experts often require only abstract and analytical results deriving from a quantitative analysis of simulation results, other people involved in the decision-making process related to the design may be helped by qualitative aspects better represented by other forms of graphical visualization.
keywords Multi-Agent Systems, 3D modelling, Simulation
series DDSS
last changed 2004/07/03 22:13

_id ga9916
id ga9916
authors Elzenga, R. Neal and Pontecorvo, Michael S.
year 1999
title Arties: Meta-Design as Evolving Colonies of Artistic Agents
source International Conference on Generative Art
summary Meta-design, the act of designing a system or species of design instead of a design instance, is an important concept in modern design practice and in the generative design paradigm. For meta-design to be a useful tool, the designer must have more formal support for both design species definition/expression and the abstract attributes which the designer is attempting to embody within a design. Arties is an exploration of one possible avenue for supporting meta-design. Arties is an artistic system emphasizing the co-evolution of colonies of Artificial Life design or artistic agents (called arties) and the environment they inhabit. Generative design systems have concentrated on biological genetics metaphors where a population of design instances are evolved directly from a set of ‘parent’ designs in a succession of generations. In Arties, the a-life agent which is evolved, produces the design instance as a byproduct of interacting with its environment. Arties utilize an attraction potential curve as their primary dynamic. They sense the relative attraction of entities in their environment, using multiple sensory channels. Arties then associate an attractiveness score to each entity. This attractiveness score is combined with a 'taste' function built into the artie that is sensitized to that observation channel, entity, and distance by a transfer function. Arties use this attraction to guide decisions and behaviors. A community of arties, with independent evolving attraction criteria can pass collective judgement on each point in an art space. As the Artie moves within this space it modifies the environment in reaction to what it senses. Arties support for Meta-design is in (A) the process of evolving arties, breeding their attraction potential curve parameters using a genetic algorithm and (B) their use of sensory channels to support abstract attributes geometries. Adjustment of these parameters tunes the attraction of the artie along various sensing channels. The multi-agent co-evolution of Arties is one approach to creating a system for supporting meta-design. Arties is part of an on-going exploration of how to support meta-design in computer augmented design systems. Our future work with Arties-like systems will be concerned with applications in areas such as modeling adaptive directives in Architecture, Object Structure Design, spatio-temporal behaviors design (for games and simulations), virtual ambient spaces, and representation and computation of abstract design attributes.
series other
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id acadia17_292
id acadia17_292
authors Hurkxkens, Ilmar; Girot, Christophe; Hutter, Marco
year 2017
title Robotic Landscapes: Developing Computational Design Tools Towards Autonomous Terrain Modeling
doi https://doi.org/10.52842/conf.acadia.2017.292
source ACADIA 2017: DISCIPLINES & DISRUPTION [Proceedings of the 37th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-0-692-96506-1] Cambridge, MA 2-4 November, 2017), pp. 292-297
summary Until today, on-site robotic construction processes in landscape architecture have been limited to predefined and controlled environments like road building or mining pits. We are presently developing an autonomous walking excavator that paves the way for new and advanced on-site design strategies. The shift towards robotic construction in terrain modeling and landscape architecture demands an adaptive design approach, where the resulting topology is inherently linked to landscape performance and the local conditions of a site. This paper discusses the computational design tools that may help redefine how design and construction processes can be better adapted to real-time topological and sensory data. This approach will, in due time, revolutionize how designers think, act and play with contemporary landscapes robotically, and reimagine their intrinsic relationship to infrastructure.
keywords design methods; information processing; fabrication; construction/robotics; form finding
series ACADIA
email
last changed 2022/06/07 07:50

_id sigradi2003_068
id sigradi2003_068
authors Medero Rocha, I., Danckwardt, V. and Raupp Musse, S.
year 2003
title Investigação semântica em ambientes virtuais geométricos e interação com agentes autônomos sintéticos (Semantical investigation in geometric virtual environments and interactions with synthetic autonomous agents)
source SIGraDi 2003 - [Proceedings of the 7th Iberoamerican Congress of Digital Graphics] Rosario Argentina 5-7 november 2003
summary This work refers to the geometric modeling of virtual environments, related to its semantics (meaning of environments). These informations of meaning are stored in a data base and organized to be easily accessible through the user interface. In the case of this research, the user interface is made using synthetic autonomous agents.
keywords Artificial intelligence, Computer Graphics, Virtual Reality,
series SIGRADI
email
last changed 2016/03/10 09:55

_id ijac201816305
id ijac201816305
authors Patt, Trevor Ryan
year 2018
title Multiagent approach to temporal and punctual urban redevelopment in dynamic, informal contexts
source International Journal of Architectural Computing vol. 16 - no. 3, 199-211
summary This article presents design research speculating on computationally enabled planning approaches for urban sites where informal developments make conventional masterplans ineffectual. The project advances the thesis that the spatial complexity of urban sites can be effectively studied through a network or mesh representation and that rapid change in informal settlements is not an obstacle to planned redevelopment but can be addressed through dynamic modeling and punctual interventions. In this way, the rapid turnover of the built environment can be a mechanism through which to introduce directed planning without canceling out bottom-up actions. In the case study presented, we use a multiagent approach that is able to adapt to a continuously changing context. The agents are driven by weighted random walks and compute localized analyses of the morphology of the network of public space as they move. The information generated by the multiagent simulation is aggregated to identify potential modifications to the urban fabric, with an emphasis on pedestrian connectivity.
keywords Adaptive planning, multiagent systems, urban morphology, network analysis, spectral clustering, informal urbanism, generative design, participatory frameworks
series journal
email
last changed 2019/08/07 14:03

_id ecaade2013_165
id ecaade2013_165
authors Simeone, Davide; Kalay, Yehuda E.; Schaumann, Davide and Hong, Seung Wan
year 2013
title Modelling and Simulating Use Processes in Buildings
doi https://doi.org/10.52842/conf.ecaade.2013.2.059
source Stouffs, Rudi and Sariyildiz, Sevil (eds.), Computation and Performance – Proceedings of the 31st eCAADe Conference – Volume 2, Faculty of Architecture, Delft University of Technology, Delft, The Netherlands, 18-20 September 2013, pp. 59-67
summary In this paper, we propose a new approach to simulating users’ behavior in yet un-built buildings. For this purpose, we have developed a model that connects two different representations: a formal representation of the building use, by means of a method borrowed from Business Process Modeling and Notation (BPMN) approach; and a game-engine based 3D virtual environment, where this process is effectively simulated and integrated with some autonomous behaviour of users/agents. The model has been applied to two test cases, where the activities of doctors, nurses, patients, and visitors in different hospitals were tracked, simulated, and reviewed by medical professionals for validation.
wos WOS:000340643600005
keywords Building use simulation; human behaviour modelling; BPMN; activity-based modelling; building performances prediction.
series eCAADe
email
last changed 2022/06/07 07:56

_id ecaade2022_113
id ecaade2022_113
authors van Son, Nicholas A. and Prado, Marshall
year 2022
title Computational Schematic Design Utilizing Self-Organizing Programmatic Agents - A novel approach to visualizing and organizing urban and architectural data
doi https://doi.org/10.52842/conf.ecaade.2022.2.095
source Pak, B, Wurzer, G and Stouffs, R (eds.), Co-creating the Future: Inclusion in and through Design - Proceedings of the 40th Conference on Education and Research in Computer Aided Architectural Design in Europe (eCAADe 2022) - Volume 2, Ghent, 13-16 September 2022, pp. 95–104
summary Architectural design requires the negotiation of a wide variety of often conflicting constraints and conditions. This puts a tremendous burden on designers to understand and evaluate all the design and site parameters in the conceptual phase of the project. Design methodologies that utilize conventional means of representation such as site diagrams, maps, or other orthographic projections may not be adequate to produce truly integrative design solutions. They often simplify conditions for user clarity or eliminate volumetric and temporal data entirely. As computational design tools develop and the mapping of georeferenced urban data becomes more commonplace, it becomes possible to integrate spatial information into design strategies and evaluate various relationships more effectively. Taking clues from medical imaging, voxel data is used to represent volumetric gradients in material properties and densities of spatial conditions. This method can be used to generate morphogenic spatial analysis of an existing site. The research presented here explores how self-organizing programmatic agents can use this analysis and embedded behaviors to visualize performative schematic design scenarios. These agents, which represent a variety of functional spaces, programmatic requirements, design constraints, and value sets, can negotiate the myriad of environmental and socio- economic site conditions as well as interact with other adaptive programmatic spaces. Each agent can iteratively search for the space that best suits the desired conditions of its program. Various agents compete for space so the overall performance of the spatial arrangement is maximized. This self-organizing spatial system presents a novel and viable means for designers to more effectively implement both urban data and computational design methods into architectural design scenarios.
keywords Agent-based Modeling, Voxels, Generative Design, Self-Organizing, Urban Data Mapping, Optimization, Spatial Analysis
series eCAADe
email
last changed 2024/04/22 07:10

_id cf2019_009
id cf2019_009
authors Veloso, Pedro; Jinmo Rhee and Ramesh Krishnamurti
year 2019
title Multi-agent space planning: a literature review (2008-2017)
source Ji-Hyun Lee (Eds.) "Hello, Culture!"  [18th International Conference, CAAD Futures 2019, Proceedings / ISBN 978-89-89453-05-5] Daejeon, Korea, pp. 52-74
summary In this paper we review the research on multi-agent space planning (MASP) during the period of 2008-2017. By MASP, we refer to space planning (SP) methods based on online mobile agents that map local perceptions to actions in the environment, generating spatial representation. We group two precedents and sixteen recent MASP prototypes into three categories: (1) agents as moving spatial units, (2) agents that occupy a space, and (3) agents that partition a space. In order to compare the prototypes, we identify the occurrence of features in terms of representation, objectives, and control procedures. Upon analysis of occurrences and correlations of features in the types, we present gaps and challenges for future MASP research. We point to the limits of current systems to solve spatial conflicts and to incorporate architectural knowledge. Finally, we suggest that behavioral learning offers a promising path for robust and autonomous MASP systems in the architectural domain.
keywords Space planning; Agent-based modeling; Multi-agent systems; Generative systems
series CAAD Futures
email
last changed 2019/07/29 14:08

_id ecaade2013_245
id ecaade2013_245
authors Weston, Mark and Greenberg, Dan
year 2013
title Sweetgum Panels
doi https://doi.org/10.52842/conf.ecaade.2013.1.569
source Stouffs, Rudi and Sariyildiz, Sevil (eds.), Computation and Performance – Proceedings of the 31st eCAADe Conference – Volume 1, Faculty of Architecture, Delft University of Technology, Delft, The Netherlands, 18-20 September 2013, pp. 569-573
summary The paper describes a novel technique for creating flat, bi-layer, compliant mechanisms for adaptive building components to be used in solar shading. Micro-actuation of these periodic, flexible devices cause innumerable three-dimensional micro-loops to erupt in the panel surface, permitting passage of diffused light while maintaining visual privacy and shade.
wos WOS:000340635300059
keywords Compliant mechanisms; biomimicry; passive energy design; solar shading; autonomous control; computer aided manufacture; parametric modeling.
series eCAADe
email
last changed 2022/06/07 07:56

_id ecaade2024_77
id ecaade2024_77
authors Zhang, Pengfei; Sevim, Selin; Leder, Samuel; Maierhofer, Mathias; Schwinn, Tobias; Menges, Achim
year 2024
title Multi-Robotic Maypole Braiding
doi https://doi.org/10.52842/conf.ecaade.2024.1.137
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. 137–146
summary Although braided structures are considered highly versatile, resilient, and scalable, there is a lack of suitable tools for designing them in architecture. This research explores a bottom-up behavioral strategy to investigate the design and simultaneous fabrication of braided structures using a multi-robot system. To achieve this a cyber-physical workflow, inspired by the traditional maypole dance where a group of dancers maneuvers ribbons into a braided spatial network, was developed using agent-based modeling and simulation (ABMS). Similar to the maypole dancers’ choreography, each agent in the model, which represents a mobile robot in the real world, takes the positions of neighboring agents as input to decide how to act. These simple actions or behaviors allow complex braided geometries to emerge over time. To verify the model in the real world, the proposed approach was tested on a swarm of autonomous two-wheel mobile robots called RADr. A braided structure with a size surpassing each individual robot was built as a demonstrator. This research provides a case study for the automation of braided structures using behavioral strategies, allowing for the design of the braids to emerge as they are built.
keywords Robotic fabrication, Behavioral fabrication, Agent-based modeling, Collective robotic construction (CRC), Braided structure
series eCAADe
email
last changed 2024/11/17 22:05

_id ascaad2012_022
id ascaad2012_022
authors Borham, Ahmad; Lobna Sherif and Osama Tolba
year 2012
title Resilient Rules - Culture and Computation in Traditional Built Environments
source CAAD | INNOVATION | PRACTICE [6th International Conference Proceedings of the Arab Society for Computer Aided Architectural Design (ASCAAD 2012 / ISBN 978-99958-2-063-3], Manama (Kingdom of Bahrain), 21-23 February 2012, pp. 211-221
summary This study explores the influence of the socio-cultural rules, based upon Islamic jurisprudence (fiqh), on the complexity of the traditional built environment. This system of rules organized the societal activities, including decisions and activities related to design and construction in the Arab-Islamic city. Considering the city as a complex system, the study will try to show how this rules system made the Arab-Islamic city resilient and adaptive. Complex Adaptive Systems (CAS) are non-linear, self-organizing systems that have the ability to adapt to changing conditions through changing the rules that organize the random autonomous interactions between agents in the environment. This adaptation takes place through gradual gained experience that is reflected in the behavior of agents. This study attempts to interrelate different bodies of literature (Complexity/Chaos theory and built environment studies) in a single framework that aims to show that the socio-cultural rules system based on fiqh was a major factor in the resilience of the traditional built environment. These interrelations are illustrated using a graph called Computational Rules Graph (CRG). The CRG relates the traditional rules system to attributes of complex systems in a graph that can be modeled computationally. Traditional rules (codes of conduct) are proscriptive (non-deterministic), defining what is prohibited, thereby producing autonomous environments where agents had control over their immediate environment. In comparison, contemporary rules of the built environment (building codes) are prescriptive (deterministic), subscribing definite actions that need to take place by the stake-holder (agent) neglecting user needs and preferences. The application of these traditional rules system increased the agent’s autonomy and freedom of action. It also helped establish stronger social networks among agents, which resulted in a resilient environment.
series ASCAAD
email
more http://www.ascaad.org/conference/2012/papers/ascaad2012_022.pdf
last changed 2012/05/15 20:46

_id 39fb
authors Langton, C.G.
year 1996
title Artificial Life
source Boden, M. A. (1996). The Philosophy of Artificial Life, 39-94.New York and Oxford: Oxford University Press
summary Artificial Life contains a selection of articles from the first three issues of the journal of the same name, chosen so as to give an overview of the field, its connections with other disciplines, and its philosophical foundations. It is aimed at those with a general background in the sciences: some of the articles assume a mathematical background, or basic biology and computer science. I found it an informative and thought-provoking survey of a field around whose edges I have skirted for years. Many of the articles take biology as their starting point. Charles Taylor and David Jefferson provide a brief overview of the uses of artificial life as a tool in biology. Others look at more specific topics: Kristian Lindgren and Mats G. Nordahl use the iterated Prisoner's Dilemma to model cooperation and community structure in artificial ecosystems; Peter Schuster writes about molecular evolution in simplified test tube systems and its spin-off, evolutionary biotechnology; Przemyslaw Prusinkiewicz presents some examples of visual modelling of morphogenesis, illustrated with colour photographs; and Michael G. Dyer surveys different kinds of cooperative animal behaviour and some of the problems synthesising neural networks which exhibit similar behaviours. Other articles highlight the connections of artificial life with artificial intelligence. A review article by Luc Steels covers the relationship between the two fields, while another by Pattie Maes covers work on adaptive autonomous agents. Thomas S. Ray takes a synthetic approach to artificial life, with the goal of instantiating life rather than simulating it; he manages an awkward compromise between respecting the "physics and chemistry" of the digital medium and transplanting features of biological life. Kunihiko Kaneko looks to the mathematics of chaos theory to help understand the origins of complexity in evolution. In "Beyond Digital Naturalism", Walter Fontana, Guenter Wagner and Leo Buss argue that the test of artificial life is to solve conceptual problems of biology and that "there exists a logical deep structure of which carbon chemistry-based life is a manifestation"; they use lambda calculus to try and build a theory of organisation.
series other
last changed 2003/04/23 15:14

_id caadria2014_088
id caadria2014_088
authors Puusepp, Renee
year 2014
title Spatial Agglomerates
doi https://doi.org/10.52842/conf.caadria.2014.585
source Rethinking Comprehensive Design: Speculative Counterculture, Proceedings of the 19th International Conference on Computer-Aided Architectural Design Research in Asia (CAADRIA 2014) / Kyoto 14-16 May 2014, pp. 585–594
summary This paper reports on the computational modelling research investigating spatial organisations often associated with unplanned settlements. Such spatial agglomerates are composed of several co-located but autonomous units (agents) that share common facilities and infrastructure (e.g. circulation). Depending on the context, units in the agglomerate represent individual dwellings, apartments or abstract spatial geometry. The paper presents early prototype models that can be interpreted at various scale, and a computational model for generating organic settlement layouts. The originality of the research resides within a new multi-agent algorithm for creating spatial organisations. The agglomeration process benefits from two distinct generative design strategies – self-organisation and adaptive development strategy. While the self-organisation accounts for the emergence of the global structure in the agglomeration, the adaptive development strategy ensures that the basic environmental and spatial requirements of each individual unit are satisfied.
keywords Generative design; agent based modelling; object oriented design; unplanned settlements
series CAADRIA
email
last changed 2022/06/07 08:00

_id b110
id b110
authors Abadi Abbo, Isaac and Cavallin Calanche, Humerto
year 1994
title Ecological Validity of Real Scale Models
source Beyond Tools for Architecture [Proceedings of the 5th European Full-scale Modeling Association Conference / ISBN 90-6754-375-6] Wageningen (The Netherlands) 6-9 September 1994, pp. 31-40
summary Space simulation is a technique employed by architects, urban designers, environmental psychologists and other related specialists. It is used for academic and research purposes, as an aid to evaluate the impact that the built environment or that to be built would yield in potential or real users. Real Scale Model is organized as one of the models which represents more reliable spatial characteristics in space simulations. However, it is necessary to know the ecological validity of the simulations carried out, that is the degree in which laboratory results could be taken as reliable and representative of real situations. In order to discover which variables of the model used are relevant so that their perception results ecologically valid in respect to reality, a research has been designed in which simulations of specific spaces are appraised both in real space and in the real scale model. The results of both evaluations were statistically analyzed and it shows no significative differences in psychological impressions between the evaluation of real spaces and real scale model. These ecological validation of the real scale model could be of great use to estimate the validity of the results obtained in spaces simulated in the laboratory.
keywords Model Simulation, Real Environments
series other
type normal paper
more http://info.tuwien.ac.at/efa
last changed 2006/06/24 09:29

_id 0ecc
authors Anh, Tran Hoai
year 1994
title APPLICATION OF FULL-SCALE MODELLING IN VIETNAM: AN OUTLINE FOR DISCUSSION
source Beyond Tools for Architecture [Proceedings of the 5th European Full-scale Modeling Association Conference / ISBN 90-6754-375-6] Wageningen (The Netherlands) 6-9 September 1994, pp. 59-70
summary This paper discusses the possibility of applying full-scale modelling in Vietnam, a non-western so called developing country. It deals with two main questions: 1) Is the application of full-scale modelling to be restricted to the West only? 2) what are the possibilities, constraints and fields of application - with attention to the methodological validity and technical solution for full-scale modelling in Vietnam? It is argued that since full-scale modelling is based on people-environment interaction, it should, in principle, apply to studies about people–environment relation anywhere on earth. On the methodological validity, it is discussed that application of full-scale modelling in Vietnam faces similar methodological problems as encountered in European applications (such as people's behaviour in experiment, ability to understand the abstraction of models, etc.) although at another level as this paper will make clear. However, it would be needed to design a modelling kit that is of low costs and adapted to the availability of local materials and suitable for the climatic condition of Vietnam. Two fields of application are projected as most applicable in Vietnam: modelling in architectural education and research investigation. Application for user's participation in the design process will depend on the development of building policy in the country.
keywords Model Simulation, Real Environments
series other
type normal paper
last changed 2004/05/04 11:00

_id 592b
authors Apollonio, F., Carini, A., Farina, R., Nuti, F. and Tolomelli, F.
year 1994
title THE ITALIAN FULL-SCALE MODEL LABORATORY: CONSIDERATIONS ABOUT SOME TOOLS FOR ARCHITECTURAL EXPERIMENTATION
source Beyond Tools for Architecture [Proceedings of the 5th European Full-scale Modeling Association Conference / ISBN 90-6754-375-6] Wageningen (The Netherlands) 6-9 September 1994, pp. 71-82
summary The Italian simulation laboratory carries out most of its activity within the experimental programmes promoted by the Ministry of Works. Within this context, we conducted studies based on the topics of EUROPAN competitions for young architects, built models based on EUROREX programme's projects and analyzed experimental projects directly financed by the Ministry (mainly restoration projects).
keywords Model Simulation, Real Environments
series other
type normal paper
more http://info.tuwien.ac.at/efa
last changed 2004/05/04 11:01

_id ddss9405
id ddss9405
authors Ayeni, Bola
year 1994
title The Design of Decision Support Systems in Urban and Regional Planning
source Second Design and Decision Support Systems in Architecture & Urban Planning (Vaals, the Netherlands), August 15-19, 1994
summary Planning methodology over the years, has shifted from situations whereby planners think, plan and design for the people to one whereby both people and planners have become important components of the planning process. Consequently, the important urban planning methodology of the last two decades that utilized mathematical models in the planning process is fast becoming obsolete. The paper argues that model building should move to the creation of urban decision support systems for the planning process through the development of expert systems shells that interfaces existing planning models with the knowledge content of planning and planners. The expert system shells as the set of decision rules for determining how existing supply and demand relationships are applied for modelling land use and transportation would be responsible forguiding the development of appropriate geographical information systems, supporting land use and other models in a coordinated manner, for communicating with these other systems componentsand for guiding interactions between them and the user. Furthermore, decision support systems should be designed to bring the whole of the knowledge base to bear on a problem through a flexible and adaptive solution system that makes explicit use of both the analysts models and the decision makers expert knowledge. It is argued that this understanding leads to the development of three crucial issues for the design of decision support systems in urban and regional planning;namely the development of user friendly integrated urban land-use transportation models, the development of expert geographical information systems and the development of expert systemshells for many of the routine tasks planners deal with.
series DDSS
last changed 2003/08/07 16:36

_id fff9
authors Batty, M.
year 1994
title A Chronicle of Scientific Planning: The Anglo-American Modeling Experience
source Journal of the American Planning Association 60(1), pp. 7-16
summary Contributed by Susan Pietsch (spietsch@arch.adelaide.edu.au)
keywords 3D City Modeling, Development Control, Design Control
series journal paper
last changed 2003/05/15 21:45

_id sigradi2008_049
id sigradi2008_049
authors Benamy, Turkienicz ; Beck Mateus, Mayer Rosirene
year 2008
title Computing And Manipulation In Design - A Pedagogical Experience Using Symmetry
source SIGraDi 2008 - [Proceedings of the 12th Iberoamerican Congress of Digital Graphics] La Habana - Cuba 1-5 December 2008
summary The concept of symmetry has been usually restricted to bilateral symmetry, though in an extended sense it refers to any isometric transformation that maintains a certain shape invariant. Groups of operations such as translation, rotation, reflection and combinations of these originate patterns classified by modern mathematics as point groups, friezes and wallpapers (March and Steadman, 1974). This extended notion represents a tool for the recognition and reproduction of patterns, a primal aspect of the perception, comprehension and description of everything that we see. Another aspect of this process is the perception of shapes, primary and emergent. Primary shapes are the ones explicitly represented and emergent shapes are the ones implicit in the others (Gero and Yan, 1994). Some groups of shapes known as Semantic Shapes are especially meaningful in architecture, expressing visual features so as symmetry, rhythm, movement and balance. The extended understanding of the concept of symmetry might improve the development of cognitive abilities concerning the creation, recognition and meaning of forms and shapes, aspects of visual reasoning involved in the design process. This paper discusses the development of a pedagogical experience concerned with the application of the concept of symmetry in the creative generation of forms using computational tools and manipulation. The experience has been carried out since 1995 with 3rd year architectural design students. For the exploration of compositions based on symmetry operations with computational support we followed a method developed by Celani (2003) comprising the automatic generation and update of symmetry patterns using AutoCAD. The exercises with computational support were combined with other different exercises in each semester. The first approach combined the creation of two-dimensional patterns to their application and to their modeling into three-dimensions. The second approach combined the work with computational support with work with physical models and mirrors and the analysis of the created patterns. And the third approach combined the computational tasks with work with two-dimensional physical shapes and mirrors. The student’s work was analyzed under aspects such as Discretion/ Continuity –the creation of isolated groups of shapes or continuous overlapped patterns; Generation of Meta-Shapes –the emergence of new shapes from the geometrical relation between the generative shape and the structure of the symmetrical arrangement; Modes of Representation –the visual aspects of the generative shape such as color and shading; Visual Reasoning –the derivation of 3D compositions from 2D patterns by their progressive analysis and recognition; Conscious Interaction –the simultaneous creation and analysis of symmetry compositions, whether with computational support or with physical shapes and mirrors. The combined work with computational support and with physical models and mirrors enhanced the students understanding on the extended concept of symmetry. The conscious creation and analysis of the patterns also stimulated the student’s understanding over the different semantic possibilities involved in the exploration of forms and shapes in two or three dimensions. The method allowed the development of both syntactic and semantic aspects of visual reasoning, enhancing the students’ visual repertoire. This constitutes an important strategy in the building of the cognitive abilities used in the architectural design process.
keywords Symmetry, Cognition, Computing, Visual reasoning, Design teaching
series SIGRADI
email
last changed 2016/03/10 09:47

_id 6838
authors Berberidou-Kallivoka, Liana
year 1994
title An Open Daylighting Simulation Environment
source Carnegie Mellon University, Pittsburgh
summary Various studies have shown that performance simulation tools have not been integrated effec- tively in the architectural design process. The conventional lighting simulation tools have been characterized as decision verification tools rather than design support tools. Particularly in the early design stage, when crucial and often irreversible decisions are made, this evident lack of appropriate lighting simulation environments represents a serious drawback. The "mono-directionality" of the conventional simulation tools can be identified as one of the factors responsi- ble for insufficient integration of computational lighting modeling tools in the design process. In response to this circumstance, this thesis presents the conceptual background and the proto- , typical realization of an "open" daylighting simulation environment (GESTALT) to support architectural lighting design and education. Open simulation environments aim at extension (and inversion) of the design-to-performance mapping mechanisms of the conventional build- ing performance simulation tools. Toward this end, two fully operational versions of GESTALT have been implemented. GESTALT-01 is an explicit implementation based on invertible "fast-response" computational modules. GESTALT-02 is an implicit version that uses a comprehensive computational daylight simulator and investigative projection technique for performance-driven design exploration. Concepts, implementations, case studies, contributions and future directions are presented.
series thesis:PhD
last changed 2003/02/12 22:42

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