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 1018

_id avocaad_2001_02
id avocaad_2001_02
authors Cheng-Yuan Lin, Yu-Tung Liu
year 2001
title A digital Procedure of Building Construction: A practical project
source AVOCAAD - ADDED VALUE OF COMPUTER AIDED ARCHITECTURAL DESIGN, Nys Koenraad, Provoost Tom, Verbeke Johan, Verleye Johan (Eds.), (2001) Hogeschool voor Wetenschap en Kunst - Departement Architectuur Sint-Lucas, Campus Brussel, ISBN 80-76101-05-1
summary In earlier times in which computers have not yet been developed well, there has been some researches regarding representation using conventional media (Gombrich, 1960; Arnheim, 1970). For ancient architects, the design process was described abstractly by text (Hewitt, 1985; Cable, 1983); the process evolved from unselfconscious to conscious ways (Alexander, 1964). Till the appearance of 2D drawings, these drawings could only express abstract visual thinking and visually conceptualized vocabulary (Goldschmidt, 1999). Then with the massive use of physical models in the Renaissance, the form and space of architecture was given better precision (Millon, 1994). Researches continued their attempts to identify the nature of different design tools (Eastman and Fereshe, 1994). Simon (1981) figured out that human increasingly relies on other specialists, computational agents, and materials referred to augment their cognitive abilities. This discourse was verified by recent research on conception of design and the expression using digital technologies (McCullough, 1996; Perez-Gomez and Pelletier, 1997). While other design tools did not change as much as representation (Panofsky, 1991; Koch, 1997), the involvement of computers in conventional architecture design arouses a new design thinking of digital architecture (Liu, 1996; Krawczyk, 1997; Murray, 1997; Wertheim, 1999). The notion of the link between ideas and media is emphasized throughout various fields, such as architectural education (Radford, 2000), Internet, and restoration of historical architecture (Potier et al., 2000). Information technology is also an important tool for civil engineering projects (Choi and Ibbs, 1989). Compared with conventional design media, computers avoid some errors in the process (Zaera, 1997). However, most of the application of computers to construction is restricted to simulations in building process (Halpin, 1990). It is worth studying how to employ computer technology meaningfully to bring significant changes to concept stage during the process of building construction (Madazo, 2000; Dave, 2000) and communication (Haymaker, 2000).In architectural design, concept design was achieved through drawings and models (Mitchell, 1997), while the working drawings and even shop drawings were brewed and communicated through drawings only. However, the most effective method of shaping building elements is to build models by computer (Madrazo, 1999). With the trend of 3D visualization (Johnson and Clayton, 1998) and the difference of designing between the physical environment and virtual environment (Maher et al. 2000), we intend to study the possibilities of using digital models, in addition to drawings, as a critical media in the conceptual stage of building construction process in the near future (just as the critical role that physical models played in early design process in the Renaissance). This research is combined with two practical building projects, following the progress of construction by using digital models and animations to simulate the structural layouts of the projects. We also tried to solve the complicated and even conflicting problems in the detail and piping design process through an easily accessible and precise interface. An attempt was made to delineate the hierarchy of the elements in a single structural and constructional system, and the corresponding relations among the systems. Since building construction is often complicated and even conflicting, precision needed to complete the projects can not be based merely on 2D drawings with some imagination. The purpose of this paper is to describe all the related elements according to precision and correctness, to discuss every possibility of different thinking in design of electric-mechanical engineering, to receive feedback from the construction projects in the real world, and to compare the digital models with conventional drawings.Through the application of this research, the subtle relations between the conventional drawings and digital models can be used in the area of building construction. Moreover, a theoretical model and standard process is proposed by using conventional drawings, digital models and physical buildings. By introducing the intervention of digital media in design process of working drawings and shop drawings, there is an opportune chance to use the digital media as a prominent design tool. This study extends the use of digital model and animation from design process to construction process. However, the entire construction process involves various details and exceptions, which are not discussed in this paper. These limitations should be explored in future studies.
series AVOCAAD
email
last changed 2005/09/09 10:48

_id c1d2
authors Bartlett, B. (et. al.)
year 1996
title Architectural Rendering
source New Riders, Indianapolis
summary Readers learn techniques through step-by-step instructions and full-color illustrations with this first book on one of the hottest topics in the 3D Studio world. Readers discover the "finishing touch" secrets of expert designers, architects, and visualization specialists.
series other
last changed 2003/04/23 15:18

_id 7a20
id 7a20
authors Carrara, G., Fioravanti, A.
year 2002
title SHARED SPACE’ AND ‘PUBLIC SPACE’ DIALECTICS IN COLLABORATIVE ARCHITECTURAL DESIGN.
source Proceedings of Collaborative Decision-Support Systems Focus Symposium, 30th July, 2002; under the auspices of InterSymp-2002, 14° International Conference on Systems Research, Informatics and Cybernetics, 2002, Baden-Baden, pg. 27-44.
summary The present paper describes on-going research on Collaborative Design. The proposed model, the resulting system and its implementation refer mainly to architectural and building design in the modes and forms in which it is carried on in advanced design firms. The model may actually be used effectively also in other environments. The research simultaneously pursues an integrated model of the: a) structure of the networked architectural design process (operators, activities, phases and resources); b) required knowledge (distributed and functional to the operators and the process phases). The article focuses on the first aspect of the model: the relationship that exists among the various ‘actors’ in the design process (according to the STEP-ISO definition, Wix, 1997) during the various stages of its development (McKinney and Fischer, 1998). In Collaborative Design support systems this aspect touches on a number of different problems: database structure, homogeneity of the knowledge bases, the creation of knowledge bases (Galle, 1995), the representation of the IT datum (Carrara et al., 1994; Pohl and Myers, 1994; Papamichael et al., 1996; Rosenmann and Gero, 1996; Eastman et al., 1997; Eastman, 1998; Kim, et al., 1997; Kavakli, 2001). Decision-making support and the relationship between ‘private’ design space (involving the decisions of the individual design team) and the ‘shared’ design space (involving the decisions of all the design teams, Zang and Norman, 1994) are the specific topic of the present article.

Decisions taken in the ‘private design space’ of the design team or ‘actor’ are closely related to the type of support that can be provided by a Collaborative Design system: automatic checks performed by activating procedures and methods, reporting of 'local' conflicts, methods and knowledge for the resolution of ‘local’ conflicts, creation of new IT objects/ building components, who the objects must refer to (the ‘owner’), 'situated' aspects (Gero and Reffat, 2001) of the IT objects/building components.

Decisions taken in the ‘shared design space’ involve aspects that are typical of networked design and that are partially present in the ‘private’ design space. Cross-checking, reporting of ‘global’ conflicts to all those concerned, even those who are unaware they are concerned, methods for their resolution, the modification of data structure and interface according to the actors interacting with it and the design phase, the definition of a 'dominus' for every IT object (i.e. the decision-maker, according to the design phase and the creation of the object). All this is made possible both by the model for representing the building (Carrara and Fioravanti, 2001), and by the type of IT representation of the individual building components, using the methods and techniques of Knowledge Engineering through a structured set of Knowledge Bases, Inference Engines and Databases. The aim is to develop suitable tools for supporting integrated Process/Product design activity by means of a effective and innovative representation of building entities (technical components, constraints, methods) in order to manage and resolve conflicts generated during the design activity.

keywords Collaborative Design, Architectural Design, Distributed Knowledge Bases, ‘Situated’ Object, Process/Product Model, Private/Shared ‘Design Space’, Conflict Reduction.
series other
type symposium
email
last changed 2005/03/30 16:25

_id 6279
id 6279
authors Carrara, G.; Fioravanti, A.
year 2002
title Private Space' and ‘Shared Space’ Dialectics in Collaborative Architectural Design
source InterSymp 2002 - 14th International Conference on Systems Research, Informatics and Cybernetics (July 29 - August 3, 2002), pp 28-44.
summary The present paper describes on-going research on Collaborative Design. The proposed model, the resulting system and its implementation refer mainly to architectural and building design in the modes and forms in which it is carried on in advanced design firms. The model may actually be used effectively also in other environments. The research simultaneously pursues an integrated model of the: a) structure of the networked architectural design process (operators, activities, phases and resources); b) required knowledge (distributed and functional to the operators and the process phases). The article focuses on the first aspect of the model: the relationship that exists among the various ‘actors’ in the design process (according to the STEP-ISO definition, Wix, 1997) during the various stages of its development (McKinney and Fischer, 1998). In Collaborative Design support systems this aspect touches on a number of different problems: database structure, homogeneity of the knowledge bases, the creation of knowledge bases (Galle, 1995), the representation of the IT datum (Carrara et al., 1994; Pohl and Myers, 1994; Papamichael et al., 1996; Rosenmann and Gero, 1996; Eastman et al., 1997; Eastman, 1998; Kim, et al., 1997; Kavakli, 2001). Decision-making support and the relationship between ‘private’ design space (involving the decisions of the individual design team) and the ‘shared’ design space (involving the decisions of all the design teams, Zang and Norman, 1994) are the specific topic of the present article.

Decisions taken in the ‘private design space’ of the design team or ‘actor’ are closely related to the type of support that can be provided by a Collaborative Design system: automatic checks performed by activating procedures and methods, reporting of 'local' conflicts, methods and knowledge for the resolution of ‘local’ conflicts, creation of new IT objects/ building components, who the objects must refer to (the ‘owner’), 'situated' aspects (Gero and Reffat, 2001) of the IT objects/building components.

Decisions taken in the ‘shared design space’ involve aspects that are typical of networked design and that are partially present in the ‘private’ design space. Cross-checking, reporting of ‘global’ conflicts to all those concerned, even those who are unaware they are concerned, methods for their resolution, the modification of data structure and interface according to the actors interacting with it and the design phase, the definition of a 'dominus' for every IT object (i.e. the decision-maker, according to the design phase and the creation of the object). All this is made possible both by the model for representing the building (Carrara and Fioravanti, 2001), and by the type of IT representation of the individual building components, using the methods and techniques of Knowledge Engineering through a structured set of Knowledge Bases, Inference Engines and Databases. The aim is to develop suitable tools for supporting integrated Process/Product design activity by means of a effective and innovative representation of building entities (technical components, constraints, methods) in order to manage and resolve conflicts generated during the design activity.

keywords Collaborative Design, Architectural Design, Distributed Knowledge Bases, ‘Situated’ Object, Process/Product Model, Private/Shared ‘Design Space’, Conflict Reduction.
series other
type symposium
email
last changed 2012/12/04 07:53

_id caadria2007_659
id caadria2007_659
authors Chen, Zi-Ru
year 2007
title The Combination of Design Media and Design Creativity _ Conventional and Digital Media
doi https://doi.org/10.52842/conf.caadria.2007.x.w5x
source CAADRIA 2007 [Proceedings of the 12th International Conference on Computer Aided Architectural Design Research in Asia] Nanjing (China) 19-21 April 2007
summary Creativity is always interested in many fields, in particular, creativity and design creativity have many interpretations (Boden, 1991; Gero and Maher, 1992, 1993; Kim, 1990; Sternberg, 1988; Weisberg, 1986). In early conceptual design process, designers used large number of sketches and drawings (Purcell and Gero, 1998). The sketch can inspire the designer to increase the creativity of the designer’s creations(Schenk, 1991; Goldschmidt, 1994; Suwa and Tversky, 1997). The freehand sketches by conventional media have been believed to play important roles in processes of the creative design thinking(Goldschmidt, 1991; Schon and Wiggins, 1992; Goel, 1995; Suwa et al., 2000; Verstijnen et al., 1998; Elsas van and Vergeest, 1998). Recently, there are many researches on inspiration of the design creativity by digital media(Liu, 2001; Sasada, 1999). The digital media have been used to apply the creative activities and that caused the occurrenssce of unexpected discovery in early design processes(Gero and Maher, 1993; Mitchell, 1993; Schmitt, 1994; Gero, 1996, 2000; Coyne and Subrahmanian, 1993; Boden, 1998; Huang, 2001; Chen, 2001; Manolya et al. 1998; Verstijinen et al., 1998; Lynn, 2001). In addition, there are many applications by combination of conventional and digital media in the sketches conceptual process. However, previous works only discussed that the individual media were related to the design creativity. The cognitive research about the application of conceptual sketches design by integrating both conventional and digital media simultaneously is absent.
series CAADRIA
email
last changed 2022/06/07 07:50

_id ddss2008-02
id ddss2008-02
authors Gonçalves Barros, Ana Paula Borba; Valério Augusto Soares de Medeiros, Paulo Cesar Marques da Silva and Frederico de Holanda
year 2008
title Road hierarchy and speed limits in Brasília/Brazil
source H.J.P. Timmermans, B. de Vries (eds.) 2008, Design & Decision Support Systems in Architecture and Urban Planning, ISBN 978-90-6814-173-3, University of Technology Eindhoven, published on CD
summary This paper aims at exploring the theory of the Social Logic of Space or Space Syntax as a strategy to define parameters of road hierarchy and, if this use is found possible, to establish maximum speeds allowed in the transportation system of Brasília, the capital city of Brazil. Space Syntax – a theory developed by Hillier and Hanson (1984) – incorporates the space topological relationships, considering the city shape and its influence in the distribution of movements within the space. The theory’s axiality method – used in this study – analyses the accessibility to the street network relationships, by means of the system’s integration, one of its explicative variables in terms of copresence, or potential co-existence between the through-passing movements of people and vehicles (Hillier, 1996). One of the most used concepts of Space Syntax in the integration, which represents the potential flow generation in the road axes and is the focus of this paper. It is believed there is a strong correlation between urban space-form configuration and the way flows and movements are distributed in the city, considering nodes articulations and the topological location of segments and streets in the grid (Holanda, 2002; Medeiros, 2006). For urban transportation studies, traffic-related problems are often investigated and simulated by assignment models – well-established in traffic studies. Space Syntax, on the other hand, is a tool with few applications in transport (Barros, 2006; Barros et al, 2007), an area where configurational models are considered to present inconsistencies when used in transportation (cf. Cybis et al, 1996). Although this is true in some cases, it should not be generalized. Therefore, in order to simulate and evaluate Space Syntax for the traffic approach, the city of Brasília was used as a case study. The reason for the choice was the fact the capital of Brazil is a masterpiece of modern urban design and presents a unique urban layout based on an axial grid system considering several express and arterial long roads, each one with 3 to 6 lanes,
keywords Space syntax, road hierarchy
series DDSS
last changed 2008/09/01 17:06

_id acadia16_140
id acadia16_140
authors Nejur, Andrei; Steinfeld, Kyle
year 2016
title Ivy: Bringing a Weighted-Mesh Representations to Bear on Generative Architectural Design Applications
doi https://doi.org/10.52842/conf.acadia.2016.140
source ACADIA // 2016: POSTHUMAN FRONTIERS: Data, Designers, and Cognitive Machines [Proceedings of the 36th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-0-692-77095-5] Ann Arbor 27-29 October, 2016, pp. 140-151
summary Mesh segmentation has become an important and well-researched topic in computational geometry in recent years (Agathos et al. 2008). As a result, a number of new approaches have been developed that have led to innovations in a diverse set of problems in computer graphics (CG) (Sharmir 2008). Specifically, a range of effective methods for the division of a mesh have recently been proposed, including by K-means (Shlafman et al. 2002), graph cuts (Golovinskiy and Funkhouser 2008; Katz and Tal 2003), hierarchical clustering (Garland et al. 2001; Gelfand and Guibas 2004; Golovinskiy and Funkhouser 2008), primitive fitting (Athene et al. 2004), random walks (Lai et al.), core extraction (Katz et al.) tubular multi-scale analysis (Mortara et al. 2004), spectral clustering (Liu and Zhang 2004), and critical point analysis (Lin et al. 20070, all of which depend upon a weighted graph representation, typically the dual of a given mesh (Sharmir 2008). While these approaches have been proven effective within the narrowly defined domains of application for which they have been developed (Chen 2009), they have not been brought to bear on wider classes of problems in fields outside of CG, specifically on problems relevant to generative architectural design. Given the widespread use of meshes and the utility of segmentation in GAD, by surveying the relevant and recently matured approaches to mesh segmentation in CG that share a common representation of the mesh dual, this paper identifies and takes steps to address a heretofore unrealized transfer of technology that would resolve a missed opportunity for both subject areas. Meshes are often employed by architectural designers for purposes that are distinct from and present a unique set of requirements in relation to similar applications that have enjoyed more focused study in computer science. This paper presents a survey of similar applications, including thin-sheet fabrication (Mitani and Suzuki 2004), rendering optimization (Garland et al. 2001), 3D mesh compression (Taubin et al. 1998), morphin (Shapira et al. 2008) and mesh simplification (Kalvin and Taylor 1996), and distinguish the requirements of these applications from those presented by GAD, including non-refinement in advance of the constraining of mesh geometry to planar-quad faces, and the ability to address a diversity of mesh features that may or may not be preserved. Following this survey of existing approaches and unmet needs, the authors assert that if a generalized framework for working with graph representations of meshes is developed, allowing for the interactive adjustment of edge weights, then the recent developments in mesh segmentation may be better brought to bear on GAD problems. This paper presents work toward the development of just such a framework, implemented as a plug-in for the visual programming environment Grasshopper.
keywords tool-building, design simulation, fabrication, computation, megalith
series ACADIA
type paper
email
last changed 2022/06/07 07:58

_id sigradi2023_108
id sigradi2023_108
authors Passos, Aderson, Jorge, Luna, Cavalcante, Ana, Sampaio, Hugo, Moreira, Eugenio and Cardoso, Daniel
year 2023
title Urban Morphology and Solar Incidence in Public Spaces - an Exploratory Correlation Analysis Through a CIM System
source García Amen, F, Goni Fitipaldo, A L and Armagno Gentile, Á (eds.), Accelerated Landscapes - Proceedings of the XXVII International Conference of the Ibero-American Society of Digital Graphics (SIGraDi 2023), Punta del Este, Maldonado, Uruguay, 29 November - 1 December 2023, pp. 1655–1666
summary The walkability of open spaces has been highlighted in current discussions about the production of designed environments in urban contexts (Matan, 2011). To contribute to this theme, this work selects the environmental comfort of open spaces as its element of study. The production of urban space was investigated, specifically in regard to urban morphology, understanding that city design directly influences environmental comfort (Jacobs, 1996). This work addresses the geographic context of low latitudes, specifically in hot and humid climate zones of Brazil, and, in this context, according to NBR 15220 (national performance standards), shading is one of the main comfort strategies, so solar incidence was the approached environmental phenomenon. Thus, this work presents a digital system that performs exploratory analysis on the correlations between urban form indicators and environmental performance indicators, specifically solar incidence. The method consists of three steps: urban form modeling (1), indicator measurement (2) and correlation analysis (3). In the first stage, different spatial sections of a city in Brazil were represented in the digital environment (1). This work’s implementation instrument is based on a City Information Modeling framework (Beirao et al., 2012). Visual Programming Interface (VPI) and Geographic Information Systems (GIS) tools were used, in addition to a Relational Database Management System (RDBMS). Then, for each urban clipping, the values of morphological indicators and the incidence of solar radiation were measured (2). Based on the values of the indicators, an exploration of their correlation was carried out by statistical methods (3). The results of the correlation analysis and their correspondent scatter plots are presented. Finally, possible applications of the results for the creation of prescriptive urban planning systems are discussed, seeking to promote a sustainable urban environment.
keywords Urban planning, Environmental comfort, Walkability, Urban morphology, Statistical methods.
series SIGraDi
email
last changed 2024/03/08 14:09

_id ebb2
authors Proctor, George
year 2000
title Reflections on the VDS, Pedagogy, Methods
doi https://doi.org/10.52842/conf.acadia.2000.015.2
source ACADIA Quarterly, vol. 19, no. 1, pp. 15-16
summary After having conducted a Digital Media based design studio at Cal Poly for six years, we have developed a body of experience I feel is worth sharing. When the idea of conducting a studio with the exclusive use of digital tools was implemented at our college, it was still somewhat novel, and only 2 short years after the first VDS- Virtual Design Studio (UBC, UHK et.al.-1993). When we began, most of what we explored required a suspension of disbelief on the part of both the students and faculty reviewers of studio work. In a few short years the notions we examined have become ubiquitous in academic architectural discourse and are expanding into common use in practice. (For background, the digital media component of our curriculum owes much to my time at Harvard GSD [MAUD 1989-91] and the texts of: McCullough/Mitchell 1990, 1994; McCullough 1998; Mitchell 1990,1992,1996; Tufte 1990; Turkel 1995; and Wojtowicz 1993; and others.)
series ACADIA
email
last changed 2022/06/07 08:00

_id acadia07_284
id acadia07_284
authors Robinson, Kirsten; Gorbet, Robert; Beesley, Philip
year 2007
title Evolving Cooperative Behaviour in a Reflexive Membrane
doi https://doi.org/10.52842/conf.acadia.2007.284
source Expanding Bodies: Art • Cities• Environment [Proceedings of the 27th Annual Conference of the Association for Computer Aided Design in Architecture / ISBN 978-0-9780978-6-8] Halifax (Nova Scotia) 1-7 October 2007, 284-293
summary This paper describes the integration of machine intelligence into an immersive architectural sculpture that interacts dynamically with users and the environment. The system is conceived to function as an architectural envelope that might transfer air using a distributed array of components. The sculpture includes a large array of interconnected miniature structural and kinetic elements, each with local sensing, actuation, and machine intelligence. We demonstrate a model in which these autonomous, interconnected agents develop cooperative behaviour to maximize airflow. Agents have access to sensory data about their local environment and ‘learn’ to move air through the working of a genetic algorithm. Introducing distributed and responsive machine intelligence builds on work done on evolving embodied intelligence (Floreano et al. 2004) and architectural ‘geotextile’ sculptures by Philip Beesley and collaborators (Beesley et al. 1996-2006). The paper contributes to the general field of interactive art by demonstrating an application of machine intelligence as a design method. The objective is the development of coherent distributed kinetic building envelopes with environmental control functions. A cultural context is included, discussing dynamic paradigms in responsive architecture.
series ACADIA
type normal paper
email
last changed 2022/06/07 08:00

_id 02ac
authors Wang, Donggen
year 1998
title Conjoint Approaches to Developing Activity-Based Models
source Eindhoven University of Technology, Faculty of Architecture and Urban Planning, The Netherlands
summary Since the late 1950s, transportation models have played an important role in forecasting travel demand and evaluating the impacts of plans and policies. Planners use transportation models to learn about the behavior of transport systems. Over the past decades, the development of particular modeling approaches has closely followed planning needs, which in turn are closely related to dominant policy issues. The first generation of transportation models was developed during the late 1950s and early 1960s. Their purpose was to facilitate the prediction of future travel demand, such that road capacity programs could be based on predicted demand. The first generation models are commonly referred to as four-step models. These models are typically formulated and calibrated at the level of the traffic zones. Individuals are aggregated by traffic zone. Traffic is considered to be the result of four sequential decisions: trip generation, trip distribution, modal split and traffic assignment. These decisions are modeled separately at successive stages. Although the four-step models have been widely used, even institutionalized in literally thousands of applications (Stopher, et al., 1996), the major shortcoming of these large-scale, aggregate and supply-oriented models is their lack of behavioral content.
keywords Traffic Behaviour; Traffic and Transportation Research
series thesis:PhD
last changed 2003/02/12 22:37

_id e4a8
authors Winograd, Terry ed. (et al.)
year 1996
title Bringing Design to Software
source New York, NY:ACM Press and Reading, MA:Addison-Welsley
summary In this landmark book, Terry Winograd shows how to improve the practice of software design, by applying lessons from other areas of design to the creation of software. The goal is to create software that works---really works---in being appropriate and effective for people who live in the world that the software creates. The book contains essays contributed by prominent software and design professionals, interviews with experts, and profiles of successful projects and products. These elements are woven together to illuminate what design is, to identify the common core of practices in every design field, and to show how software builders can apply these common practices to produce software that is more effective, more appropriate, and more satisfying for users. The initial chapters view software from the user's perspective, featuring the insights of a experienced software designers and developers, including Mitch Kapor, David Liddle, John Rheinfrank, Peter Denning, and John Seely Brown. Subsequent chapters turn to the designer and the design process, with contributions from designers and design experts, including David Kelley, Donald Schön, and Donald Norman. Profiles discussing Mosaic, Quicken, Macintosh Interface Guidelines, Microsoft Bob, and other successful applications and projects are included to highlight key points in the chapters. This book is for the broad community of people who conceive, develop, market, evaluate, and use software. It is foremost, of course, for the software designer, and particularly for the reflective designer---someone who is driven by practical concerns, but who is also able to step back for a moment and reflect on what works, what doesn't work, and why. At the same time, it reveals new directions and new possibilities for programmers who build software, and for product managers who bring software to market. Software users will also find the book valuable in expanding their understanding of what good software design encompasses, which will help them in evaluating, integrating, and productively using computer applications.
series other
last changed 2003/04/23 15:14

_id avocaad_2001_17
id avocaad_2001_17
authors Ying-Hsiu Huang, Yu-Tung Liu, Cheng-Yuan Lin, Yi-Ting Cheng, Yu-Chen Chiu
year 2001
title The comparison of animation, virtual reality, and scenario scripting in design process
source AVOCAAD - ADDED VALUE OF COMPUTER AIDED ARCHITECTURAL DESIGN, Nys Koenraad, Provoost Tom, Verbeke Johan, Verleye Johan (Eds.), (2001) Hogeschool voor Wetenschap en Kunst - Departement Architectuur Sint-Lucas, Campus Brussel, ISBN 80-76101-05-1
summary Design media is a fundamental tool, which can incubate concrete ideas from ambiguous concepts. Evolved from freehand sketches, physical models to computerized drafting, modeling (Dave, 2000), animations (Woo, et al., 1999), and virtual reality (Chiu, 1999; Klercker, 1999; Emdanat, 1999), different media are used to communicate to designers or users with different conceptual levels¡@during the design process. Extensively employed in design process, physical models help designers in managing forms and spaces more precisely and more freely (Millon, 1994; Liu, 1996).Computerized drafting, models, animations, and VR have gradually replaced conventional media, freehand sketches and physical models. Diversely used in the design process, computerized media allow designers to handle more divergent levels of space than conventional media do. The rapid emergence of computers in design process has ushered in efforts to the visual impact of this media, particularly (Rahman, 1992). He also emphasized the use of computerized media: modeling and animations. Moreover, based on Rahman's study, Bai and Liu (1998) applied a new design media¡Xvirtual reality, to the design process. In doing so, they proposed an evaluation process to examine the visual impact of this new media in the design process. That same investigation pointed towards the facilitative role of the computerized media in enhancing topical comprehension, concept realization, and development of ideas.Computer technology fosters the growth of emerging media. A new computerized media, scenario scripting (Sasada, 2000; Jozen, 2000), markedly enhances computer animations and, in doing so, positively impacts design processes. For the three latest media, i.e., computerized animation, virtual reality, and scenario scripting, the following question arises: What role does visual impact play in different design phases of these media. Moreover, what is the origin of such an impact? Furthermore, what are the similarities and variances of computing techniques, principles of interaction, and practical applications among these computerized media?This study investigates the similarities and variances among computing techniques, interacting principles, and their applications in the above three media. Different computerized media in the design process are also adopted to explore related phenomenon by using these three media in two projects. First, a renewal planning project of the old district of Hsinchu City is inspected, in which animations and scenario scripting are used. Second, the renewal project is compared with a progressive design project for the Hsinchu Digital Museum, as designed by Peter Eisenman. Finally, similarity and variance among these computerized media are discussed.This study also examines the visual impact of these three computerized media in the design process. In computerized animation, although other designers can realize the spatial concept in design, users cannot fully comprehend the concept. On the other hand, other media such as virtual reality and scenario scripting enable users to more directly comprehend what the designer's presentation.Future studies should more closely examine how these three media impact the design process. This study not only provides further insight into the fundamental characteristics of the three computerized media discussed herein, but also enables designers to adopt different media in the design stages. Both designers and users can more fully understand design-related concepts.
series AVOCAAD
email
last changed 2005/09/09 10:48

_id sigradi2022_298
id sigradi2022_298
authors Perry, Isha N.; Xue, Zhouyi; Huang, Hui-Ling; Crispe, Nikita; Vegas, Gonzalo; Swarts, Matthew; Gomez Z., Paula
year 2022
title Human Behavior Simulations to Determine Best Strategies for Reducing COVID-19 Risk in Schools
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. 39–50
summary The dynamics of COVID-19 spread have been studied from an epidemiological perspective, at city, country, and global scales (Rabajante, 2020, Ma, 2020, and Giuliani et al., 2020), although after two years of the pandemic we know that viruses spread mostly through built environments. This study is part of the Spatiotemporal Modeling of COVID-19 spread in buildings research (Gomez, Hadi, and Kemenova et al., 2020 and 2021), which proposes a multidimensional model that integrates spatial configurations, temporal use of spaces, and virus characteristics into one multidimensional model. This paper presents a specific branch of this model that analyzes the behavioral parameters, such as vaccination, masking, and mRNA booster rates, and compares them to reducing room occupancy. We focused on human behavior, specifically human interactions within six feet. We utilized the multipurpose simulation software, AnyLogic, to quantify individual exposure to the virus, in the high school building by Perkins and Will. The results show how the most effective solution, reducing the occupancy rates or redesigning layouts, being the most impractical one, is as effective as 80% of the population getting a third boost.
keywords Spatiotemporal Modeling, Behavior Analytics, COVID-19 Spread, Agent-Based Simulation, COVID-19 Prevention
series SIGraDi
email
last changed 2023/05/16 16:55

_id sigradi2021_217
id sigradi2021_217
authors Salgado Melo, Ramses Vladimir and Becerra Santacruz, Axel
year 2021
title Design of Bio-Receptive Vertical Architectural Surfaces
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. 1371–1384
summary In the search for proposals and solutions related to the design of architectural envelopes, such as vertical gardens, there is data that shows that these strategies favor the improvement of the thermal capacity of these architectural skins (Oberndorfer et al., 2007). By means of passive strategies, this research aims to applied innovation in the development of a prototype of a bio-receptive surface that generates the favorable conditions for the proliferation development of vegetative agents, using concrete as a supporting base and modifying their pH levels with the objective of generating a balance for the proliferation of bryophytes. Through iterative experimental processes, a relationship between shape, surface and material composition is sought to generate a surface that produces bio-receptivity conditions.
keywords Responsividad, bio-receptividad, variabilidad, colonización, briofitos.
series SIGraDi
email
last changed 2022/05/23 12:11

_id sigradi2021_18
id sigradi2021_18
authors Verniz, Debora and Duarte, José P
year 2021
title Assessing Santa Marta: Using Evaluation Tools to Inform Parametric Urban Design
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. 749–758
summary Lack of affordable housing is a worldwide problem. Rapid urbanization, rural exodus, and poor governance policies have contributed to the problem and, in response, low-income populations resort to self-construction. The result are informal settlements located predominantly in marginalized urban areas (United Nations, 2015) that develop with neither urban infrastructure nor compliance with building and planning codes (Lall et al., 2006; Patel et al., 2018; United Nations Human Settlements Programme, 2012) and, consequently, offer a poor-quality built environment. The goal of this paper is to methodologically identify physical aspects of such built environments that could be improved. We evaluate a case study, the Santa Marta favela in Brazil, using a holistic housing-quality assessment tool and local building and planning codes as reference. Our results identify the physical characteristics with lower quality standards in the case study and demonstrate the efficacy of the methodology introduced for this purpose.
keywords housing quality assessment, building codes, informal settlements, parametric urban design, Santa Marta favela.
series SIGraDi
email
last changed 2022/05/23 12:11

_id 5fc4
authors Fruchter, R.
year 1996
title Conceptual Collaborative Building Design Through Shared Graphics
source IEEE Expert special issue on Al in Civil Engineering, June vol. 33-41
summary The Interdisciplinary Communication Medium computer environment integrates a shared graphic modeling environment with network-based services to accommodate many perspectives in an architecture/engineering/construction team. Communication is critical for achieving better cooperation and coordination among professionals in a multidisciplinary building team. The complexity of large construction projects, the specialization of the project participants, and the different forms of synchronous and asynchronous collaborative work increase the need for intensive information sharing and exchange. Architecture/engineering/construction (A/E/C) professionals use computers to perform a specific discipline's tasks, but they still exchange design decisions and data using paper drawings and documents. Each project participant investigates and communicates alternative solutions through representational idioms that are private to that member's profession. Other project participants must then interpret, extract, and reenter the relevant information using the conventional idioms of their disciplines and in the format required by their tools. The resulting communication difficulties often affect the quality of the final building and the time required to achieve design consensus. This article describes a computer environment, the Interdisciplinary Communication Medium (ICM), that supports conceptual, collaborative building design. The objective is to help improve communication among professionals in a multidisciplinary team. Collaborative teamwork is an iterative process of reaching a shared understanding of the design and construction domains, the requirements, the building to be built, and the necessary commitments. The understanding emerges over time, as team members begin to grasp their own part of the project, and as they provide information that lets others progress. The fundamental concepts incorporated in ICM include A communication cycle for collaborative teamwork that comprises propose-interpret-critique-explain-change notifications. An open system-integration architecture. A shared graphic modeling environment for design exploration and communication. A Semantic Modeling Extension (SME), which introduces a structured way to capture design intent. A change-notification mechanism that documents notes on design changes linked to the graphic models, and routes change notifications. Thus, the process involves communication, negotiation, and team learning.
series journal paper
last changed 2003/04/23 15:14

_id f5a3
authors Maher, M.L. and Gomez de Silva Garza, A.
year 1996
title Developing case-based reasoning for structural design
source IEEE Expert
summary Case-based systems enable users to retrieve previously known designs from memory and adapt them to fit the current design problem. The four case-based design systems described here illustrate how various implementations achieve design assistance or design automation objectives. Case-based reasoning is a problem-solving technique that makes analogies between a problem and previously encountered situations (cases) relevant to solving the problem. Using CBR as a design process model involves the subtasks of recalling previously known designs from memory and adapting these design cases or subcases to fit the current design context. The detailed development of this process model for a particular design domain proceeds in parallel with the development of the case representation, the case memory organization, and the necessary design knowledge. The selection of an information representation paradigm and the details of its use for a problem-solving domain depend on the intended use of the information, the project information available, and the nature of the domain. CBR could be used to develop and implement a CBR system. Although that sounds circular, if CBR is a viable approach to problem solving, it can be applied to the development of the reasoning system itself. Toward that end, this article presents four "cases" of case-based building design systems that we've developed at the University of Sydney: CaseCAD, CADsyn, Win, and Demex. These systems exemplify alternative case memory contents and organizations and provide insight into different potential implementations of the recall and adaptation subprocesses.
series journal paper
email
last changed 2003/04/23 15:14

_id 3125
authors Peyret, F. Bétaille, D. and Hintzy, G.
year 2000
title High-precision application of GPS in the field of real-time equipment positioning
source Automation in Construction 9 (3) (2000) pp. 299-314
summary In the frame of its research concerning real-time positioning and control of road construction equipment, the Laboratoire Central des Ponts et Chaussées, has carried out in 1996 a study to know more about the actual vertical accuracy that a real-time kinematic (RTK) global positioning system (GPS) sensor could reach, under work site conditions. This study has widely used the dedicated testing facility called SESSYL, built to perform high-accuracy and real-time evaluation tests on positioning systems. It has been performed in collaboration with the French road contractor COLAS and the Ecole Supérieure des Géomètres et Topographes (ESGT). First, there is the proposed adapted geodetic transformation procedure, compatible with the high accuracy requirements. Then, the main results of a special SESSYL tests program are presented, where the impacts of several influencing parameters on the vertical accuracy have been carefully examined. The core part of the paper is the analysis of the typical RTK GPS set of data, from which we have tried to extract two different components: a high-frequency noise, rather easy to filter, and a low-frequency bias. This bias, given its good repeatability, can be modelled and used in prediction to improve in real-time the raw accuracy of the data. As a full-scale validation of our study, a site experiment is finally described, carried out this time on a real piece of equipment (an asphalt paver) during real roadwork.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:23

_id sigradi2021_234
id sigradi2021_234
authors Al Nouri, Mhd Ziwar, Baghdadi, Bilal and Khateeb, Nairooz
year 2021
title Re-coding Post-War Syria: The Role of Data Collection & Objective Investigations in PostWar Smart City
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. 127–145
summary Re-coding post-war Syria is an ongoing research and data platform, focused on innovation and collecting comprehensive, infrastructural and socioeconomic analytics, synchronization data, by using AI driven to give a more transparent image of innovating a new methodology to regenerate the future of post-war smart cities into advanced and sustainable urban environments in a smarter way (Fig. 1). The pressure to achieve a rapid Post-war smart city without clear strategy and comprehensive analysis of all aspects will cause a particularly catastrophic collapse in the interconnected social structure, services, education and health care system, leaving a long-term impact on the society. This paper presents the current status of the Research & Documentation methodology in the Data Collection phase by the objective investigations conducted through a series of local and international workshops species developed in this research called “Re-Coding“, offering consequent direct ground surveys, statistics and documentation study of the targeted areas, merging professionalism and youth power with local community to detect an open source data used as a tool to re-generate a precarious area towards a new methodology.
keywords Post-War Smart cities, Collecting Data, Local community, Objective Investigations, Artificial intelligence
series SIGraDi
email
last changed 2022/05/23 12:10

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