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 cc87
authors Johnson, Scott
year 1997
title What's in a Representation, Why Do We Care, and What Does It Mean? Examining Evidence from Psychology
source Design and Representation [ACADIA ‘97 Conference Proceedings / ISBN 1-880250-06-3] Cincinatti, Ohio (USA) 3-5 October 1997, pp. 5-15
doi https://doi.org/10.52842/conf.acadia.1997.005
summary This paper examines psychological evidence on the nature and role of representations in cognition. Both internal (mental) and external (physical or digital) representations are considered. It is discovered that both types of representation are deeply linked to thought processes. They are linked to learning, the ability to use existing knowledge, and problem solving strategies. The links between representations, thought processes, and behavior are so deep that even eye movements are partly governed by representations. Choice of representations can affect limited cognitive resources like attention and short-term memory by forcing a person to try to utilize poorly organized information or perform "translations" from one representation to another. The implications of this evidence are discussed. Based on these findings, a set of guidelines is presented, for digital representations which minimize drain of cognitive resources. These guidelines describe what sorts of characteristics and behaviors a representation should exhibit, and what sorts of information it should contain in order to accommodate and facilitate design. Current attempts to implement such representations are discussed.

series ACADIA
email
last changed 2022/06/07 07:52

_id ecaade2024_302
id ecaade2024_302
authors Bielski, Jessica; Karaali, Ozan; Eisenstadt, Viktor; Langenhan, Christoph; Petzold, Frank
year 2024
title Sequencing the Architectural Design Process for Artificial Intelligence - A design-theory-based framework for machine learning approaches
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. 449–458
doi https://doi.org/10.52842/conf.ecaade.2024.1.449
summary Similar process models of the architectural design process of the early design stages have been formalised. However, recognition by machine learning (ML) based approaches fails due to the individuality and vagueness of the inherent method of sketching. Nevertheless, contemporary ML approaches have the potential to support the architectural design process through auto-completion-based suggestions. In order to provide data for ML-based suggestion generation, we propose a customisable framework with according steps. Drawing from design theory, it is establishes the design process as sequences of three levels of detail and their respective linking. These literature-based sequences serve to label sketch protocol studies. Finally, the framework is validated through Recurrent Neural Networks (RNNs) with Long-Short-Term-Memory (LSTM) architecture trained in isolation on sequences of different level of detail, for prediction purposes.
keywords Design theory, Architectural design process, Design process, Sequencing, Data preparation, Artificial intelligence, Machine learning
series eCAADe
email
last changed 2024/11/17 22:05

_id 10e9
authors Heylighen, Ann and Neuckermans, Herman
year 2000
title DYNAMO in Action - Development and Use of a Web-Based Design Tool
source J. Pohl & T. Fowler (eds.), Proceedings of the Focus Symposium on Advances in Computer-Based and Web-Based Collaborative Systems - InterSymp-2000 International Conference On Systems Research, Informatics and Cybernetics, Baden-Baden (Germany), July 31 - Aug 4, 2000 (ISBN 0-921836-88-0), pp. 233-242
summary Addressing the subject of Case-Based Design (CBD), the paper describes the development and use of a Web-based design tool called DYNAMO. The tool is firmly rooted in the Dynamic Memory Theory underlying the CBD approach. Yet, rather than adopting it as such, we have tried to enrich this approach by extrapolating it beyond the individual. This extrapolation stimulates and intensifies several modes of interaction. Doing so, DYNAMO tries to kill two birds with one stone. At short notice, it provides architects and architecture students with a rich source of inspiration, ideas and design knowledge for their present design task, as it is filled with a permanently growing collection of design cases that is accessible on-line. Its long-term objective is to initiate and nurture the life-long process of learning from (design) experience as suggested by the cognitive model underlying CBD, and Case-Based Reasoning in general. DYNAMO is therefore conceived as an (inter-)active workhouse rather than a passive warehouse: it is interactively developed by and actively develops the user's design knowledge. Whereas previous papers have focused on the theoretical ideas of DYNAMO, this paper points out how Web technology enables us to implement these ideas as a working prototype. Furthermore, an annotated scenario of the system in use is described.
keywords Case-Based Design, Web Technology, Architectural Design
series journal paper
email
last changed 2002/11/22 14:50

_id 79f8
authors Rieber, L.
year 1994
title Computers Graphics, and Learning
source Brown & Benchmark, Madison
summary The first of the topics begins with an overview of instructional computer graphics. This leads into an overview of the status of instructional visual research including discussions on visual perception, visual cognition, and theories on storing visual information in short-term and long-term memory. More practical application information is found in the next few chapters covering when and how static and animated graphics should be integrated into computer based instruction. The book concludes with a consideration of the role visuals play with multimedia. The useful information of each chapter is delivered with a cautious and wise nature. Rieber introduces his book with the first principle of instructional graphics, which I found to be very insightful. It reads, "There are times when pictures can aid learning, times when pictures do not aid learning but do no harm, and times when pictures do not aid learning and are distracting." The general premise throughout the book is that learning is paramount and should take center stage. He further warns the instructional designer about becoming "technocentric" (this is where technology dictates decision making) and recommends that media decisions not be made untilother instructional decisions are made. Again and again, from chapter to chapter, the reader is reminded of this underlying premise which made this book particularly effective. Another strength was the comprehensive nature of the book. There was an excellent balance of theory, research, and application to ensure the reader will gain the knowledge for appropriate integration of graphics into instructional materials. The theoretical information covers the role of visuals in communication and education, quoting many research sources for validation. There is an overview of three types of instructional graphics (representational, analogical, and arbitrary) and an analysis of their possible use in Gagneís domains of learning. Rieber states that the design of instructional graphics is strongly influenced by the inter-relationships and interdependency of the five domains. To help the reader choose the correct graphic for the job intended, a section describing the five applications of instructional graphics (cosmetic, motivation, attention-gaining, presentation, and practice) is included. It is recognized that these applications originated from Gagne's nine events of instruction.
series other
last changed 2003/04/23 15:14

_id ecaadesigradi2019_602
id ecaadesigradi2019_602
authors Toulkeridou, Varvara
year 2019
title Steps towards AI augmented parametric modeling systems for supporting design exploration
source Sousa, JP, Xavier, JP and Castro Henriques, G (eds.), Architecture in the Age of the 4th Industrial Revolution - Proceedings of the 37th eCAADe and 23rd SIGraDi Conference - Volume 1, University of Porto, Porto, Portugal, 11-13 September 2019, pp. 81-90
doi https://doi.org/10.52842/conf.ecaade.2019.1.081
summary Dataflow parametric modeling environments have become popular as exploratory tools due to them allowing the variational exploration of a design by controlling the parameters of its parametric model schema. However, the nature of these systems requires designers to prematurely commit to a structure and hierarchy of geometric relationships, which makes them inflexible when it comes to design exploration that requires topological changes to the parametric modeling graph. This paper is a first step towards augmenting parametric modeling systems via the use of machine learning for assisting the user towards topological exploration. In particular, this paper describes an approach where Long Short-Term Memory recurrent neural networks, trained on a data set of parametric modeling graphs, are used as generative systems for suggesting alternative dataflow graph paths to the parametric model under development.
keywords design exploration; visual programming; machine learning
series eCAADeSIGraDi
email
last changed 2022/06/07 07:58

_id 730e
authors Af Klercker, Jonas
year 1997
title Implementation of IT and CAD - what can Architect schools do?
source AVOCAAD First International Conference [AVOCAAD Conference Proceedings / ISBN 90-76101-01-09] Brussels (Belgium) 10-12 April 1997, pp. 83-92
summary In Sweden representatives from the Construction industry have put forward a research and development program called: "IT-Bygg 2002 -Implementation". It aims at making IT the vehicle for decreasing the building costs and at the same time getting better quality and efficiency out of the industry. A seminar was held with some of the most experienced researchers, developers and practitioners of CAD in construction in Sweden. The activities were recorded and annotated, analysed and put together afterwards; then presented to the participants to agree on. Co-operation is the key to get to the goals - IT and CAD are just the means to improve it. Co-operation in a phase of implementation is enough problematic without the technical difficulties in using computer programs created by the computer industry primarily for commercial reasons. The suggestion is that cooperation between software companies within Sweden will make a greater market to share than the sum of all individual efforts. In the short term, 2 - 5 years, implementation of CAD and IT will demand a large amount of educational efforts from all actors in the construction process. In the process of today the architect is looked upon as a natural coordinator of the design phase. In the integrated process the architect's methods and knowledge are central and must be spread to other categories of actors - what a challenge! At least in Sweden the number of researchers and educators in CAAD is easily counted. How do we make the most of it?
series AVOCAAD
last changed 2005/09/09 10:48

_id d60a
authors Casti, J.C.
year 1997
title Would be Worlds: How simulation is changing the frontiers of science
source John Wiley & Sons, Inc., New York.
summary Five Golden Rules is caviar for the inquiring reader. Anyone who enjoyed solving math problems in high school will be able to follow the author's explanations, even if high school was a long time ago. There is joy here in watching the unfolding of these intricate and beautiful techniques. Casti's gift is to be able to let the nonmathematical reader share in his understanding of the beauty of a good theory.-Christian Science Monitor "[Five Golden Rules] ranges into exotic fields such as game theory (which played a role in the Cuban Missile Crisis) and topology (which explains how to turn a doughnut into a coffee cup, or vice versa). If you'd like to have fun while giving your brain a first-class workout, then check this book out."-San Francisco Examiner "Unlike many popularizations, [this book] is more than a tour d'horizon: it has the power to change the way you think. Merely knowing about the existence of some of these golden rules may spark new, interesting-maybe even revolutionary-ideas in your mind. And what more could you ask from a book?"-New Scientist "This book has meat! It is solid fare, food for thought . . . makes math less forbidding, and much more interesting."-Ben Bova, The Hartford Courant "This book turns math into beauty."-Colorado Daily "John Casti is one of the great science writers of the 1990s."-San Francisco Examiner In the ever-changing world of science, new instruments often lead to momentous discoveries that dramatically transform our understanding. Today, with the aid of a bold new instrument, scientists are embarking on a scientific revolution as profound as that inspired by Galileo's telescope. Out of the bits and bytes of computer memory, researchers are fashioning silicon surrogates of the real world-elaborate "artificial worlds"-that allow them to perform experiments that are too impractical, too costly, or, in some cases, too dangerous to do "in the flesh." From simulated tests of new drugs to models of the birth of planetary systems and galaxies to computerized petri dishes growing digital life forms, these laboratories of the future are the essential tools of a controversial new scientific method. This new method is founded not on direct observation and experiment but on the mapping of the universe from real space into cyberspace. There is a whole new science happening here-the science of simulation. The most exciting territory being mapped by artificial worlds is the exotic new frontier of "complex, adaptive systems." These systems involve living "agents" that continuously change their behavior in ways that make prediction and measurement by the old rules of science impossible-from environmental ecosystems to the system of a marketplace economy. Their exploration represents the horizon for discovery in the twenty-first century, and simulated worlds are charting the course. In Would-Be Worlds, acclaimed author John Casti takes readers on a fascinating excursion through a number of remarkable silicon microworlds and shows us how they are being used to formulate important new theories and to solve a host of practical problems. We visit Tierra, a "computerized terrarium" in which artificial life forms known as biomorphs grow and mutate, revealing new insights into natural selection and evolution. We play a game of Balance of Power, a simulation of the complex forces shaping geopolitics. And we take a drive through TRANSIMS, a model of the city of Albuquerque, New Mexico, to discover the root causes of events like traffic jams and accidents. Along the way, Casti probes the answers to a host of profound questions these "would-be worlds" raise about the new science of simulation. If we can create worlds inside our computers at will, how real can we say they are? Will they unlock the most intractable secrets of our universe? Or will they reveal instead only the laws of an alternate reality? How "real" do these models need to be? And how real can they be? The answers to these questions are likely to change the face of scientific research forever.
series other
last changed 2003/04/23 15:14

_id 412e
authors Gross, M.D., Do, E. and McCall, R.J.
year 1997
title Collaboration and Coordination in Architectural Design: approaches to computer mediated team work
source TeamCAD 97, 17-23
summary In 1993 and 1994, instructors and students of architecture at several universities around the world* collaborated briefly on two "virtual design studio" projects. Using off-the-shelf technology of the time-email, CU-See-Me internet video, international conference calls, and exchange of CAD drawings, images, and Quicktime animations-this ambitious project explored the possibility of bringing together diverse members of an international design team together to collaborate on a short term (two week) project. Central to the "Virtual Design Studio" was a 'digital pinup board', an area where participating designers could post and view drawings and textual comments; video links and email exchange provided the media for direct communication media about designs. A report on the project [21] makes clear that the process was not without technical difficulties: a significant amount of communication concerned scheduling and coordinating file formats; disappointingly little was devoted to discussions of design issues. Although it's clear that many of the minor technical problems that inevitably plague a forward-looking effort like the Virtual Design Studio will be solved in the near term, the project also reveals the need for research on software and design practices to make computer mediated design collaboration realize its attractive promise.
series journal paper
email
last changed 2003/04/23 15:50

_id 7e69
authors Lea, R., Honda, Y, and Matsuda, K.
year 1997
title Virtual Society: Collaboration in 3D Spaces on the Internet
source Computer Supported Cooperative Work (CSCW) 6(2): 227-250; Jan 1997
summary The Virtual Society (VS) project is a long term research initiative that is investigating the evolution of the future electronicsociety. Our vision for this electronic society is a shared 3D virtual world where users, from homes and offices, canexplore, interact and work. Our first implementation of an infrastructure to support our investigation is known asCommunityPlace and has been developed to support large-scale shared 3D spaces on the Internet using the Virtual RealityModeling Language (VRML). Obviously, such an ambitious project cuts across many different domains. In this paper weoutline the goals of the Virtual Society project, discuss the architecture and implementation of CommunityPlace withparticular emphasis on Internet related technologies such as VRML and present our views on the role of VRML and theInternet to support large-scale shared 3D spaces.
keywords Distributed Virtual Environment; Internet; Collaboration; Consistency; VRML
series other
email
last changed 2002/07/07 16:01

_id f5db
authors Brooks, F.P.
year 1986
title Walkthrough - A Dynamic Graphics System for Simulating Virtual Buildings
source Proceedings 1986 Workshop on Interactive 3D Graphics. ACM: 9-22
summary As part of our graphics research into virtual worlds, we are building a tool for an architect and his client to use for rapid prototyping of buildings by visually "walking through" them in order to refine specifications. Our first prototype simulated the new UNC Computer Science building with some 8000 polygons. BSP-tree software on the Adage Ikonas gave a colored, shaded perspective view every 3-5 seconds while the user moved a cursor in real-time over floorplans shown on the Vector-General 3300. The current (third) version uses Pixel-Planes to generate 9 updates/second, view images shown 4' x 6' by projector. Active short- and long-term research questions include speed-up, stereo, a 6-DoF interface with eye-level defaults, and an interactive model-building, model-changing system.
series other
last changed 2003/11/21 15:16

_id 4202
authors Brown, Michael E. and Gallimore, Jennie J.
year 1995
title Visualization of Three-Dimensional Structure During Computer-Aided Design
source International Journal of Human-Computer Interaction 1995 v.7 n.1 pp. 37-56
summary The visual image presented to an engineer using a computer-aided design (CAD) system influences design activities such as decision making, problem solving, cognizance of complex relationships, and error correction. Because of the three-dimensional (3-D) nature of the object being created, an important attribute of the CAD visual interface concerns the various methods of presenting depth on the display's two-dimensional (2-D) surface. The objective of this research is to examine the effects of stereopsis on subjects' ability to (a) accurately transfer to, and retrieve from, long-term memory spatial information about 3-D objects; and (b) visualize spatial characteristics in a quick and direct manner. Subjects were instructed to memorize the shape of a 3-D object presented on a stereoscopic CRT during a study period. Following the study period, a series of static trial stimuli were shown. Each trial stimulus was rotated (relative to the original) about the vertical axis in one of six 36° increments between 0° and 180°. In each trial, the subject's task was to determine, as quickly and as accurately as possible, whether the trial object was the same shape as the memorized object or its mirrored image. One of the two cases was always true. To assess the relative merits associated with disparity and interposition, the two depth cues were manipulated in a within-subject manner during the study period and during the trials that followed. Subject response time and error rate were evaluated. Improved performance due to hidden surface is the most convincing experimental finding. Interposition is a powerful cue to object structure and should not be limited to late stages of design. The study also found a significant, albeit limited, effect of stereopsis. Under specific study object conditions, adding disparity to monocular trial objects significantly decreased response time. Response latency was also decreased by adding disparity information to stimuli in the study session.
series journal paper
last changed 2003/05/15 21:45

_id ecaade2018_210
id ecaade2018_210
authors Ezzat, Mohammed
year 2018
title A Computational Tool for Mapping the Users' Urban Cognition - A Framework and a Representation for the Evolutionary Optimization of the Fuzzy Binary Relation between the Urban Conceptions of "Us" and "Others"
source Kepczynska-Walczak, A, Bialkowski, S (eds.), Computing for a better tomorrow - Proceedings of the 36th eCAADe Conference - Volume 1, Lodz University of Technology, Lodz, Poland, 19-21 September 2018, pp. 667-676
doi https://doi.org/10.52842/conf.ecaade.2018.1.667
summary The paper proposes a computational tool for simulating the users' urban cognitive systems, or more specifically the long-term memory associated with the knowledge of urbanism and its related urban visual features. The tool builds on our comprehensive theory of Urbanism, which presents a monolithic, structured, comprehensive, professional conception of Urbanism based on which any relativistic users' urban conceptions could be predicted as a restructuring of the professional conception. These versatile relativistic conceptions would emerge based on a nurturing environment, which is a conception of the empirical/anthropological collected data of the intended users' reflections against their preferred constructed urban environments. Once the users' conceptions of Urbanism are formulated, which is the first phase of the simulation, the users' impressions against any examined urban constructs are attainable, which is the second phase of the simulation. The two phases, the framework, would be monolithically represented by a proposed novel cellular graph. The proposed computational tool is thought of as a robust technique for the computational incorporation of the users' urban identity, and some of its constituents could be considered as a needed common platform of communication for a successful Human-Computer interaction in the field of urban analysis/design.
keywords a comprehensive model of Urbanism; a default professional conception of Urbanism; the relativistic users' conceptions of Urbanism ; recognized extracted urban features ; the users' urban identity; A comprehensive theory for space syntax:
series eCAADe
email
last changed 2022/06/07 07:55

_id c057
authors Ganter, John H.
year 1988
title Interactive Graphics : Linking the Human to the Model
source GIS/LIS'88 Proceeding accessing the world (3rd. : 1988 : San Antonio). December, 1988. Vol. 1: pp. 230-239 : ill. includes bibliography
summary Discovery and innovation, which have traditionally involved thinking visually and producing images, increasingly benefit from labor-saving devices like GIS and CAD. As new visualization technologies are implemented, it is particularly important to understand the human faculties which use pictures as tools in thinking. Science and engineering define problems, explain processes, and design solutions through observation, imagination and logic. This conceptual thought relies on a cognitive `database' of sensed verbal and non-verbal information, which is retained, managed, and updated within the short and long-term human memories. Research suggests that the individual must actively manipulate a phenomenon under study and its representations to enhance and maintain this database, and to produce abstractions and generalizations. Graphics are particularly important in this process of discovering correlations, contradictions and connections, and subsequent communication to others. Graphics offer high information density, simultaneity, variable detail and the capacity for showing multivariate relations. A `gestalt' property leads to the discovery of new relationships since the graphic whole always exceeds the sum of its parts. A cycle occurs in which the individual interacts with the phenomenon and produces explicit knowledge in the form of graphics and text, testing and refining each against knowledge and abstractions held in the mind
keywords information, computer graphics, perception, user interface, visualization, cognition, abstraction
series CADline
last changed 2003/06/02 13:58

_id e8e0
authors Huang, Y.H.
year 2002
title What Designers See from a Case? A Cognitive Approach
source CAADRIA 2002 [Proceedings of the 7th International Conference on Computer Aided Architectural Design Research in Asia / ISBN 983-2473-42-X] Cyberjaya (Malaysia) 18–20 April 2002, pp. 167-174
doi https://doi.org/10.52842/conf.caadria.2002.167
summary In the behavior of human cognition, Schank, a cognitive researcher, claims that human frequently rely on past experience to solve new problems. The information and knowledge of well-trained designers was obtained from fundamental training courses in schools, from everyday experience, and importantly from several design cases. Acquiring knowledge by seeing cases is the most important activity in the design process. But, there are no related works from cognitive view to discuss what and how designers see from instances. Thus, this paper attempts to investigate what designers can see as some meaningful elements from instances, what relationships are among elements and knowledge which retrieved from designers’ long-term memory, and how new obtained knowledge influences the design outcomes.
series CAADRIA
email
last changed 2022/06/07 07:49

_id 27e1
authors Janssen, P., Frazer, J. and Tang, M.X.
year 2000
title Evolutionary design systems: a conceptual framework for the creation of generative processes
source Proceedings of the 5th International Conference on Design Decision Support Systems in Architecture and Urban Planning, Nijkerk, The Netherlands, pp. 190-200
summary Design tools that aim not only to analyse and evaluate, but also to generate and explore alternative design proposals are now under development. An evolutionary paradigm is presented as a basis for creating such tools. First, the evolutionary paradigm is shown to be the only successful design system on which this new phase of design tool could be based. Secondly, any characterisation of design as a search problem is argued to be a serious misconception. Instead it is proposed that evolutionary design systems should be seen as generative processes that are able to evaluate their own output. Thirdly, a generic framework for generative evolutionary design systems is presented. Fourth, the generative process is introduced as key element within this generic framework. The role of the environment within this process is fundamental. Finally, the direction of future research within the evolutionary design paradigm is discussed with possible short and long term goals being presented.
series other
last changed 2003/04/23 15:14

_id ddss9453
id ddss9453
authors Krafta, Romulo
year 1994
title Urban Configuration, Attraction And Morphology
source Second Design and Decision Support Systems in Architecture & Urban Planning (Vaals, the Netherlands), August 15-19, 1994
summary Spatial Interaction (SI), based on the principle of attraction, has set up a powerful way of looking at the behaviour of urban systems. Within-place activities generate and/or attract trips, due to their inner fragmentary nature; several activities articulate a system of locations and flows which is supposed to be regulated by concentration of those activities and distance between them'. SI has been criticized for having a poor theory and little regard to spatial specifics. In general terms, planners and large-scale urban scientists have been more comfortable with it than designers and urban morphologists, whose questions about space configuration are awkwardly dealt with in such a framework. Recently, Space Syntax (SS) has been suggested as an alternative to describe possible roles of space in the urban system. Its theory looks very complex - a deep cultural, anthropological connection between man and space, an atavistic impulse driving the shaping of space. Teklenburg et al have shown, however, that it is, in fact, very simple and not far from the rude assumptions of SI: a matter of distance and orientation3. Hence, what does look new is just its way of describing orientation, through the axiallity of public space. Axial lines retain the fundamental issue of connectivity; so they describe space more efficiently than the traditional zones or links used in SI models. SI says little about configuration, SS says little about interaction between spaces and activities, and both say nothing about morphology, or the configurational development of urban systems. An alternative approach is suggested: (i) urban spatial configurati-on (urban grid and built form) strongly conditions activity location and flows, in the short term. In this way, a convenient description of such a configuration should denounce its potential to housing activities and generate flows. This required description should take the grid axiallity as a measure of connectivity and orientation, as in SS, as well as the built form as a measure of attraction, as in SI; (ii) activity location and flows strongly conditions urban spatial configuration change, in the long run. Location and flow patterns create values that are expressed by an increasing conflict between rising land values and declining building values. As a result, configuration is taken as a particular state of a morphology whose transformation rules are an economic expression of spatiality. Flows are cause and effect in the lagged process of mutual transformation which shapes the urban space.
series DDSS
email
last changed 2003/08/07 16:36

_id ascaad2004_paper22
id ascaad2004_paper22
authors Leifer, David and John M. Leifer
year 2004
title Towards Computer Aided Life-Cycle Costing
source eDesign in Architecture: ASCAAD's First International Conference on Computer Aided Architectural Design, 7-9 December 2004, KFUPM, Saudi Arabia
summary Sustainability is recognised as a necessary public good. Building sustainable buildings requires architectural methods, specifically CAD systems, that include suitable predictions of long term performance. Unfortunately the predominant view in the Building Industries of the Developed world is essentially short term; this is because building developers – not being the end users - are essentially interested in short term profit. Until they can see the ‘value-added’ by sustainability impacting on the selling price of their buildings, they will not be motivated to build ‘sustainably’. This paper describes the issues that have led to this situation. It discussed how the advent of computers has allowed life-cycle data to be gathered over time, and may be included intro CAD system databases to enable sustainability performance predictions to be made. Once made we are now able to reap the benefits by performance benchmarking. The availability of this building performance information on-line is making life-cycle costing more readily available, and more accurate, allowing building developers, owners and users to make rapid and timely feasibility studies well in advance of design. This also allows owners to test various capital to operating cost options in order to get the best economic performance over time, as well as map future capital replacement cycles. These emerging possibilities are discussed in this paper.
series ASCAAD
email
last changed 2007/04/08 19:47

_id ddssup0211
id ddssup0211
authors Lolonis, P., Rokos, D. and Maragou, M.
year 2002
title Use of Cadastral Data for the Development of Spatial Decision Support Systemsfor Coping with the Consequences of Natural Disasters
source Timmermans, Harry (Ed.), Sixth Design and Decision Support Systems in Architecture and Urban Planning - Part two: Urban Planning Proceedings Avegoor, the Netherlands), 2002
summary This paper investigates the potential usefulness of cadastral data to form the core part of databases of Spatial Decision Support Systems [SDSS] that are capable to support decision-makers in dealing with emergency situations, such as earthquakes, floods and fires. Particular emphasis is given on how those data can be used to generate information that is necessary to planners and decision-makers when they cope with natural disasters at every stage of the development of the disaster: before the occurrence (planning and preventive measures), immediately after occurrence (short term measures), and well-after occurrence (medium and long term measures). This investigation is conducted using the Municipality of Magoula, Attica, Greece, as a case study area. This municipality is situated in the greater Athens area and was struck by the earthquake that occurred there in September 1999. Within the scope of the project, wehave used cadastral data about the study area and data recorded by the inspection teams in order to set-up a prototype SDSS database that could facilitate planning and decision-making in such a situation. Then, we have used that prototype to generate scenarios and information about typical tasks that are performed during emergency situations. The advantages that are realized from the integration of such data and information technologies are described and assessed, particularly, in comparison with the traditional approaches that are used in such situations.
series DDSS
last changed 2003/08/07 16:36

_id c7e9
authors Maver, T.W.
year 2002
title Predicting the Past, Remembering the Future
source SIGraDi 2002 - [Proceedings of the 6th Iberoamerican Congress of Digital Graphics] Caracas (Venezuela) 27-29 november 2002, pp. 2-3
summary Charlas Magistrales 2There never has been such an exciting moment in time in the extraordinary 30 year history of our subject area, as NOW,when the philosophical theoretical and practical issues of virtuality are taking centre stage.The PastThere have, of course, been other defining moments during these exciting 30 years:• the first algorithms for generating building layouts (circa 1965).• the first use of Computer graphics for building appraisal (circa 1966).• the first integrated package for building performance appraisal (circa 1972).• the first computer generated perspective drawings (circa 1973).• the first robust drafting systems (circa 1975).• the first dynamic energy models (circa 1982).• the first photorealistic colour imaging (circa 1986).• the first animations (circa 1988)• the first multimedia systems (circa 1995), and• the first convincing demonstrations of virtual reality (circa 1996).Whereas the CAAD community has been hugely inventive in the development of ICT applications to building design, it hasbeen woefully remiss in its attempts to evaluate the contribution of those developments to the quality of the built environmentor to the efficiency of the design process. In the absence of any real evidence, one can only conjecture regarding the realbenefits which fall, it is suggested, under the following headings:• Verisimilitude: The extraordinary quality of still and animated images of the formal qualities of the interiors and exteriorsof individual buildings and of whole neighborhoods must surely give great comfort to practitioners and their clients thatwhat is intended, formally, is what will be delivered, i.e. WYSIWYG - what you see is what you get.• Sustainability: The power of «first-principle» models of the dynamic energetic behaviour of buildings in response tochanging diurnal and seasonal conditions has the potential to save millions of dollars and dramatically to reduce thedamaging environmental pollution created by badly designed and managed buildings.• Productivity: CAD is now a multi-billion dollar business which offers design decision support systems which operate,effectively, across continents, time-zones, professions and companies.• Communication: Multi-media technology - cheap to deliver but high in value - is changing the way in which we canexplain and understand the past and, envisage and anticipate the future; virtual past and virtual future!MacromyopiaThe late John Lansdown offered the view, in his wonderfully prophetic way, that ...”the future will be just like the past, onlymore so...”So what can we expect the extraordinary trajectory of our subject area to be?To have any chance of being accurate we have to have an understanding of the phenomenon of macromyopia: thephenomenon exhibitted by society of greatly exaggerating the immediate short-term impact of new technologies (particularlythe information technologies) but, more importantly, seriously underestimating their sustained long-term impacts - socially,economically and intellectually . Examples of flawed predictions regarding the the future application of information technologiesinclude:• The British Government in 1880 declined to support the idea of a national telephonic system, backed by the argumentthat there were sufficient small boys in the countryside to run with messages.• Alexander Bell was modest enough to say that: «I am not boasting or exaggerating but I believe, one day, there will bea telephone in every American city».• Tom Watson, in 1943 said: «I think there is a world market for about 5 computers».• In 1977, Ken Olssop of Digital said: «There is no reason for any individuals to have a computer in their home».The FutureJust as the ascent of woman/man-kind can be attributed to her/his capacity to discover amplifiers of the modest humancapability, so we shall discover how best to exploit our most important amplifier - that of the intellect. The more we know themore we can figure; the more we can figure the more we understand; the more we understand the more we can appraise;the more we can appraise the more we can decide; the more we can decide the more we can act; the more we can act themore we can shape; and the more we can shape, the better the chance that we can leave for future generations a trulysustainable built environment which is fit-for-purpose, cost-beneficial, environmentally friendly and culturally significactCentral to this aspiration will be our understanding of the relationship between real and virtual worlds and how to moveeffortlessly between them. We need to be able to design, from within the virtual world, environments which may be real ormay remain virtual or, perhaps, be part real and part virtual.What is certain is that the next 30 years will be every bit as exciting and challenging as the first 30 years.
series SIGRADI
email
last changed 2016/03/10 09:55

_id 4901
authors McIntosh, John F.
year 1988
title The ASU Strategic Plan For Computing Support
source Computing in Design Education [ACADIA Conference Proceedings] Ann Arbor (Michigan / USA) 28-30 October 1988, pp. 301-310
doi https://doi.org/10.52842/conf.acadia.1988.301
summary Our College has spent approximately one hundred thousand dollars per year on computing over the last five years. This paper, which developed out of a University-wide strategic planning exercise, speaks to the question: What are we getting for all that money?

The background to this large planning exercise is sketched, the goals of our computing support plan are stated, the strategies aimed at achieving these goals are explained, and the observed outcomes from implementing these strategies are listed.

In evaluating the plan, this paper argues the position that a computer culture must take hold within the College before computer-aided design will have a truly profound effect upon pedagogy. Operationally, this means that every faculty member must have a personal computer and that every student must have free access to a microcomputer facility. Only then does the whole College adopt the new culture.

The fiscal commitment is high, but there are payoffs in of fice automation that justify the investment even in the short-term. Trivial as it seems, wordprocessing is the first step in seeding this culture. These short term payoffs help make the case for investing in the promise of long-term payoffs in superior design through computer aids.

series ACADIA
email
last changed 2022/06/07 07:58

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