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_d-49
id ddss2004_d-49
authors Polidori, M. and R. Krafta
year 2004
title Environment – Urban Interface within Urban Growth
source Van Leeuwen, J.P. and H.J.P. Timmermans (eds.) Developments in Design & Decision Support Systems in Architecture and Urban Planning, Eindhoven: Eindhoven University of Technology, ISBN 90-6814-155-4, p. 49-62
summary This work presents the synthesis of a model of urban growth dedicated to accomplish simulations of urban spatial dynamics, based on integrated urban and environmental factors and promoting simultaneity among external and internal growth. The city and surrounding environment are captured and modeled in computational ambient, by application of the centrality / potential model (Krafta, 1994 and 1999), with support of graph theory, cellular automata, GIS and geocomputation. The model assumes the city as a field of opportunities for obtaining income, mediated by the space, which is composed of urban and environmental attributes, that work as attractors or as resistances for the urban growth. The space configuration and the distribution of those attributes generate tensions that differentiate qualitatively and quantitatively the space, through the centrality measure (built with the support of graphs techniques), coming to provoke growth in places with larger potential of development (built with the help of techniques of CA – cellular automata). Growths above environmental thresholds are considered problems, generated and overcome in the same process of production of the urban space. Iterations of that process offer a dynamic behaviour to the model, allowing to observe the growth process along the time. The model presents several possibilities: a) urban - natural environment integration; b) internal and external growth integration; c) variety in the scale; d) GIS integration and geocomputation; e) user interface; f) calibration; g) theoretical possibilities; and h) practical possibilities.
keywords Environment, Urban Growth, Urban Morphology, Simulation
series DDSS
last changed 2004/07/03 22:13

_id 9dff
authors Van Berkel, Ben
year 1999
title Mediation
source AVOCAAD Second International Conference [AVOCAAD Conference Proceedings / ISBN 90-76101-02-07] Brussels (Belgium) 8-10 April 1999, pp. 41-46
summary New media have been successfully taken up in music, films, car design, fashion, magazine and book publishing, the sex industry, and education. Only architecture and urban design are slow to incorporate new media technologies. To some extent, architecture and mediation are locked into a conflicting, for the most part mutually excluding, relationship. At first sight this looks logical; architecture is a place, a real, once-only place, which you experience by visiting it. You do not experience architecture through dissolving a building and electronically replicating it a billion times in the air. But all technology is social before it becomes a technique; the technology of mediation needs to be more deeply incorporated within the practice of architecture, and to be more widely understood and supported before it can be fully exploited as a tool. This process is just beginning; as yet there is no fully evolved ideological scope which incorporates the new mediated position as an essential part of architecture. New mediation technologies have taken over some of the functions of buildings, such as security, surveillance, and communication with the outside, but these are not the most relevant aspects for the practice of architecture itself.
series AVOCAAD
email
last changed 2005/09/09 10:48

_id 3389
authors Van Wijk, J. and De Vries, B.
year 1999
title Towards an Understanding 3D VR Architectural Design System
source Nijholt, A. and Donk, O. and Dijk, B. van eds., 1999, Interactions in Virtual Worlds: Proceedings Twente Workshop on Language Technology 15, p. 219-224
summary Current systems for Computer Aided Architectural Design are of limited use for the early phase of a design. We give a speci cation of a new sys- tem, in which we strive for a more natural and intuitive interaction. A key element is geometric analysis. From the input of the user, implicit geo- metric and structural relations are derived, which are used during subsequent interaction.
series other
email
last changed 2003/04/23 15:50

_id 977d
authors Van Zutphen, R.H.M., Turksma, A., Achten, H.H. and Af Klercker, J.
year 1999
title AVOCAAD, Teaching CAAD on the Internet
doi https://doi.org/10.52842/conf.ecaade.1999.345
source CAADRIA '99 [Proceedings of The Fourth Conference on Computer Aided Architectural Design Research in Asia / ISBN 7-5439-1233-3] Shanghai (China) 5-7 May 1999, pp. 345-354
summary The Leonardo da Vinci pilot project AVOCAAD (Added Value of Computer Aided Architectural Design), aims to innovate the use of computers in architecture. It tries to achieve this through the development of new course material, which will be used in the education of architectural students as well as for post-graduate education, continuous education and training-on-the-job of architects working in a practice. Besides the development of new course materials, a new framework was developed to give structure to the huge amount of different topics within the CAAD-curriculum and to improve dissemination and learning facilities using the Internet. In this paper, we describe the AVOCAAD project in general, give some examples of concrete course materials, and focus on the general framework, which we called the Vienna Scheme. The paper also focuses on the implementation, and use of the Vienna Scheme on the Internet is also discussed. The project is funded by the European Community under grant B/96/2/0539/PI/II.1.1.c/CONT.
series eCAADe
email
more http://www.avocaad.org
last changed 2022/06/07 07:58

_id 88d0
authors Wijk, J.J. van and Vries, B. de and Overveld, C. van
year 1999
title Towards an understanding 3D VR architectural design system
source A. Nijholt and O. Donk and B. van Dijk (eds), Interactions in Virtual Worlds, pp. 219-224
summary Current systems for Computer Aided Architectural Design are of limited use for the early phase of a design. We give a speci cation of a new sys- tem, in which we strive for a more natural and intuitive interaction. A key element is geometric analysis. From the input of the user, implicit geo- metric and structural relations are derived, which are used during subsequent interaction.
series other
email
last changed 2003/04/23 15:50

_id 6d88
authors Achten, Henri H. and Van Leeuwen, Jos P.
year 1999
title Feature-Based High Level Design Tools - A Classification
source Proceedings of the Eighth International Conference on Computer Aided Architectural Design Futures [ISBN 0-7923-8536-5] Atlanta, 7-8 June 1999, pp. 275-290
summary The VR-DIS project aims to provide design support in the early design stage using a Virtual Reality environment. The initial brief of the design system is based on an analysis of a design case. The paper describes the process of analysis and extraction of design knowledge and design concepts in terms of Features. It is demonstrated how the analysis has lead to a classification of design concepts. This classification forms one of the main specifications for the VR-based design aid system that is being developed in the VR-DIS programme. The paper concludes by discussing the particular approach used in the case analysis and discusses future work in the VR-DIS research programme.
keywords Features, Feature-Based modelling, Architectural Design, Design Process, Design Support
series CAAD Futures
email
last changed 2006/11/07 07:22

_id 3cde
authors Alik, B.
year 1999
title A topology construction from line drawings using a uniform plane subdivision technique
source Computer-Aided Design, Vol. 31 (5) (1999) pp. 335-348
summary The paper describes an algorithm for constructing the topology from a set of line segments or polylines. The problem appears for example at land-maps that have been drawnby general-purpose drawing packages or captured from blue-prints by digitalisation. The solution comprises two steps; in the first step inconsistencies in the input data aredetected and removed, and in the second step the topology is constructed. The algorithm for topology construction consists of two phases: determination of a concave hull,and generation of polygons. It is shown that the running-time of the presented algorithm is better than O(n2), where n is the number of input points. Because of a largenumber of geometric elements being expected, the geometric search needed at the first step of the algorithm is speeded up by an acceleration techniquea uniform planesubdivision.
keywords Computational Geometry, Topology Construction, Uniform Space Subdivision
series journal paper
email
last changed 2003/05/15 21:33

_id 295d
authors Amor, R.W., Hosking, J.G. and Mugridge, W.B.
year 1999
title ICAtect-II: a framework for the integration of building design tools
source Automation in Construction 8 (3) (1999) pp. 277-289
summary The development of a system capable of integrating a range of building design tools poses many challenges. Our framework for integrating design tools provides a structured approach, allowing individual parts to be developed independently. In this paper, we describe the overall framework and suggest a method for modeling and implementing each portion of the framework. Furthermore, we illustrate how such a system can integrate several design tools and be realized as a functional design system.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:22

_id a0b6
authors Bhavnani, S., John, B. and Flemming, U.
year 1999
title The Strategic Use of CAD: An Empirically Inspired, Theory-Based Course
source Proceedings of ACM CHI 99 Conference on Human Factors in Computing Systems 1999 v.1 pp. 183-190
summary The inefficient use of complex computer systems has been widely reported. These studies show the persistence of inefficient methods despite many years of experience and formal training. To counteract this phenomenon, we present the design of a new course, called the Strategic Use of CAD. The course aims at teaching students efficient strategies to use a computer-aided drafting system through a two-pronged approach. Learning to See teaches students to recognize opportunities to use efficient strategies by studying the nature of the task, and Learning to Do teaches students to implement the strategies. Results from a pilot experiment show that this approach had a positive effect on the strategic behavior of students who did not exhibit knowledge of efficient strategies before the class, and had no effect on the strategic behavior of those who did. Strategic training can thus assist users in recognizing opportunities to use efficient strategies. We present the ramifications of these results on the design of training and future experiments.
keywords Strategy; Training; GOMS; Learning; Efficiency
series other
email
last changed 2003/11/21 15:16

_id 0dc3
authors Chambers, Tom and Wood, John B.
year 1999
title Decoding to 2000 CAD as Mediator
doi https://doi.org/10.52842/conf.ecaade.1999.210
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 210-216
summary This paper will present examples of current practice in the Design Studio course of the BDE, University of Strathclyde. The paper will demonstrate an integrated approach to teaching design, which includes CAD among other visual communication techniques as a means to exploring design concepts and the presentation of complex information as part of the design process. It will indicate how the theoretical dimension is used to direct the student in their areas of independent study. Projects illustrated will include design precedents that have involved students in the review and assessment of landmarks in the history of design. There will be evidence of how students integrate DTP in the presentation of site analysis, research of appropriate design precedents and presentation of their design solutions. CADET underlines the importance of considering design solutions within the context of both our European cultural context and of assessing the environmental impact of design options, for which CAD is eminently suited. As much as a critical method is essential to the development of the design process, a historical perspective and an appreciation of the sophistication of communicative media will inform the analysis of structural form and meaning in a modem urban context. Conscious of the dynamic of social and historical influences in design practice, the student is enabled "to take a critical stand against the dogmatism of the school "(Gadamer, 1988) that inevitably insinuates itself in learning institutions and professional practice.
keywords Design Studio, Communication, Integrated Teaching
series eCAADe
email
last changed 2022/06/07 07:56

_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 b78f
authors Clayton, M.J., Warden, Robert B., Parker, Th.W.
year 1999
title Virtual Construction of Architecture Using 3D CAD and Simulation
doi https://doi.org/10.52842/conf.acadia.1999.316
source Media and Design Process [ACADIA ‘99 / ISBN 1-880250-08-X] Salt Lake City 29-31 October 1999, pp. 316-324
summary 3D modeling and computer simulations provide new ways for architecture students to study the relationship between the design and construction of buildings. Digital media help to integrate and expand the content of courses in drafting, construction and design. This paper describes computer-based exercises that intensify the students’ experience of construction in several courses from sophomore to senior level. The courses integrate content from drafting and design communication, construction, CAD, and design. Several techniques are used to strengthen students’ awareness and ability in construction. These include: · Virtual design - build projects in which students construct 3D CAD models that include all elements that are used in construction. · Virtual office in which several students must collaborate under the supervision of a student acting as project architect to create a 3D CAD model and design development documents. · Virtual sub-contracting in which each student builds a trade specific 3D CAD model of a building and all of the trade specific models must be combined into a single model. · Construction simulations (4D CAD) in which students build 3D CAD models showing all components and then animate them to illustrate the assembly process. · Cost estimating using spreadsheets. These techniques are applied and reapplied at several points in the curriculum in both technical laboratory courses and design studios. This paper compares virtual construction methods to physical design – build projects and provides our pedagogical arguments for the use of digital media for understanding construction.
series ACADIA
email
last changed 2022/06/07 07:56

_id 7dcd
authors Cotton B. and Oliver, R.
year 1999
title Understanding Hypermedia
source Phaidon Press Ltd, London
summary Understanding Hypermedia 2,000 is a wonderful read. It takes you on a journey tracing the origins of hypermedia from its very early beginings way back in the 1700's with the birth of print, all the way through to the modern new media revolution. It charts the developments in technology, culture, science and the arts to give you a very broad understanding of just what hypermedia is and where it came from. Looking to the future, Understanding Hypermedia looks at the components of hypermedia - interface design, typography, text, animation, video, vrml, etc -, the processes of designing and building new media projects - including examples from the web, cdrom and kiosks - and the future of the medium. From the hypermedia innovators to the visionaries of cyberspace. This book is a wonderful, rich and fasinating source of information and inspiration for anyone interested in or working with new media today.
series other
last changed 2003/04/23 15:14

_id 5c7d
authors Couwenbergh, J.P., Croegaert, A., Gallez, B., Petit, P. and Tilman, M.
year 1999
title The Architect, CAD and Teaching The Pedagogical Point of View at Tournai's ISA Saint-Luc
source AVOCAAD Second International Conference [AVOCAAD Conference Proceedings / ISBN 90-76101-02-07] Brussels (Belgium) 8-10 April 1999, pp. 221-228
summary Object-oriented approach to software development is discussed as a conceptual framework and working computational model for creative architectural design. Two modes of obejct orientation in design are elaborated. The more conservative mode is static, based on class- type/object-instance hierarchies. The other mode is dynamic, based on a modern view of computation as multi-threaded evolution of interacting objects.
series AVOCAAD
last changed 2005/09/09 10:48

_id 11f2
authors Dalholm, E., Rydberg-Mitchell, B., Davies, R. and Warrén, P.
year 1999
title THE EXPERIENCE OF SPACE IN FULL-SCALE MODELS AND VIRTUAL REALITY
source Full-scale Modeling and the Simulation of Light [Proceedings of the 7th European Full-scale Modeling Association Conference / ISBN 3-85437-167-5] Florence (Italy) 18-20 February 1999, pp. 67-74
summary Do we experience the size and character of virtual spaces in the same way as real spaces? What impact has the meaning of a space, i.e. furniture and other clues to the use of a space, on our experience of it? This paper describes an experiment where the participants could navigate through a room, first on desktop-VR, then in full-scale VR (in a CAVE) and finally in a full-scale model. In a first phase the room was empty and only defined through walls, windows and doors. Later on furniture was added as well as colors and textures. The experiment was a pilot study and threw light on some questions which we intend to develop in further investigations. It showed that the participants used building components like doors and windows and furniture in the presentation on desktop VR for their estimation of the size of the room. In the CAVE and in the full-scale model the participants' bodies were the measure for their estimations. The experiment also hinted at that color and texture had an impact on the experience of size.
keywords VR, CAVE, Full-scale Modeling, Design Tool, 3D-Modeling, Participatory Design, Model Simulation, Real Environments
series other
type normal paper
email
more http://info.tuwien.ac.at/efa
last changed 2004/05/04 11:27

_id ecaade2014_146
id ecaade2014_146
authors Davide Ventura and Matteo Baldassari
year 2014
title Grow: Generative Responsive Object for Web-based design - Methodology for generative design and interactive prototyping
doi https://doi.org/10.52842/conf.ecaade.2014.2.587
source Thompson, Emine Mine (ed.), Fusion - Proceedings of the 32nd eCAADe Conference - Volume 2, Department of Architecture and Built Environment, Faculty of Engineering and Environment, Newcastle upon Tyne, England, UK, 10-12 September 2014, pp. 587-594
summary This paper is part of the research on Generative Design and is inspired by the ideas spread by the following paradigms: the Internet of Things (Auto-ID Center, 1999) and the Pervasive/Ubiquitous Computing (Weiser, 1993). Particularly, the research describes a number of case studies and, in detail, the experimental prototype of an interactive-design object: “Grow-1”. The general assumptions of the study are as follows: a) Developing the experimental prototype of a smart-design object (Figure 1) in terms of interaction with man, with regard to the specific conditions of the indoor environment as well as in relation to the internet/web platforms. b) Setting up a project research based on the principles of Generative Design.c) Formulating and adopting a methodology where computational design techniques and interactive prototyping ones converge, in line with the principles spread by the new paradigms like the Internet of Things.
wos WOS:000361385100061
keywords Responsive environments and smart spaces; ubiquitous pervasive computing; internet of things; generative design; parametric modelling
series eCAADe
email
last changed 2022/06/07 07:55

_id 5477
authors Donath, D., Kruijff, E., Regenbrecht, H., Hirschberg, U., Johnson, B., Kolarevic, B. and Wojtowicz, J.
year 1999
title Virtual Design Studio 1998 - A Place2Wait
doi https://doi.org/10.52842/conf.ecaade.1999.453
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 453-458
summary This article reports on the recent, geographically and temporally distributed, intercollegiate Virtual Design Studio based on the 1998 implementation Phase(x) environment. Students participating in this workshop had to create a place to wait in the form of a folly. This design task was cut in five logical parts, called phases. Every phase had to be finished within a specific timeframe (one day), after which the results would be stored in a common data repository, an online MSQL database environment which holds besides the presentations, consisting of text, 3D models and rendered images, basic project information like the descriptions of the phases and design process visualization tools. This approach to collaborative work is better known as memetic engineering and has successfully been used in several educational programs and past Virtual Design Studios. During the workshop, students made use of a variety of tools, including modeling tools (specifically Sculptor), video-conferencing software and rendering programs. The project distinguishes itself from previous Virtual Design Studios in leaving the design task more open, thereby focusing on the design process itself. From this perspective, this paper represents both a continuation of existing reports about previous Virtual Design Studios and a specific extension by the offered focus. Specific attention will be given at how the different collaborating parties dealt with the data flow and modification, the crux within a successful effort to cooperate on a common design task.
keywords Collaborative design, Design Process, New Media Usage, Global Networks
series eCAADe
email
last changed 2022/06/07 07:55

_id 54a6
authors Eastman, C. and Jeng, T.S.
year 1999
title A database supporting evolutionary product model development for design
source Automation in Construction 8 (3) (1999) pp. 305-323
summary This paper presents the facilities in the EDM-2 product modeling and database language that support model evolution. It reviews the need for model evolution as a system and/or language requirement to support product modeling. Four types of model evolution are considered: (1) translation between distinct models, (2) deriving views from a central model, (3) modification of an existing model, and (4) model evolution based on writable views associated with each application. While the facilities described support all for types of evolution, the last type is emphasized. The language based modeling capabilities described in EDM-2 include: (a) mapping facilities for defining derivations and views within a single model or between different models; (b) procedural language capabilities supporting model addition, deletion and modification; (c) support for object instance migration so as to partition the set of class instances into multiple classes; (d) support for managing practical deletion of portions of a model; (e) explicit specification and automatic management of integrity between a building model and various views. The rationale and language features, and in some cases, the implementation strategy for the features, are presented.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:22

_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 e4a7
authors Espina B., Jane J.
year 2001
title La tecnologia digital en las edificaciones arquitectonicas de la modernidad [The Digital Tecnology In Modern Architectural Constructions]
source 2da Conferencia Venezolana sobre Aplicación de Computadores en Arquitectura, Maracaibo (Venezuela) december 2001, pp. 136-145
summary This paper gives an overview of the experience developed by Computer Graphics II course of department of Communication in School of Architecture and Design of University of Zulia which was initiated since 1999.The work describes the methodology used by two groups of objectives: general of the course and those generated by experiences in two levels: one as analysis instruments and the other one during process of design. Course is looking for trainning in CAD system uses by 3D representation of modern buildings, so at the end of the experience students were succeed : 1) analysis of projects of modern architecture, 2) quick visualization and efficient volumetric representation, 3) make a digital format library of differents buildings of the city and 4) comprehension and historic knowledge of city. CAD systems used for representation of 2d and 3D drawings offer to architects tools as color, textures, shadows, plus generation of different points of view as isometrics, perspectives and realistic representations. The digital format of the selected buildings gives to drafts an additional value.
keywords Modern Architecture; Three-Dimensional; Realistic Representation; CAD Systems; Digital Format
series other
email
last changed 2003/02/14 08:29

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