CumInCAD is a Cumulative Index about publications in Computer Aided Architectural Design
supported by the sibling associations ACADIA, CAADRIA, eCAADe, SIGraDi, ASCAAD and CAAD futures

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Hits 1 to 20 of 1268

_id sigradi2010_88
id sigradi2010_88
authors Lopes, Júnior Sérgio; da Cruz Fagundes Thêmis; Ripper Kós José
year 2010
title Mapas conceituais e o projeto colaborativo para arquitetura sustentável: ensaios para habitação de interesse social no Brasil [Concept mapping and the collaborative project for sustainable architecture: social housing testing in Brazil]
source SIGraDi 2010_Proceedings of the 14th Congress of the Iberoamerican Society of Digital Graphics, pp. Bogotá, Colombia, November 17-19, 2010, pp. 88-91
summary The concept maps built and shared on the internet through the CmapTools software resources were used in this exploratory study to follow and analyze the process of collaborative design in public school learning situations. The samples, taken from a Brazilian architectural graduate public school, were maps built in housing design projects developed in a digital environment. A constructivist approach supports the learning method in the use of the net environment for collaborative design of sustainable social housing. This is the base for further development of alternative methodological - theoretical approaches in the context of teaching sustainable design.
keywords collaborative architecture, conceptual map, information technology, education, social inclusion
series SIGRADI
email
last changed 2016/03/10 09:55

_id sigradi2010_301
id sigradi2010_301
authors Malard, Maria Lúcia; Kölln Elke Berenice
year 2010
title A imersão virtual em espaços arquitetônicos e a sua colaboração nas decisões de projeto [Immersion in virtual architectural spaces, and their impact on design decision - making]
source SIGraDi 2010_Proceedings of the 14th Congress of the Iberoamerican Society of Digital Graphics, pp. Bogotá, Colombia, November 17-19, 2010, pp. 301-303
summary Today, with technological advances the way man interacts with the world around him changes every day, bringing our field to the study of perception. For architects it has always been a challenge to represent their projects in view of the architectural object built. This study aimed to understand how immersion in virtual architectural spaces designed will facilitate greater participation of users and architects in design decisions, as well as how virtual immersion may facilitate decisions on collaborative project teams.
keywords space perception; virtual immersion; architectural design
series SIGRADI
email
last changed 2016/03/10 09:55

_id cf2011_p016
id cf2011_p016
authors Merrick, Kathryn; Gu Ning
year 2011
title Supporting Collective Intelligence for Design in Virtual Worlds: A Case Study of the Lego Universe
source Computer Aided Architectural Design Futures 2011 [Proceedings of the 14th International Conference on Computer Aided Architectural Design Futures / ISBN 9782874561429] Liege (Belgium) 4-8 July 2011, pp. 637-652.
summary Virtual worlds are multi-faceted technologies. Facets of virtual worlds include graphical simulation tools, communication, design and modelling tools, artificial intelligence, network structure, persistent object-oriented infrastructure, economy, governance and user presence and interaction. Recent studies (Merrick et al., 2010) and applications (Rosenman et al., 2006; Maher et al., 2006) have shown that the combination of design, modelling and communication tools, and artificial intelligence in virtual worlds makes them suitable platforms for supporting collaborative design, including human-human collaboration and human-computer co-creativity. Virtual worlds are also coming to be recognised as a platform for collective intelligence (Levy, 1997), a form of group intelligence that emerges from collaboration and competition among large numbers of individuals. Because of the close relationship between design, communication and virtual world technologies, there appears a strong possibility of using virtual worlds to harness collective intelligence for supporting upcoming “design challenges on a much larger scale as we become an increasingly global and technological society” (Maher et al, 2010), beyond the current support for small-scale collaborative design teams. Collaborative design is relatively well studied and is characterised by small-scale, carefully structured design teams, usually comprising design professionals with a good understanding of the design task at hand. All team members are generally motivated and have the skills required to structure the shared solution space and to complete the design task. In contrast, collective design (Maher et al, 2010) is characterised by a very large number of participants ranging from professional designers to design novices, who may need to be motivated to participate, whose contributions may not be directly utilised for design purposes, and who may need to learn some or all of the skills required to complete the task. Thus the facets of virtual worlds required to support collective design differ from those required to support collaborative design. Specifically, in addition to design, communication and artificial intelligence tools, various interpretive, mapping and educational tools together with appropriate motivational and reward systems may be required to inform, teach and motivate virtual world users to contribute and direct their inputs to desired design purposes. Many of these world facets are well understood by computer game developers, as level systems, quests or plot and achievement/reward systems. This suggests the possibility of drawing on or adapting computer gaming technologies as a basis for harnessing collective intelligence in design. Existing virtual worlds that permit open-ended design – such as Second Life and There – are not specifically game worlds as they do not have extensive level, quest and reward systems in the same way as game worlds like World of Warcraft or Ultima Online. As such, while Second Life and There demonstrate emergent design, they do not have the game-specific facets that focus users towards solving specific problems required for harnessing collective intelligence. However, a new massively multiplayer virtual world is soon to be released that combines open-ended design tools with levels, quests and achievement systems. This world is called Lego Universe (www.legouniverse.com). This paper presents technology spaces for the facets of virtual worlds that can contribute to the support of collective intelligence in design, including design and modelling tools, communication tools, artificial intelligence, level system, motivation, governance and other related facets. We discuss how these facets support the design, communication, motivational and educational requirements of collective intelligence applications. The paper concludes with a case study of Lego Universe, with reference to the technology spaces defined above. We evaluate the potential of this or similar tools to move design beyond the individual and small-scale design teams to harness large-scale collective intelligence. We also consider the types of design tasks that might best be addressed in this manner.
keywords collective intelligence, collective design, virtual worlds, computer games
series CAAD Futures
email
last changed 2012/02/11 19:21

_id sigradi2010_252
id sigradi2010_252
authors Neto, de Faria José; Akemi Omine Kátia; Carvalho Costa Paulo Antonio
year 2010
title Projeto Design Condensado: níveis de inteligência associados ao sistema colaborativo dinâmico de visualização de dados [Design project condensed: levels of intelligence associated with the dynamic collaborative system of data visualization]
source SIGraDi 2010_Proceedings of the 14th Congress of the Iberoamerican Society of Digital Graphics, pp. Bogotá, Colombia, November 17-19, 2010, pp. 252-255
summary The “Condensed Design Project” aims to discuss and reflect on how the levels of auxiliary intelligence associated with dynamic collaborative systems of data visualization can help research, organize, manage, analyze and compare dense data amounts of historical facts and events. The main objective is to understand how systems endowed with “auxiliary intelligence” help to assimilate and emulate methods and knowledge of different researchers, and at the same time are able to promote cooperation and research, as well as the study and teaching of design history. And finally, it describes the experience of the use of “specialist system” and “reasoning system based on cases” concepts.
keywords design history; collaborative system; auxiliary intelligence; data visualization
series SIGRADI
email
last changed 2016/03/10 09:56

_id sigradi2010_268
id sigradi2010_268
authors Ripper, Kós José; da Cruz Fagundes Thêmis
year 2010
title Tecnologias para integração e colaboração: o projeto da casa solar brasileira [Technologies for integration and collaboration: the Brazilian solar house design]
source SIGraDi 2010_Proceedings of the 14th Congress of the Iberoamerican Society of Digital Graphics, pp. Bogotá, Colombia, November 17-19, 2010, pp. 268-271
summary The Solar Decathlon is an academic competition of houses powered exclusively by the sun. Around twenty university teams have been called on to build more sustainable and efficient solar houses. This paper presents some challenges of the design and construction process of the Brazilian team for the Solar Decathlon in Europe. The challenges focused on in this paper refer to the search for technologies and strategies for the creative integration and collaboration of more than 100 members from six universities and different research areas. Collaboration is one of the main objectives of the event and probably the greatest challenge among the participant teams.
keywords Solar Decathlon, collaborative design, architecture curriculum, integration
series SIGRADI
email
last changed 2016/03/10 09:58

_id caadria2010_058
id caadria2010_058
authors Schneider, Sven; Nancy Richter, Frank Petzold, Reinhard König
year 2010
title Open architectural design: an approach to managing complexity and uncertainty in an open design process
doi https://doi.org/10.52842/conf.caadria.2010.629
source Proceedings of the 15th International Conference on Computer Aided Architectural Design Research in Asia / Hong Kong 7-10 April 2010, pp. 629-638
summary By open exchange of ideas and artifacts and non apriori hierarchical processes, Open Strategies enable a better usage of distributed resources, and the release of more creative potential. Applying these Open Strategies to the architectural design process, is goal of our project. The technical basis for our research is FREAC, a software framework developed in-house which provides a collaboration space for co-operation between different users and tools. This framework is designed not just for exchanging the outcome of the design process but also for opening up the design process itself and making it more transparent. Such highly open and distributed design processes, however, also present new problems and uncertainties which need to be taken into account in order to reach successful design outcomes. As a result proposals for the management of such processes need to be developed that facilitate collaborative work but do not unnecessarily constrain the inherent complexity of the design process. The actor-network theory, and other different management concepts, provides a theoretical underpinning for our approach. The project is a collaboration between the fields of computer science in architecture and media management.
keywords Collaboration; open design process; actor-network theory; software framework
series CAADRIA
email
last changed 2022/06/07 07:57

_id sigradi2010_324
id sigradi2010_324
authors Toranzo, Lorca Gustavo; Pereira Barzaga Osvaldo; Arzola Ruiz José
year 2010
title Segmentación de imágenes digitales mediante técnicas de clustering complementadas con técnicas de crecimiento de regiones [Digital image segmentation through clustering techniques, enhanced by region growing techniques]
source SIGraDi 2010_Proceedings of the 14th Congress of the Iberoamerican Society of Digital Graphics, pp. Bogotá, Colombia, November 17-19, 2010, pp. 324-327
summary This paper proposes a solution to the problem of digital image segmentation based on clustering techniques. K - means and fuzzy k - means are clustering algorithms detailed within this study. We propose novel modifications to k - means and fuzzy k - means algorithms to vary objective functions and to use color difference as a distance measure. These new algorithms are guaranteed to obtain the same results as the originals while considerably reducing the execution time. Pixel growing is used to obtain connected structures in the results of clustering algorithms.
keywords clustering; fuzzy k - means; image segmentation; k - means
series SIGRADI
email
last changed 2016/03/10 10:01

_id ga0217
id ga0217
authors Bentley, Katie A.
year 2002
title Exploring Aesthetic Pattern Formation
source International Conference on Generative Art
summary This paper is an exploration of an interdisciplinary nature. Through studies in fine art, pattern formation in nature, and artificial life, a mechanism for the artistic process is presented. Asynchronous updating schemes implemented in cellular automata and pheromonal agent swarms were evolved to produce aesthetic patterns and compared favourably to non-evolved synchronous production methods. The curious adaptive properties of the resulting patterns were investigated.
series other
email
more http://www.generativeart.com/
last changed 2003/11/21 15:16

_id eaea2003_23-kubinsky-kardos
id eaea2003_23-kubinsky-kardos
authors Kubinsky, B. and Kardos, P.
year 2004
title Completion of the Public Area of the Bratislava Main Station using Fine Art Components
source Spatial Simulation and Evaluation - New Tools in Architectural and Urban Design [Proceedings of the 6th European Architectural Endoscopy Association Conference / ISBN 80-227-2088-7], pp. 113-115
summary The project deals with supplementation of fine art components to the newly designed square in front of the main railway station and their integration into the public space to provide a good system functioning in the contemporary ground-floor level. Several students of Faculty of Architecture, Slovak University of Technology in Bratislava, have elaborated this idea under the leadership of B. Kubinsky with the technical support of P. Kardos during the years 2001 and 2002. The supplementation had been planned in two parts: first each student has designed his own object of art and created the model of his piece. Then, in the second part, the quality and relevance of each object was verified by the spatial endoscope in the laboratory of P. Kardos .
series EAEA
more http://info.tuwien.ac.at/eaea
last changed 2005/09/09 10:43

_id ascaad2023_120
id ascaad2023_120
authors Körükcü, Berfin
year 2023
title A Framework Proposal for Natural Stone Processing with Robot Arm
source C+++: Computation, Culture, and Context – Proceedings of the 11th International Conference of the Arab Society for Computation in Architecture, Art and Design (ASCAAD), University of Petra, Amman, Jordan [Hybrid Conference] 7-9 November 2023, pp. 767-779.
summary Transforming raw stone materials into building elements and materials using traditional tools and methods has a long cultural history. As a reflection of computational design thinking, current production methods have been transferred to digital environments, making them suitable for processing and interacting with numerical machines. Physical media and production processes, which are difficult and slow to change and regulate, have been transferred to the digital environment and made programmable, changeable and open to algorithmic manipulation. The development of digital design and production methods in architecture has also paved the way for the digitalization of natural stone processing applications. Digital Fabrication methods are effective at all scales and stages of architectural processes. In subtractive methods, which is one of the digital fabrication methods, the material is shaped by subtracting parts from the main whole by cutting or milling. Processing with a robot arm is a subtractive production type, such as traditional stone carving. The process consists of the tool attached to the robot arm moving on the block. Along the path followed by the tool, the material is shaped by subtracting it according to the thickness, shape, step distance, progress speed, adjusted depth, and axis. In general, stone processing consists of two steps: rough processing that roughly removes the material layer by layer and fine processing that processes the remaining part precisely to produce a surface finish. The design of this production process creates a relationship between time and quality. At this point, simulation can be used to design the process based on the production tool before production and to provide feedback on the produced form by measuring it to the digital model after production. This study provides a comparative framework for the different processing steps of natural stone materials for robotic fabrication. The research includes collecting data on natural stone processing and robotic fabrication, drawing a framework for the geometric form to be processed, designing the stone processing process with a robotic arm, conducting simulation experiments, and analyzing simulation data. Since performing the experiments in physical would be restrictive in terms of cost and time, simulation technique was preferred. In this way, it was possible to conduct more experiments, and analyzes were strengthened.
series ASCAAD
email
last changed 2024/02/13 14:41

_id 2dc4
authors Ng, E., Lam, K.P., Wu, W., Nagakura T.
year 1999
title The application of computer simulation techniques to the design and preservation of a national monument
source IBPSA, Kyoto, vol 2, 555-562
summary The paper outlines a two-year research program where Radiance was used in the conversion of Empress Place, a national monument in Singapore, into an Asian Civilisation Museum. The paper describes how the research team fine-tune the modeling and software settings to cope with some of the contextual issues of design. Inaddition, the paper discusses how Radiance could be used to aid the design of the building. One of the more difficult tasks the researchers faced was to model and validate some of the daylighting control devices that are part of the existing features of the building. And to design new control devices that are architecturally consistent with the building. Working with the design team, options and strategies are studied. At the end, contrary to the original beliefs of the architect, and much to the liking of the curator, it has been demonstrated that, carefully designed, daylighting could be introduced into the gallery and that it will enhance the quality of the interior spaces. The building is currently under construction.
series other
last changed 2003/04/23 15:50

_id lasg_hylozoicground_2010_fulltext
id lasg_hylozoicground_2010_fulltext
year 2010
title Hylozoic Ground; Liminal Responsive Architecture
source Hylozoic Ground; Liminal Responsive Architecture [ISBN 978-1-926724-02-7] Riverside Architectural Press: Toronto, Canada 2010.
summary Introductory summary of developing Hylozoic Series, a collection of life-like architectural structures
keywords Hylozoism, Hylozoic series, components, assemblies, design process
last changed 2019/07/29 14:00

_id cf2011_p109
id cf2011_p109
authors Abdelmohsen, Sherif; Lee Jinkook, Eastman Chuck
year 2011
title Automated Cost Analysis of Concept Design BIM Models
source Computer Aided Architectural Design Futures 2011 [Proceedings of the 14th International Conference on Computer Aided Architectural Design Futures / ISBN 9782874561429] Liege (Belgium) 4-8 July 2011, pp. 403-418.
summary AUTOMATED COST ANALYSIS OF CONCEPT DESIGN BIM MODELS Interoperability: BIM models and cost models This paper introduces the automated cost analysis developed for the General Services Administration (GSA) and the analysis results of a case study involving a concept design courthouse BIM model. The purpose of this study is to investigate interoperability issues related to integrating design and analysis tools; specifically BIM models and cost models. Previous efforts to generate cost estimates from BIM models have focused on developing two necessary but disjoint processes: 1) extracting accurate quantity take off data from BIM models, and 2) manipulating cost analysis results to provide informative feedback. Some recent efforts involve developing detailed definitions, enhanced IFC-based formats and in-house standards for assemblies that encompass building models (e.g. US Corps of Engineers). Some commercial applications enhance the level of detail associated to BIM objects with assembly descriptions to produce lightweight BIM models that can be used by different applications for various purposes (e.g. Autodesk for design review, Navisworks for scheduling, Innovaya for visual estimating, etc.). This study suggests the integration of design and analysis tools by means of managing all building data in one shared repository accessible to multiple domains in the AEC industry (Eastman, 1999; Eastman et al., 2008; authors, 2010). Our approach aims at providing an integrated platform that incorporates a quantity take off extraction method from IFC models, a cost analysis model, and a comprehensive cost reporting scheme, using the Solibri Model Checker (SMC) development environment. Approach As part of the effort to improve the performance of federal buildings, GSA evaluates concept design alternatives based on their compliance with specific requirements, including cost analysis. Two basic challenges emerge in the process of automating cost analysis for BIM models: 1) At this early concept design stage, only minimal information is available to produce a reliable analysis, such as space names and areas, and building gross area, 2) design alternatives share a lot of programmatic requirements such as location, functional spaces and other data. It is thus crucial to integrate other factors that contribute to substantial cost differences such as perimeter, and exterior wall and roof areas. These are extracted from BIM models using IFC data and input through XML into the Parametric Cost Engineering System (PACES, 2010) software to generate cost analysis reports. PACES uses this limited dataset at a conceptual stage and RSMeans (2010) data to infer cost assemblies at different levels of detail. Functionalities Cost model import module The cost model import module has three main functionalities: generating the input dataset necessary for the cost model, performing a semantic mapping between building type specific names and name aggregation structures in PACES known as functional space areas (FSAs), and managing cost data external to the BIM model, such as location and construction duration. The module computes building data such as footprint, gross area, perimeter, external wall and roof area and building space areas. This data is generated through SMC in the form of an XML file and imported into PACES. Reporting module The reporting module uses the cost report generated by PACES to develop a comprehensive report in the form of an excel spreadsheet. This report consists of a systems-elemental estimate that shows the main systems of the building in terms of UniFormat categories, escalation, markups, overhead and conditions, a UniFormat Level III report, and a cost breakdown that provides a summary of material, equipment, labor and total costs. Building parameters are integrated in the report to provide insight on the variations among design alternatives.
keywords building information modeling, interoperability, cost analysis, IFC
series CAAD Futures
email
last changed 2012/02/11 19:21

_id ascaad2010_241
id ascaad2010_241
authors Aboreeda, Faten; Dina Taha
year 2010
title Using Case-Based Reasoning to Aid Sustainable Design
source CAAD - Cities - Sustainability [5th International Conference Proceedings of the Arab Society for Computer Aided Architectural Design (ASCAAD 2010 / ISBN 978-1-907349-02-7], Fez (Morocco), 19-21 October 2010, pp. 241-246
summary Since so far there exists only one planet, sustainable design is considered the (ethical) future in all fields of design. Although both architecture and construction are being considered major emitters of green house gases, a wise design not only can lead to minimizing this impact but it can also lead to restoring and regenerating the environment to a sustainable state. This paper presents an on-going research that aims at simplifying the elements and facilitating the process of sustainable design by using case-based reasoning. This is achieved through learning from past experiences; both good and bad ones, by providing a database application with a process-friendly interface which divides the main pillars of sustainable design into categories. Each building contains different stories related to different sustainable related issues. Each story can be repeated in /linked to many buildings. By providing designers with those past experiences, it is believed that deeper-studied designs can be more easily developed. Also a deeper analysis and understanding can be further implemented and produced with less effort for experienced and non-experienced architects in sustainable design. This would also decrease the consumption of time during the design process and encourage even more designers to integrate the sustainability concept into more designs. This research discusses the influence of sustainable design within the architectural domain, and suggests a computer application that aids architects during the preliminary design processes.
series ASCAAD
email
last changed 2011/03/01 07:36

_id ecaade2010_171
id ecaade2010_171
authors Achten, Henri; Kopriva, Milos
year 2010
title A Design Methodological Framework for Interactive Architecture
doi https://doi.org/10.52842/conf.ecaade.2010.169
source FUTURE CITIES [28th eCAADe Conference Proceedings / ISBN 978-0-9541183-9-6] ETH Zurich (Switzerland) 15-18 September 2010, pp.169-177
summary Interactive architecture is a fairly recent phenomenon enabled through new materials and technologies. Through experimentation architects are coping with questions of changeability, adaptability, and interaction. However, there are no comprehensive design methods to support this type of architecture. In this paper we aim to bring together methods that can support the design of interactive architecture. The methods are ordered in a methodological framework that provides an overview of possible approaches.
wos WOS:000340629400018
keywords Design methods; Interactive architecture
series eCAADe
email
last changed 2022/06/07 07:54

_id ecaade2010_040
id ecaade2010_040
authors Akdag, Suzan Girginkaya; Cagdas, Gulen; Guney, Caner
year 2010
title Analyzing the Changes of Bosphorus Silhouette
doi https://doi.org/10.52842/conf.ecaade.2010.815
source FUTURE CITIES [28th eCAADe Conference Proceedings / ISBN 978-0-9541183-9-6] ETH Zurich (Switzerland) 15-18 September 2010, pp.815-823
summary Due to improving technology and global competition today sky is the only limit for high towers of metropolitan areas. The increase in number of high rise has been ruining the silhouette of cities all over the world like Istanbul, whose identity and image have also been destroyed by skyscrapers dominating the seven slopes on which it was once built. The urbanization in Istanbul has somehow become homogenous and destructive over the topography. Despite of raising debates on the critical issue now and then, no analytical approach has ever been introduced. The research therefore, aims to analyze the change of Bosphorus silhouette caused by the emergence of high rise blocks in Zincirlikuyu-Maslak route since it was defined as a Central Business District and a high rise development area by Bosphorus Conservation Law in 1991. ArcGIS Desktop software and its analyst extensions are used for mapping, analyzing and evaluating the urban development within years. The application is considered to be the initial step for a decision support system which will assist in assigning ground for high rise buildings in Istanbul.
wos WOS:000340629400087
keywords GIS; Bosphorus; Silhouette analysis; High rise buildings
series eCAADe
email
last changed 2022/06/07 07:54

_id ijac20108403
id ijac20108403
authors Aksamija, Ajla; Ivanka Iordanova
year 2010
title Computational Environments with Multimodal Representations of Architectural Design Knowledge
source International Journal of Architectural Computing vol. 8 - no. 4, p. 439
summary This article discusses interaction between multimodal representations of architectural design knowledge, particularly focusing on relating explicit and implicit types of information. The aim of the presented research is to develop a computational environment that combines several modes of representation, including and integrating different forms of architectural design knowledge. Development of an interactive digital-models library and ontological model of architectural design factors are discussed, which are complementary in nature. In a time when BIM software is seen as embodiment of domain knowledge and the future medium of architectural design, this paper presents an interaction between ontological representation of architectural design knowledge and its embodiment in interactive models, thus focusing on the process of design and design space exploration. In the digital environments that we propose, representation of different formats of knowledge, such as visual, linguistic or numeric, are integrated with relational and procedural information, design rules, and characteristics. Interactive search and query based on contextual constraints, and parametric variation of the model based on the information received from ontology are the underlying drivers for design exploration and development.
series journal
last changed 2019/05/24 09:55

_id caadria2011_052
id caadria2011_052
authors Al-Kazzaz, Dhuha A. and Alan Bridges
year 2011
title Assessing innovation in hybrid designs using shape grammars
doi https://doi.org/10.52842/conf.caadria.2011.545
source Proceedings of the 16th International Conference on Computer Aided Architectural Design Research in Asia / The University of Newcastle, Australia 27-29 April 2011, pp. 545-554
summary Al-kazzaz et al (2010) described hybrid adaption technique to generate innovative designs from heterogeneous precedents using shape grammars. An evaluation of the degree of innovation in the hybrid designs gave feedback to grammar users before and after applying a rule. Innovation was assessed using variables derived from the internal structure of the grammar such as: the number of antecedents in the corpus having the same rule; the number of rules in a subclass rule set having the same geometry; etc. However, the validity of the innovation assessment was unclear and the use of the feedback measures was not demonstrated. Accordingly, this study aims to verify the credibility of the innovation measures and to identify the independent variables that a user can control to achieve a significant impact on each innovation measure as a dependent variable.
keywords Shape grammars; hybrid design; innovation assessment
series CAADRIA
email
last changed 2022/06/07 07:54

_id ecaade2010_022
id ecaade2010_022
authors Al-kazzaz, Dhuha; Bridges, Alan; Chase, Scott
year 2010
title Shape Grammars for Innovative Hybrid Typological Design
doi https://doi.org/10.52842/conf.ecaade.2010.187
source FUTURE CITIES [28th eCAADe Conference Proceedings / ISBN 978-0-9541183-9-6] ETH Zurich (Switzerland) 15-18 September 2010, pp.187-195
summary This paper describes a new methodology of deriving innovative hybrid designs using shape grammars of heterogeneous designs. The method is detailed within three phases of shape grammars: analysis, synthesis and evaluation. In the analysis phase, the research suggests that original rules of each design component are grouped in subclass rule sets to facilitate rule choices. Additionally, adding new hybrid rules to original rules expands the options available to the grammar user. In the synthesis phase, the research adopts state labels and markers to drive the design generation. The former is implemented with a user guide grammar to ensure hybridity in the generated design, while the latter aims to ensure feasible designs. Lastly evaluation criteria are added to measure the degree of innovation of the hybrid designs. This paper describes the derivation of hybrid minaret designs from a corpus of heterogeneous traditional minaret designs.
wos WOS:000340629400020
keywords Shape grammar; Parallel grammar; Hybrid design; Typology
series eCAADe
email
last changed 2022/06/07 07:54

_id ascaad2014_023
id ascaad2014_023
authors Al-Maiyah, Sura and Hisham Elkadi
year 2014
title Assessing the Use of Advanced Daylight Simulation Modelling Tools in Enhancing the Student Learning Experience
source Digital Crafting [7th International Conference Proceedings of the Arab Society for Computer Aided Architectural Design (ASCAAD 2014 / ISBN 978-603-90142-5-6], Jeddah (Kingdom of Saudi Arabia), 31 March - 3 April 2014, pp. 303-313
summary In architecture schools, where the ‘studio culture’ lies at the heart of students’ learning, taught courses, particularly technology ones, are often seen as secondary or supplementary units. Successful delivery of such courses, where students can act effectively, be motivated and engaged, is a rather demanding task requiring careful planning and the use of various teaching styles. A recent challenge that faces architecture education today, and subsequently influences the way technology courses are being designed, is the growing trend in practice towards environmentally responsive design and the need for graduates with new skills in sustainable construction and urban ecology (HEFCE’s consultation document, 2005). This article presents the role of innovative simulation modelling tools in the enhancement of the student learning experience and professional development. Reference is made to a teaching practice that has recently been applied at Portsmouth School of Architecture in the United Kingdom and piloted at Deakin University in Australia. The work focuses on the structure and delivery of one of the two main technology units in the second year architecture programme that underwent two main phases of revision during the academic years 2009/10 and 2010/11. The article examines the inclusion of advanced daylight simulation modelling tools in the unit programme, and measures the effectiveness of enhancing its delivery as a key component of the curriculum on the student learning experience. A main objective of the work was to explain whether or not the introduction of a simulation modelling component, and the later improvement of its integration with the course programme and assessment, has contributed to a better learning experience and level of engagement. Student feedback and the grade distribution pattern over the last three academic years were collected and analyzed. The analysis of student feedback on the revised modelling component showed a positive influence on the learning experience and level of satisfaction and engagement. An improvement in student performance was also recorded over the last two academic years and following the implementation of new assessment design.
series ASCAAD
email
last changed 2016/02/15 13:09

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