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 698a
authors Liang, You-Dong and Barsky, Brian A.
year 1983
title An Analysis and Algorithm for Polygon Clipping
source Communications of the ACM November, 1983. vol. 26: pp. 868-877 : ill. includes bibliography.
summary (This is one of the two standard algorithms for clipping. The other is the Sutherland-Hodgman reentrant algorithm). The process of polygon clipping is analyzed and the understanding gained thereby forms the foundation of a very direct algorithm. Each edge of the input polygon is considered to be a vector and is then extended to be a line of infinite extent. The boundary line segments of the clip window are extended in a similar fashion to become boundary lines. The intersection points of an extended edge with the boundary lines are identified as entry or exit points. It is observed that these entry and exit points can be used to characterize the visibility status of the edge. Not only might the edge have a visible segment, but it can also induce the inclusion in the output polygon of a vertex at a corner of the clip window called a turning vertex. To quantify the visibility conditions, the edge is written in parametric form. The possible contributions (including nil) that can be provided to the output polygon by a particular edge are established. This analysis is then embedded in an algorithm. An arbitrary example input polygon is given and the output of the algorithm is shown. The execution time for this example using this algorithm is measured to be half of what is required by the standard Sutherland-Hodgman reentrant polygon clipping algorithm
keywords polygons, clipping, algorithms, computer graphics
series CADline
last changed 2003/06/02 13:58

_id 05b4
authors Liang, You-Dong and Barsky, Brian A.
year 1984
title A New Concept and Method for Line Clipping
source ACM Transactions on Graphics. January, 1984. vol. 3: pp. 1-22 : ill. includes bibliography
summary A new concept and method for line clipping is developed that describes clipping in an exact and mathematical form. The basic ideas form the foundation for a family of algorithms for two-dimensional, three-dimensional, and four-dimensional (homogeneous coordinates) line clipping. The line segment to be clipped is mapped into a parametric representation. From this, a set of conditions is derived that describes the interior of the clipping region. Observing that these conditions are all of similar form, they are rewritten such that the solution to the clipping problem is reduced to a simple max/min expression. For each dimension, the mathematics are discussed, an example is given, the algorithm is designed, and a performance test is conducted. The new algorithm is compared with the traditional Sutherland-Cohen clipping algorithm. Using randomly generated data, the new algorithm showed a 36 percent, 40 percent, and 79 percent improvement for two-dimensional, three-dimensional, and four- dimensional clipping, respectively. One of the advantages of this algorithm is the quick rejection of line segments that are invisible. In addition, this algorithm can be easily generalized for clipping against any convex viewing volume
keywords algorithms, clipping, computer graphics, analysis
series CADline
last changed 2003/06/02 13:58

_id cf2005_2_36_65
id cf2005_2_36_65
authors LIAO Kai and HAN Chia Y.
year 2005
title Collective Pavilions: A Generative Architectural Modelling for Traditional Chinese Pagoda
source Learning from the Past a Foundation for the Future [Special publication of papers presented at the CAAD futures 2005 conference held at the Vienna University of Technology / ISBN 3-85437-276-0], Vienna (Austria) 20-22 June 2005, pp. 129-138
summary This paper investigates generative architectural modelling for traditional Chinese architecture and aims to explore and extend the potential of adaptive computing for architectural design methods. The design manners analysis of traditional pagodas architectures is made in a holistic view and under historical perspective. We propose a descriptive model and generative system for the design of traditional Chinese pagodas, by which each pagoda is defined as a collection of style-matched and form-coordinated pavilions and described by both topological graphs and variant geometrical units. Our approach models both of the building geometry and space organization/spatial patterns of pagodas separately. The generative mechanism consists of a framework of grammar-based design and parametric, recursive shape computation. Accordingly, the generative algorithm is also made of two levels, the topology of spatial patterns and the shape geometrical parameters that characterize pavilion variations. The algorithm for computing the former is based on GP (Genetic Programming) and the latter GA (Genetic Algorithms). To explore the collective behaviour of a group of pavilions, multi-agent modelling approach is incorporated in composition patterns search. A prototype system, 'glPagoda', using the OpenGL graphics library for rendering and visualization, has been developed and implemented on PC windows platform.
keywords pagoda, grammar-based design, multi-agent modelling, generative design system
series CAAD Futures
email
last changed 2005/05/05 07:06

_id caadria2010_036
id caadria2010_036
authors Liao, Hsiu-Ting; Teng-Wen Chang and Ih-Cheng Lai
year 2010
title Storytelling: a computational approach for convergent thinking
doi https://doi.org/10.52842/conf.caadria.2010.381
source Proceedings of the 15th International Conference on Computer Aided Architectural Design Research in Asia / Hong Kong 7-10 April 2010, pp. 381-390
summary Convergent thinking is an important skill in early design process to deal with the complexity and dynamic nature of design. In this research, by exploring the storytelling mechanism as one way to develop an idea generation representation called DIM (Dynamic Idea Map), we investigate characteristics of convergent process during the brainstorming experiments we conducted. A computational platform called Idea Story (Idea as Storytelling) is proposed which produces a narrative and helps generate a meaningful representation.
keywords Storytelling; convergent thinking; idea map; design narrative
series CAADRIA
email
last changed 2022/06/07 07:59

_id cf2015_484
id cf2015_484
authors Liao, Kai; Vries, Bauke de; Kong, Jun and Zhang, Kang
year 2015
title Pattern, cognition and spatial information processing: Representations of the spatial layout of architectural design with spatial-semantic analytics
source The next city - New technologies and the future of the built environment [16th International Conference CAAD Futures 2015. Sao Paulo, July 8-10, 2015. Electronic Proceedings/ ISBN 978-85-85783-53-2] Sao Paulo, Brazil, July 8-10, 2015, pp. 484.
summary In this paper, we review and extend the idea of Alexander’s “pattern language”, especially from the viewpoints of complexity theories, information systems, and human-computer interaction, to explore spatial cognition-based design representations for “intelligent and adaptive/interactive environment” in architecture and urban planning. We propose a theoretic framework of design patterns “with spatial information processing”, and attempt to incorporate state-of-the-art computational methods of information visualization/visual analytics into the conventional CAAD approaches. Focused on the spatial-semantic analytics, together with abstract syntactic pattern representation, by using “spatial-semantic aware” graph grammar formalization, i.e., Spatial Graph Grammars (SGG), the relevant models, algorithms and tool are proposed. We testify our theoretic framework and computational tool VEGGIE (a Visual Environment of Graph Grammar Induction Engineering) by using actual architectural design works (spatial layout exemplars of a small office building and the three house projects by Frank Lloyd Wright) as study cases, so as to demonstrate our proposed approach for practical applications. The results are discussed and further research is suggested.
keywords Pattern language, complex adaptive systems, spatial cognition, design representations, spatial information processing, Artificial Intelligence, visual language, Spatial Graph Grammars (SGG), spatial-semantic analytics.
series CAAD Futures
email
last changed 2015/06/29 07:55

_id caadria2019_437
id caadria2019_437
authors Liao, Pan, Gu, Ning, Brisbin, Chris, Rofe, Matthew and Soltani, Sahar
year 2019
title Computationally Mapping Spatial Properties of Chinese Historic Towns using Space Syntax
doi https://doi.org/10.52842/conf.caadria.2019.1.361
source M. Haeusler, M. A. Schnabel, T. Fukuda (eds.), Intelligent & Informed - Proceedings of the 24th CAADRIA Conference - Volume 1, Victoria University of Wellington, Wellington, New Zealand, 15-18 April 2019, pp. 361-370
summary Due to its geographic size and long cultural history of fluctuating borders, China has a large number of historic settlements; each with their own unique geometric, cultural, social, and spatial characteristics. Despite the various studies that have attempted to qualitatively describe the spatial properties of historic towns, there are limited attempts to understand the spatial qualities of these towns through a quantitative approach, such as space syntax. This paper proposes and demonstrates a computational approach based on space syntax to map spatial properties of these towns. Four spatial features are examined and evaluated to capture the spatial patterns of Chinese historic towns: (1) axiality, (2) curvature, (3) intelligibility, and (4) synergy. The approach has been applied to four typical towns in China: Pingyao, Lijiang, Kulangsu, and Wuzhen. This computational approach provides a new way to complement existing qualitative measures of understanding the urban form and use of historic towns, providing a powerful tool to support the development of policy affecting historic town design/planning, heritage conservation, and heritage tourism.
keywords Chinese historic towns; spatial properties; space syntax
series CAADRIA
email
last changed 2022/06/07 07:59

_id cf2019_040
id cf2019_040
authors Liao, Yu-Yi and Sheng-Fen Chien
year 2019
title Investigating Audience Satisfaction Base on the Nonverbal Language Analysis of the Audience in Photos
source Ji-Hyun Lee (Eds.) "Hello, Culture!"  [18th International Conference, CAAD Futures 2019, Proceedings / ISBN 978-89-89453-05-5] Daejeon, Korea, pp. 317-330
summary When we want to know satisfaction of audiences in a speech, the questionnaire survey is the most affordable method to collect quantitative data. However, the reliability and validity of the questionnaire is closely related to the design of the questions and the attitude of the respondents. Photos can capture nonverbal behaviors of the audience while listening to a speech. At that time, the audience did not hide their emotions. In this paper, we organize the photos of the three speeches hosted by the NCKU Art Center in 2016 as the data set. We found that the results of the behavioral analysis in photos are similar to the statistical results of the questionnaire. Finally, we made some suggestions for using the photos to analyze the nonverbal behavior of audiences and for establishing a database of nonverbal behaviors.
keywords Speech, nonverbal language analysis, audience satisfaction
series CAAD Futures
email
last changed 2019/07/29 14:15

_id caadria2009_019
id caadria2009_019
authors Liao, Yuan-Yu
year 2009
title Some Phenomena of Analogical Thinking in Design
doi https://doi.org/10.52842/conf.caadria.2009.781
source Proceedings of the 14th International Conference on Computer Aided Architectural Design Research in Asia / Yunlin (Taiwan) 22-25 April 2009, pp. 781-790
summary Analogy has been ascribed a key role in architectural design. Until now, there has been no complete theory describing how the analogical thinking process works in the design domain. Analogical thinking usually relates to freehand sketches and rarely connects to computer media. This research attempts to investigate analogical thinking from the perspective of the conventional media and computer media. Four analogical thinking in design phenomena have been established.
keywords Analogical thinking; sketching; computer media; cognitive experiment
series CAADRIA
email
last changed 2022/06/07 07:59

_id sigradi2018_1333
id sigradi2018_1333
authors Lica Chokyu, Margaret
year 2018
title Shape Grammar and Social Housing: recognizing patterns in favelas’ buildings
source SIGraDi 2018 [Proceedings of the 22nd Conference of the Iberoamerican Society of Digital Graphics - ISSN: 2318-6968] Brazil, São Carlos 7 - 9 November 2018, pp. 170-175
summary Social Housing is worldwide problem, especially in underdeveloped countries. In Brazil, people do solve this issue with self-made houses, in irregular land occupations. As a result, those informal settlements, also known as favelas, proliferate in medium and big cities all over the country, in very poor infrastructure. On the other hand, governmental policies for social housing development are often criticized, because of several reasons, including architectural design, frequently unfit for the families assisted. The present work observes the architecture developed in self-made houses at Favela da Rocinha and presents Shape Grammar as an instrument for analysis of frequent solutions, in order to provide data for adequate architectural design.
keywords Shape grammar; Favelas; Informal architecture, Teaching observation
series SIGRADI
email
last changed 2021/03/28 19:58

_id ecaade2024_180
id ecaade2024_180
authors Licen, Jurij; Chen, Taole
year 2024
title Use of Genetic Optimisation Algorithms in the Design of 3D Concrete Printed Shell Structures
doi https://doi.org/10.52842/conf.ecaade.2024.1.213
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. 213–222
summary A transition from disparate data to interconnected and contextually integrated data is currently causing a paradigm shift in the architecture industry. The need for fabrication-aware architectural representation models, that enable designers to interface with today's data-intensive manufacturing technologies, is a direct consequence of new concepts such as smart fabrication, automation and vertical integration. Compared to conventional concrete casting methods, 3D Concrete Printing (3DCP) offers a wide range of advantages, particularly the ability to create complex geometry. A lack of computational modelling techniques that link design and production for 3DCP is currently making it difficult to predict the printability of designs. This research presents a unified design-to-fabrication framework using machine learning (ML) that is customized for freeform steel-reinforced 3DCP shell structures. 3DCP is used to create incrementally cast sacrificial formwork. In particular, the segmentation process is fed back into the design process using genetic optimization for a fabrication-aware design model. The framework is validated with a series of physical experiments.
keywords Additive Manufacturing, 3D Concrete Printing, Architectural Design, Integrated Workflow, Fabrication-Aware Modelling, Conceptual Design, Concrete Shells
series eCAADe
email
last changed 2024/11/17 22:05

_id sigradi2015_6.341
id sigradi2015_6.341
authors Licht, Marcele Cassol; Gonçalves, Berenice Santos
year 2015
title Interactivity and motivation in digital book
source SIGRADI 2015 [Proceedings of the 19th Conference of the Iberoamerican Society of Digital Graphics - vol. 1 - ISBN: 978-85-8039-135-0] Florianópolis, SC, Brasil 23-27 November 2015, pp. 248-255.
summary The development of digital devices such as tablets allowed different ways to present content by the use of multimedia and interactive resources. In this sense, the existing interactivity in digital book has features that make it different from the printed book. So the reader will have specific interests on using a digital book. Therefore, this article performs a descriptive analysis on WWF Together interactive digital book, which starts from two axes: considers the interface interactivity and the reader’s motivation. After this analysis it was possible to understand the relationship between interactivity and digital book content representation, aiming to encourage the reader’s motivation.
keywords Design, Digital Book, Interactivity, Motivation
series SIGRADI
email
last changed 2016/03/10 09:54

_id ddss2006-hb-187
id DDSS2006-HB-187
authors Lidia Diappi and Paola Bolchi
year 2006
title Gentrification Waves in the Inner-City of Milan - A multi agent / cellular automata model based on Smith's Rent Gap theory
source Van Leeuwen, J.P. and H.J.P. Timmermans (eds.) 2006, Innovations in Design & Decision Support Systems in Architecture and Urban Planning, Dordrecht: Springer, ISBN-10: 1-4020-5059-3, ISBN-13: 978-1-4020-5059-6, p. 187-201
summary The aim of this paper is to investigate the gentrification process by applying an urban spatial model of gentrification, based on Smith's (1979; 1987; 1996) Rent Gap theory. The rich sociological literature on the topic mainly assumes gentrification to be a cultural phenomenon, namely the result of a demand pressure of the suburban middle and upper class, willing to return to the city (Ley, 1980; Lipton, 1977, May, 1996). Little attempt has been made to investigate and build a sound economic explanation on the causes of the process. The Rent Gap theory (RGT) of Neil Smith still represents an important contribution in this direction. At the heart of Smith's argument there is the assumption that gentrification takes place because capitals return to the inner city, creating opportunities for residential relocation and profit. This paper illustrates a dynamic model of Smith's theory through a multi-agent/ cellular automata system approach (Batty, 2005) developed on a Netlogo platform. A set of behavioural rules for each agent involved (homeowner, landlord, tenant and developer, and the passive 'dwelling' agent with their rent and level of decay) are formalised. The simulations show the surge of neighbouring degradation or renovation and population turn over, starting with different initial states of decay and estate rent values. Consistent with a Self Organized Criticality approach, the model shows that non linear interactions at local level may produce different configurations of the system at macro level. This paper represents a further development of a previous version of the model (Diappi, Bolchi, 2005). The model proposed here includes some more realistic factors inspired by the features of housing market dynamics in the city of Milan. It includes the shape of the potential rent according to city form and functions, the subdivision in areal submarkets according to the current rents, and their maintenance levels. The model has a more realistic visualisation of the city and its form, and is able to show the different dynamics of the emergent neighbourhoods in the last ten years in Milan.
keywords Multi agent systems, Housing market, Gentrification, Emergent systems
series DDSS
last changed 2006/08/29 12:55

_id ae09
authors Lieberman, Henry
year 1985
title There's More to Menu Systems Than Meets the Screen
source SIGGRAPH '85 Conference Proceedings. July, 1985. vol. 19 ; no. 3: pp. 181-189 : ill. includes bibliography
summary Love playing with those fancy menu-based graphical user interfaces, but afraid to program one yourself for your own application? Do windows seem opaque to you? Are you scared of Mice? Like what-you-see-is-what-you-get but don't know how to get-what-you-want-to-see on the screen? Everyone agrees using systems like graphical document illustrators, circuit designers, and iconic file systems is fun, but programming user interfaces for these systems isn't as much fun as it should be. Systems like the Lisp Machines, Xerox D- Machines, and Apple Macintosh provide powerful graphics primitives, but the casual applications designer is often stymied by the difficulty of mastering the details of window specification, multiple processes, interpreting mouse input, etc. This paper presents a kit called EZWin, which provides many services common to implementing a wide variety of interfaces, described as generalized editors for sets of graphical objects. An individual application is programmed simply by creating objects to represent the interface itself, each kind of graphical object, and each command. A unique interaction style is established which is insensitive to whether commands are chosen before or after their arguments. The system anticipates the types of arguments needed by commands preventing selection mistakes which are a common source of frustrating errors. Displayed objects are made 'mouse-sensitive' only if selection of the object is appropriate in the current context. The implementation of a graphical interface for a computer network simulation is described to illustrate how EZWin works
keywords user interface, computer graphics
series CADline
last changed 1999/02/12 15:09

_id ca8f
authors Lieberman, Oren
year 2000
title The Application of Object-oriented Software Concepts in Architectural Pedagogy
doi https://doi.org/10.52842/conf.ecaade.2000.027
source Promise and Reality: State of the Art versus State of Practice in Computing for the Design and Planning Process [18th eCAADe Conference Proceedings / ISBN 0-9523687-6-5] Weimar (Germany) 22-24 June 2000, pp. 27-33
summary Architecture, a complex discipline that involves many people and things and the relationships amongst them, requires a pedagogical approach by which the student, even in her first year, must be able to think "complexly" across many subjects. The object-oriented analysis and design software programming paradigm, which models complex "realities", or "models the way people understand and process reality", holds promising concepts for architectural education. It is not my intention to extract slavishly all possible concepts from object-orientation (OO) and accept them as a "recipe" for educating the architect. Indeed, one of the reasons I find OO so elegant is that it provides a strategy, a non-prescriptive framework, with which both teachers and students can explore their own architectural investigations. It also provides the possibility of a common language, offering a structure in which, for example, certain standards can be measured within departments, or with which we can negotiate compatibility across different national credit systems to facilitate and encourage cross-cultural (border) exchange.
keywords Object-Oriented, Aspect, Subject-Oriented, Concern Spaces, Reusability, Abstraction/Compression, Encapsulation, Maintenance
series eCAADe
email
more http://www.uni-weimar.de/ecaade/
last changed 2022/06/07 07:59

_id 02f7
authors Liebich, Thomas and Kim, Inhan
year 1995
title ID'EST: An Integrated Modelling Framework for Management of Architectural Data
source Sixth International Conference on Computer-Aided Architectural Design Futures [ISBN 9971-62-423-0] Singapore, 24-26 September 1995, pp. 377-387
summary An Integrated Design Environment, IDE, facilitates cooperation between different disciplines. The paper investigates the data modelling framework, distinguishes between homogeneous and heterogeneous model worlds, discusses the formal mapping mechanisms available to establish a heterogeneous model world, and introduces a way to incorporate CAD systems into IDE A prototype IDE has been developed to prove these methods. The ID'EST prototype comprises its own core data model, different schemas to cope with several design views, and interfaces to incorporate external CAD systems. A prototype architectural data model has been defined, that includes core data models and aspect models for enclosure system and spatial system. Conventional CAD systems can be integrated into ID'EST, if they are able to map data from the aspect models into their own data structure, and vice versa, on a high semantic level. The inherent methods of classifying data in CAD, layers, macros and attached attributes, have been used to retrieve product data from CAD data files. The usability of conventional CAD systems as data instantiation tools for IDE has been proved and a path has been shown, by which existing tools can be integrated into new technology solutions.
keywords Product Modelling, Formal Mapping Specification, Computer-Aided Design
series CAAD Futures
email
last changed 2003/05/16 20:58

_id 2e74
authors Liebich, Thomas
year 1994
title Behind the Lines - Managing Semantically Rich Data in Architecture
doi https://doi.org/10.52842/conf.ecaade.1994.x.u5d
source The Virtual Studio [Proceedings of the 12th European Conference on Education in Computer Aided Architectural Design / ISBN 0-9523687-0-6] Glasgow (Scotland) 7-10 September 1994, pp. 253
summary Current CAD systems have inherent bottlenecks, which diminish possible achievements for architectural practices. Among these shortcomings there are two the paper will deal with. Firstly, traditional CAD relies on a pure geometric model. All non-geometric information about objects of architectural interest has to be attached to these geometric entities. This restricts the ability to describe semantically dependent relationships. Secondly, the integration of different design tools for building and construction is still at its very beginning. The data exchange remains restricted, since it is based on a fairly low semantic level of a document-based exchange of information, such as geometric representation in DXF or IGES, rather than on a high semantic level of a model-based exchange.
series eCAADe
last changed 2022/06/07 07:50

_id c937
authors Liebowitz, D., Criminisi, A. and Zisserman, A.
year 1999
title Creating architectural models from images
source EUROGRAPHICS'99
summary We present methods for creating 3D graphical models of scenes from a limited numbers of images, i.e. one or two, in situations where no scene co-ordinate measurements are available. The methods employ constraints available from geometric relationships that are common in architectural scenes - such as parallelism and orthogonality - together with constraints available from the camera. In particular, by using the circular points of a plane simple, linear algorithms are given for computing plane rectification, plane orientation and camera calibration from a single image. Examples of image based 3D modelling are given for both single images and image pairs.
series other
last changed 2003/04/23 15:14

_id cc1a
authors Lien, Kristian, Go Suzuki and Westerberg, Arthur W.
year 1986
title The Role of Expert Systems Technology In Design
source [2] 49 p. : diagrams Engineering Design Research Center, CMU, September, 1986 EDRC-06-13-86. includes bibliography.
summary Using a scenario format, this paper first reviews the nature of chemical process design, showing that designers quickly make major decisions with minimal information and constantly revise their strategy to solve a problem. To automate this activity on a computer will require models of the process being created at several levels of abstraction as well as models that capture the beliefs of the modeler about the abilities of himself, others and the aids available and models of strategies for complex problem solving. The second section of the paper extensively reviews current expert system concepts, illustrating each of them with design examples. It is argued that expert systems are knowledge based. The authors describe many of the control strategies used in today's systems, and also consider different problem representations - rules, logic and frames - and indicate when each might be preferred. The last section presents the authors views on what will be involved in creating a future expert system for design
keywords engineering, abstraction, expert systems, CAD, design process, representation, knowledge base, frames, control
series CADline
last changed 2003/06/02 10:24

_id ecaade03_639_62_liew
id ecaade03_639_62_liew
authors Liew, Haldane
year 2003
title SGML - A Shape Grammar Meta-Language
doi https://doi.org/10.52842/conf.ecaade.2003.639
source Digital Design [21th eCAADe Conference Proceedings / ISBN 0-9541183-1-6] Graz (Austria) 17-20 September 2003, pp. 639-648
summary The shape grammar meta-language creates layers of abstraction in the shape grammar formalism for the purpose of developing descriptions that can organize and sequence rule applications in a grammar, filter information in a drawing, and provide additional matching constraints based on the subshapes found. These concepts are incorporated into the formalism by expanding the rule application process into six phases; control, context, transformations, parameters, descriptors, and application. Seven meta-language descriptive conventions are developed from the six phases; rule-sets, directive, label-filters, focus, maxline, zones, and apply-mode. Examples of how the meta-language descriptions can be used to generate designs are provided.
keywords Shape grammars, meta-language, and computational design
series eCAADe
email
more http://architecture.mit.edu/~haldane
last changed 2022/06/07 07:59

_id liewh_pdh_2004
id liewh_pdh_2004
authors Liew, Haldane
year 2004
title SGML: a meta-language for shape grammars
source PhD dissertation, Department of Architecture, Massachusetts Institute of Technology, Cambridge, Mass
summary A shape grammar develops a drawing through a series of transformations by repeatedly applying if-then rules. Although the rules can be designed, in principle, to construct any type of drawing, the drawings they construct may not necessarily develop in the manner intended by the designer of the grammar. In this thesis, I introduce a shape grammar meta-language that adds power to grammars based on the shape grammar language. Using the shape grammar meta-language, the author of a grammar can: (1) explicitly determine the sequence in which a set of rules is applied; (2) restrict rule application through a filtering process; and (3) use context to guide the rule matching process, all of which provide a guided design experience for the user of the grammar. Three example grammars demonstrate the effectiveness of the meta-language. The first example is the Bilateral Grid grammar which demonstrates how the meta-language facilitates the development of grammars that offer users multiple design choices. The second grammar is the Hexagon Path grammar which demonstrates how the metalanguage is useful in contexts other than architectural design. The third and most ambitious example is the Durand grammar which embodies the floor plan design process described in Précis of the Lectures of Architecture, written by JNL Durand, an eighteenth century architectural educator. Durand's floor plan design process develops a plan through a series of transformations from grid to axis to parti to wall. The corresponding Durand grammar, which consists of 74 rules and 15 macros organized into eight stages, captures Durand's ideas and fills in gaps in Durand's description of his process. A key contribution of this thesis is the seven descriptors that constitute the meta-language. The descriptors are used in grammar rules: (1) to organize a set of rules for the user to choose from; (2) to group together a series of rules; (3) to filter information in a drawing; (4) to constrain where a rule can apply; and (5) to control how a rule is applied. The end result is a language that allows the author to create grammars that guide users by carefully controlling the design process in the manner intended by the author.
series thesis:PhD
email
last changed 2005/09/09 12:58

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