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

PDF papers
References

Hits 1 to 20 of 11027

_id sigradi2013_342
id sigradi2013_342
authors Bruscato, Underléa; Sandro J. Rigo; Cristiano A. Costa; Humberto J. M. Costa
year 2013
title Visualização de Informações Geográficas no Turismo Ubíquo de Itinerários Culturais [Visualization of Geographic Information of Ubiquitous Tourism in Cultural Routes]
source SIGraDi 2013 [Proceedings of the 17th Conference of the Iberoamerican Society of Digital Graphics - ISBN: 978-956-7051-86-1] Chile - Valparaíso 20 - 22 November 2013, pp. 153 - 157
summary This paper presents a practical experience developed within the framework of a network of researchers dedicated to develop projects of technology transfer, training and research in the field of innovation, involving virtual reality, augmented reality and advanced interaction. The group develops visualization oriented technologies and aim to socialize the experiences developed. In this sense was created an Electronic Guide to cultural routes in southern Brazil, exploiting the contemporary concept of ubiquitous tourism, in which users access tourism content with mobile devices, using sensitivity to context, semantic web and advanced visualization, thus rescuing the memory and regional architectural heritage.
keywords Ubiquitous tourism; Mobile computing, Memory
series SIGRADI
email
last changed 2016/03/10 09:47

_id caadria2014_527
id caadria2014_527
authors Bruscia, Nicholas and Christopher Romano
year 2014
title Project 2XmT
doi https://doi.org/10.52842/conf.caadria.2014.965
source Rethinking Comprehensive Design: Speculative Counterculture, Proceedings of the 19th International Conference on Computer-Aided Architectural Design Research in Asia (CAADRIA 2014) / Kyoto 14-16 May 2014, pp. 965–966
series CAADRIA
type poster
email
last changed 2022/06/07 07:54

_id acadia20_536
id acadia20_536
authors Bruscia, Nicholas
year 2020
title Structural Papercuts
doi https://doi.org/10.52842/conf.acadia.2020.1.536
source ACADIA 2020: Distributed Proximities / Volume I: Technical Papers [Proceedings of the 40th Annual Conference of the Association of Computer Aided Design in Architecture (ACADIA) ISBN 978-0-578-95213-0]. Online and Global. 24-30 October 2020. edited by B. Slocum, V. Ago, S. Doyle, A. Marcus, M. Yablonina, and M. del Campo. 536-545.
summary This paper reviews and explores the topological properties of surface disclinations applied to elastic sheets and suggests how these properties may be reproduced at an architectural scale. A variety of surface disclinations and their translation from digital and physical formfinding processes to thin plywood prototypes are discussed. Initial phases of this research have been focused on the bending behavior of various sheet disclination types and have studied a variety of computational form-finding techniques that demonstrate this behavior in an architectural workflow. Several large-scale prototypes of architectural disclinations were produced to test the scalability of topologically induced surface curvature, discussed within the context of bending-active plate structures.
series ACADIA
type paper
email
last changed 2023/10/22 12:06

_id acadia13_061
id acadia13_061
authors Bruscia, Nicholas; Romano, Christopher
year 2013
title Material Parameters and Digitally Informed Fabrication of Textured Metals
doi https://doi.org/10.52842/conf.acadia.2013.061
source ACADIA 13: Adaptive Architecture [Proceedings of the 33rd Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-1-926724-22-5] Cambridge 24-26 October, 2013), pp. 61-68
summary The research represented in this paper proposes to reinvestigate the relationship between structure and appearance through a performative analysis of textured stainless steel, as verified through full-scale prototyping. The work takes a scientific design approach while incorporating a computational workflow that is informed by the material’s physical parameters, and draws a connection between the scales of molecular composition to large-scale geometric systems.Furthermore, the work attempts to provide evidence for thin-gauge textured metals as a high performance and adaptive material, by identifying structural rigidity and particular specular quality as inherent characteristics born from the texturing process. In addition, through close collaboration with the sponsoring manufacturer of textured stainless steel, we are able to gain access to material expertise and large-scale fabrication equipment not readily available to designers, thereby forging a mutually beneficial relationship surrounding the research.
keywords Next Generation Technology, Architecture and Manufacturing, Material Research, Material Science, Digital Fabrication, Rigidized Metal, Parametric Modeling
series ACADIA
type Normal Paper
email
last changed 2022/06/07 07:54

_id acadia14projects_63
id acadia14projects_63
authors Bruscia, Nicholas; Romano, Christopher
year 2014
title project 3XLP - Porous Skin Prototype
doi https://doi.org/10.52842/conf.acadia.2014.063.2
source ACADIA 14: Design Agency [Projects of the 34th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 9789126724478]Los Angeles 23-25 October, 2014), pp. 63-66
summary project 3xLP, the winning submission to the TEX-FAB SKIN competition, is a continuation of design research on the structural properties of textured stainless steel sheeting, which typically is used for skinning and other non-structural purposes. The team conducted performative analyses of the material, and verified the results through full-scale prototyping. Structural studies relied on scale shifts that began with molecular composition and culminated with large-sale geometric systems. The work provides evidence of the adaptability, rigidity, and high performance of thin-gauge, textured metals; it establishes the groundwork for new structurally-based design possibilities using sheet steel.
keywords Material Logics and Tectonics, industry collaboration, digital fabrication, large scale prototyping
series ACADIA
type Research Projects
email
last changed 2022/06/07 07:54

_id 0471
authors Bruton, B.
year 1998
title Grammars and Pedagogy - Towards new Media Art and Design Education Strategies
doi https://doi.org/10.52842/conf.caadria.1998.385
source CAADRIA ‘98 [Proceedings of The Third Conference on Computer Aided Architectural Design Research in Asia / ISBN 4-907662-009] Osaka (Japan) 22-24 April 1998, pp. 385-394
summary The impact of computational grammatical design on pedagogy has received little attention in art education due to the dominant modes of traditional approaches to art and design education. This paper explores the pedagogical implications of grammatical strategies using computers for judgements of design within an art educational setting. Grammatical strategies are studied for their effect on the judgements of novice artists in a new media educational context. It is argued that concepts of grammar and views of contingency are used in a variety of senses in the conception and form making of artists; that finding methods for discussing and utilising complex visual information is aided by grammatical formalisation; that these strategies are evidently effective at both early and mature stages of the realisation of a project. The research explores the relation between computer and art on three levels in which grammar is used: as a sense of grammar, as a computational paradigm and as a description of a kind of computer program. Grammatical formalism is apparent in two dimensional linear and non-linear animations using Photoshop, Premiere and Director, and in solid modelling programs such as Extreme 3D, Form Z, Strata Studio Pro, 3D Studio Max and SoftImage. Web site construction also impacts on the judgements of 2D and 3D design. Computational grammatical programs generate forms that reflect alternative understandings of art and design. Art practise is defined in terms of developing consistent and appropriate design language for the contingency at hand. Form making using grammatical tools, both recursive and array types, is discussed in terms of their applicability and educative value. Reference is made to formal qualities for critique and strategic capability of alternative pedagogy for generation of forms. Examples provided show how simple rule sets develop into complex derivational sequences that challenge traditional strategies for computer imaging. The paper demonstrates the value of a sense of grammars for novice art and design practitioners by using first hand examples of experimental work at the South Australian School of Art, University of South Australia. For novice artists and designers, grammars in conjunction with reflective practice is offered as a useful mind set that supports an interest in actively defining a new kind of art. Illustrations provided show the utility of a contingent sense of grammar for pedagogy and highlights the significant role of grammar in pedagogy.
keywords Grammar, Pedagogy, Computer, Art, Design
series CAADRIA
email
more http://www.caadria.org
last changed 2022/06/07 07:54

_id caadria2003_b3-4
id caadria2003_b3-4
authors Bruton, Dean and Radford, Antony
year 2003
title The Grammatical Studio Disrupting Regularities in Digital Media Design Education
doi https://doi.org/10.52842/conf.caadria.2003.433
source CAADRIA 2003 [Proceedings of the 8th International Conference on Computer Aided Architectural Design Research in Asia / ISBN 974-9584-13-9] Bangkok Thailand 18-20 October 2003, pp. 433-446
summary Grammar governs the ordered way in which words are modified and combined in human languages to convey complex concepts beyond the simplicities of individual words. By extension (but less susceptible to analysis) grammar governs the way in which visual elements are modified and combined in art and design compositions. In this paper we focus on the outcomes and effects of placing grammar and contingency in the forefront of studio teaching with digital media in architecture and art, and how experience in these two domains can inform each other.
series CAADRIA
email
last changed 2022/06/07 07:54

_id caadria2009_017
id caadria2009_017
authors Bruton, Dean
year 2009
title On Distributed Network Rendering Systems
doi https://doi.org/10.52842/conf.caadria.2009.065
source Proceedings of the 14th International Conference on Computer Aided Architectural Design Research in Asia / Yunlin (Taiwan) 22-25 April 2009, pp. 65-74
summary This paper reports an investigation of the establishment and performance of a distributed computer rendering system for advanced computer graphics production within a centralized university information technology environment. It explores the proposal that the use of distributed computer rendering systems in industry and universities offers synergies for university-industry collaborative agreements. Claims that cluster computing and rendering systems are of benefit for computer graphics productions are to be tested within a standard higher education environment. A small scale distributed computer rendering system was set up to investigate the development of the optimum use of intranet and internet systems for computer generated feature film production and architectural visualisation. The work entailed using monitoring, comparative performance analysis and interviews with relevant stakeholders. The research provides important information for practitioners and the general public and heralds the initiation of a Centre for Visualization and Animation research within the School of Architecture, Landscape Architecture and Urban Design, University of Adelaide.
keywords Render farm, processing, computer graphics, animation
series CAADRIA
email
last changed 2022/06/07 07:54

_id 913a
authors Brutzman, D.P., Macedonia, M.R. and Zyda, M.J.
year 1995
title Internetwork Infrastructure Requirements for Virtual Environments
source NIl 2000 Forum of the Computer Science and Telecommunications Board, National Research Council, Washington, D.C., May 1995
summary Virtual environments (VEs) are a broad multidisciplinary research area that includes all aspects of computer science, virtual reality, virtual worlds, teleoperation and telepresence. A variety of network elements are required to scale up virtual environments to arbitrarily large sizes, simultaneously connecting thousands of interacting players and all kinds of information objects. Four key communications components for virtual environments are found within the Internet Protocol (IP) suite: light-weight messages, network pointers, heavy-weight objects and real-time streams. Software and hardware shortfalls and successes for internetworked virtual environments provide specific research conclusions and recommendations. Since large-scale networked are intended to include all possible types of content and interaction, they are expected to enable new classes of interdisciplinary research and sophisticated applications that are particularly suitable for implementation using the Virtual Reality Modeling Language (VRML).
series other
last changed 2003/04/23 15:50

_id acadia20_584
id acadia20_584
authors Brás, Catarina; Castelo-Branco, Renata; Menezes Leitao, António
year 2020
title Parametric Model Manipulation in Virtual Reality
doi https://doi.org/10.52842/conf.acadia.2020.1.584
source ACADIA 2020: Distributed Proximities / Volume I: Technical Papers [Proceedings of the 40th Annual Conference of the Association of Computer Aided Design in Architecture (ACADIA) ISBN 978-0-578-95213-0]. Online and Global. 24-30 October 2020. edited by B. Slocum, V. Ago, S. Doyle, A. Marcus, M. Yablonina, and M. del Campo. 584-593.
summary Algorithmic design (AD) uses algorithms to describe architectural designs, producing results that are visual by nature and greatly benefit from immersive visualization. Having this in mind, several approaches have been developed that allow architects to access and change their AD programs in virtual reality (VR). However, programming in VR introduces a new level of complexity that hinders creative exploration. Solutions based in visual programming offer limited parameter manipulation and do not scale well, particularly when used in a remote collaboration environment, while those based in textual programming struggle to find adequate interaction mechanisms to efficiently modify existing programs in VR. This research proposes to ease the programming task for architects who wish to develop and experiment with collaborative textual-based AD in VR, by bringing together the user-friendly features of visual programming and the flexibility and scalability of textual programming. We introduce an interface for the most common parametric changes that automatically generates the corresponding code in the AD program, and a hybrid programming solution that allows participants in an immersive collaborative design experience to combine textual programming with this new visual alternative for the parametric manipulation of the design. The proposed workflow aims to foster remote collaborative work in architecture studios, offering professionals of different backgrounds the opportunity to parametrically interact with textual-based AD projects while immersed in them.
series ACADIA
type paper
email
last changed 2023/10/22 12:06

_id ecaade2007_094
id ecaade2007_094
authors Buattour, Mohamed; Halin, Gilles; Bignon, Jean Claude
year 2007
title Management system for a Virtual Cooperative Project
doi https://doi.org/10.52842/conf.ecaade.2007.125
source Predicting the Future [25th eCAADe Conference Proceedings / ISBN 978-0-9541183-6-5] Frankfurt am Main (Germany) 26-29 September 2007, pp. 125-131
summary The paper presents on-going research aimed at the support of the management of building projects and the aid cooperative design. Today, The use of systems adapted to the cooperative design assistance for the building domain is complex. This results from the complexity of the cooperative work (difficulties in tracking actor’s work, lack of most of the required information, coordination problems, implicit nature of most of the construction activities etc.) The paper will briefly review two data exchanging modes that we had defined. After, on the basis of this concept of cooperative design we describe a new model of a virtual environment aimed to takes into account the relational organization of the project and the semantic meaning of works. This research represents a new approach because it not based on management of documents but on all data relative to works. Finally, we use this new model for defining a design-aided tool, to deduce advantages and limits of the “Virtual Cooperative Project”. This system lets geographically dispersed project actors model the project context of a building. More specifically, it allows interpreting, using and exchanging project works in a centralized virtual environment during the building life cycle. This system uses IFC objects which associate in the same model the semantic and the 3D representation of building works.
keywords Cooperation model, cooperative work design, project management, digital mock-up
series eCAADe
email
last changed 2022/06/07 07:54

_id cb96
authors Buckley, E., Zarli, A., Reynolds, C. and Richaud, O.
year 1998
title Business objects in construct IT
source R. Amor (ed.) Product and Process Modelling in the Building Industry, Building Research Establishment, Watford, England, pp. 117-130
summary Objective: EU Esprit Project 25.741 Wonda aims to meet the needs for Enterprise Information Systems and E-Commerce in the construction and banking industries. Wonda aims to deliver a solution suitable for contracting firms. The solution should enable take-up by SMEs, incremental value-added growth (perhaps Incremental Radicalism), mobile computing for location independent access by project managers and quick set-up of virtual enterprises reflecting both the short customer-supplier relationships in the industry and the need of construction firms to constantly re-configure and re-invent themselves. Method: Wonda will develop an open and secure framework for business objects and electronic payment. Business objects can be defined as software components, which encapsulate business rules and procedures and which can run anywhere on the network. They provide secure and sophisticated access to diverse electronic content and software applications. Indeed, just as a building can be described as a unique arrangement of standard products, a building project can be described as a unique arrangement of standard product data. Business Objects give a high level view of product data. They can be assembled into frameworks to support high-level views on industrial projects. The open framework will enable a distributed architecture through CORBA thus facilitating the interoperation of heterogeneous software components as found in legacy systems. The modular security of the framework and its support for electronic payment ensure authenication, confidentiality and non-repudiation as required for the business processes of construction virtual enterprises. Indeed the modular and incremental implemenation of security will be achieved partly through a Business Object architecture. Results will comprise o a pilot in 2 product cycles, o an open & secure framework architecture, o Commotion middleware for enabling business objects on top of Corba, o WeBuild (construction), WeBank (banking) and SILK (security) business objects o OpenDMX component to enable object orientated access to legacy databases.
series other
last changed 2003/04/23 15:14

_id acadia20_74
id acadia20_74
authors Bucklin, Oliver; Born, Larissa; Körner, Axel; Suzuki, Seiichi; Vasey, Lauren; T. Gresser, Götz; Knippers, Jan; Menges,
year 2020
title Embedded Sensing and Control
doi https://doi.org/10.52842/conf.acadia.2020.1.074
source ACADIA 2020: Distributed Proximities / Volume I: Technical Papers [Proceedings of the 40th Annual Conference of the Association of Computer Aided Design in Architecture (ACADIA) ISBN 978-0-578-95213-0]. Online and Global. 24-30 October 2020. edited by B. Slocum, V. Ago, S. Doyle, A. Marcus, M. Yablonina, and M. del Campo. 74-83.
summary This paper investigates an interactive and adaptive control system for kinetic architectural applications with a distributed sensing and actuation network to control modular fiber-reinforced composite components. The aim of the project was to control the actuation of a foldable lightweight structure to generate programmatic changes. A server parses input commands and geometric feedback from embedded sensors and online data to drive physical actuation and generate a digital twin for real-time monitoring. Physical components are origami-like folding plates of glass and carbon-fiber-reinforced plastic, developed in parallel research. Accelerometer data is analyzed to determine component geometry. A component controller drives actuators to maintain or move towards desired positions. Touch sensors embedded within the material allow direct control, and an online user interface provides high-level kinematic goals to the system. A hierarchical control system parses various inputs and determines actuation based on safety protocols and prioritization algorithms. Development includes hardware and software to enable modular expansion. This research demonstrates strategies for embedded networks in interactive kinematic structures and opens the door for deeper investigations such as artificial intelligence in control algorithms, material computation, as well as real-time modeling and simulation of structural systems.
series ACADIA
type paper
email
last changed 2023/10/22 12:06

_id acadia18_424
id acadia18_424
authors Bucklin, Oliver; Drexler, Hans; Krieg, Oliver David; Menges, Achim
year 2018
title Integrated Solid Timber. A multi-requisite system for the computational design,fabrication, and construction of versatile building envelopes
doi https://doi.org/10.52842/conf.acadia.2018.424
source ACADIA // 2018: Recalibration. On imprecisionand infidelity. [Proceedings of the 38th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-0-692-17729-7] Mexico City, Mexico 18-20 October, 2018, pp. 424-433
summary The paper presents the development of a building system made from solid timber that fulfils the requirements of modern building skins while expanding the design possibilities through innovation in computational design and digital fabrication. Multiple strategies are employed to develop a versatile construction system that generates structure, enclosure and insulation while enabling a broad design space for contemporary architectural expression. The basic construction unit augments the comparatively high insulation values of solid timber by cutting longitudinal slits into beams, generating air chambers that further inhibit thermal conductivity. These units are further enhanced through a joinery system that uses advanced parametric modeling and computerized control to augment traditional joinery techniques. Prototypes of the system are tested at a building component level with digital models and physical laboratory tests. It is further evaluated in a demonstrator building to test development and further refine design, fabrication and assembly methods. Results are integrated into proposals for new methods of implementation. The results of the research thus far demonstrate the validity of the strategy, and continuing research will improve its viability as a building system.
keywords full paper, materials and adaptive systems, digital fabrication, digital craft
series ACADIA
type paper
email
last changed 2022/06/07 07:54

_id acadia11_138
id acadia11_138
authors Buell, Samantha; Shaban, Ryan; Corte, Daniel; Beorkrem, Christopher
year 2011
title Zero-waste, Flat Pack Truss Work: An Investigation of Responsive Structuralism
doi https://doi.org/10.52842/conf.acadia.2011.138
source ACADIA 11: Integration through Computation [Proceedings of the 31st Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA)] [ISBN 978-1-6136-4595-6] Banff (Alberta) 13-16 October, 2011, pp. 138-143
summary The direct and rapid connections between scripting, modeling and prototyping allow for investigations of computation in fabrication. The manipulation of planar materials with two-dimensional CNC cuts can easily create complex and varied forms, volumes, and surfaces. However, the bulk of research on folding using CNC fabrication tools is focused upon surfaces, self-supporting walls and shell structures, which do not integrate well into more conventional building construction models.This paper attempts to explain the potential for using folding methodologies to develop structural members through a design-build process. Conventional building practice consists of the assembly of off-the-shelf parts. Many times, the plinth, skeleton, and skin are independently designed and fabricated, integrating multiple industries. Using this method of construction as an operative status quo, this investigation focused on a single structural component: the truss. A truss is defined as: “A triangulated arrangement of structural members that reduces nonaxial external forces to a set of axial forces in its members.” (Allen and Iano 2004)Using folding methodologies and sheet steel to create a truss, this design investigation employed a recyclable and prolific building material to redefine the fabrication of a conventional structural member. The potential for using digital design and two-dimensional CNC fabrication tools in the design of a foldable truss from sheet steel is viable in the creation of a flat-packed, minimal waste structural member that can adapt to a variety of aesthetic and structural conditions. Applying new methods to a component of the conventional ‘kit of parts’ allowed for a novel investigation that recombines zero waste goals, flat-packing potential, structural expression and computational processes.
series ACADIA
type normal paper
email
last changed 2022/06/07 07:54

_id sigradi2021_302
id sigradi2021_302
authors Bueno, Ernesto, Reis Balsini, André and Verde Zein, Ruth
year 2021
title Analysis by Algorithmic Modeling of Historiographical Data on Modern and Contemporary Brazilian Architecture
source Gomez, P and Braida, F (eds.), Designing Possibilities - Proceedings of the XXV International Conference of the Ibero-American Society of Digital Graphics (SIGraDi 2021), Online, 8 - 12 November 2021, pp. 737–748
summary Are historiographic diagrams valid instruments for gauging the main constituent aspects of historiographic documentation of a body of architectural production? The paper aims to discuss the results obtained by algorithmic modeling and three-dimensional visualization of historiographic data. The analysis method proposes a diagrammatic approach to the research object, established from the fundamentals originally described by Zein (2020). The diagrams were created using the algorithmic modeling software Grasshopper, which allowed us to combine a precise recording of data with an original approach to its interpretation. From the data collected, Cartesian coordinates were established for the generation of curves and interpolation surfaces representative of the computed aspects of certain historiographic narratives. With wide application possibilities, the resulting algorithmic diagrams establish a new model for data analysis and visualization, which stands as a consistent alternative to other more commonly used digital bibliometric tools.
keywords Análise de dados, Big Data, Visualizaçao de dados, Historiografia, Arquitetura moderna brasileira
series SIGraDi
email
last changed 2022/05/23 12:11

_id ijac20097401
id ijac20097401
authors Bueno, Ernesto
year 2009
title Algorithmic Form Generation of a Radiolarian Pavilion
source International Journal of Architectural Computing vol. 7 - no. 4, 677-688
summary This paper describes the design stage of an on-going research project for the construction of a pavilion that mimics the bone structures of Radiolarians. In the process, several constructive and generative algorithms are developed, together with geometric and trigonometric functions, all implemented in RhinoScript and a math plug-in for the NURBS modeler Rhinoceros. There has been considerable emphasis on the generation of the Radiolarian cell that is tessellated along a stereographic surface with a honeycomb-based algorithm. It combines design strategies from biomimetics, mathematical functions, generative scripting, process automation and versioning, all integrated into an algorithmic methodology for creating a non-standard structure, capable of being manufactured with CNC technology, and doing so, setting a precedent in the academic and professional environment in which it will be located.
series journal
last changed 2010/09/06 08:02

_id ijac202220204
id ijac202220204
authors BuHamdan, Samer; Aladdin Alwisy; Thomas Danel; Ahmed Bouferguene; Zoubeir Lafhaj
year 2022
title The use of reinforced learning to support multidisciplinary design in the AEC industry: Assessing the utilization of Markov Decision Process
source International Journal of Architectural Computing 2022, Vol. 20 - no. 2, pp. 216–237
summary While the design practice in the architecture, engineering, and construction (AEC) industry continues to be acreative activity, approaching the design problem from a perspective of the decision-making science hasremarkable potentials that manifest in the delivery of high-performing sustainable structures. These possiblegains can be attributed to the myriad of decision-making tools and technologies that can be implemented toassist design efforts, such as artificial intelligence (AI) that combines computational power and data wisdom.Such combination comes to extreme importance amid the mounting pressure on the AEC industry players todeliver economic, environmentally friendly, and socially considerate structures. Despite the promisingpotentials, the utilization of AI, particularly reinforced learning (RL), to support multidisciplinary designendeavours in the AEC industry is still in its infancy. Thus, the present research discusses developing andapplying a Markov Decision Process (MDP) model, an RL application, to assist the preliminary multidisciplinary design efforts in the AEC industry. The experimental work shows that MDP models can expediteidentifying viable design alternatives within the solutions space in multidisciplinary design while maximizingthe likelihood of finding the optimal design
keywords Design evaluation, multidisciplinary design, reinforced learning, Markov Decision Process, social impact,architecture, engineering, and construction industry
series journal
last changed 2024/04/17 14:29

_id ijac202119302
id ijac202119302
authors BuHamdan, Samer; Alwisy, Aladdin; Bouferguene, Ahmed
year 2021
title Generative systems in the architecture, engineering and construction industry: A systematic review and analysis
source International Journal of Architectural Computing 2021, Vol. 19 - no. 3, 226–249
summary Researchers have been extensively exploring the employment of generative systems to support design practices in the architecture, engineering and construction industry since the 1970s. More than half a century passed since the first architecture, engineering and construction industry’s generative systems were developed; researchers have achieved remarkable leaps backed by advances in computing power and algorithms’ capacity. In this article, we present a systematic analysis of the literature published between 2009 and 2019 on the utilization of generative systems in the design practices of the architecture, engineering and construction industry. The present research studies present trends, collaborations and applications of generative systems in the architecture, engineering and construction industry in order to identify existing shortcomings and potential advancements that balance the need for theory development and practical application. It provides insightful observations that are translated into meaningful recommendations for future research necessary to progress the incorporation of generative systems into the design practices of the architecture, engineering and construction industry.
keywords Generative systems, architecture, engineering and construction industry, performative design, generative design, systematic literature review, future directions
series journal
email
last changed 2024/04/17 14:29

_id ga0134
id ga0134
authors Buiani, Roberta
year 2001
title Virtual Exhibitions: How to put the gallery on-line?
source International Conference on Generative Art
summary This research is part of a project I developed at York University and realized at the Walter Phillips Gallery at Banff Centre for the Arts. It originated from a preliminary survey on the galleries and museum’s approach to the web: how did these institutions engage with the virtualspace? What tools did they employ to display their content? How did they exploit internet in order to promote and advertise their content and transmit a certain message? Following the examination of several interfaces and modes of display, a list of recurrent strategies, needs andlacks was compiled. A further development of the research consisted in a practical attempt to include all the characteristics observed and to add the elements supposedly missing in a single project. The project examined two distinct and very different exhibitions which took place during the summerat the Walter Phillips Gallery in Banff: they were analysed, documented and rendered on-line using a popular animation software such as Flash.
series other
email
more http://www.generativeart.com/
last changed 2003/08/07 17:25

For more results click below:

this is page 0show page 1show page 2show page 3show page 4show page 5... show page 551HOMELOGIN (you are user _anon_497804 from group guest) CUMINCAD Papers Powered by SciX Open Publishing Services 1.002