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 3306

_id sigradi2018_1813
id sigradi2018_1813
authors Gomes Vieira de Jesus, Elaine; Leão de Amorim, Arivaldo; Groetelaars, Natalie Johanna; de Oliveira Fernandes, Vivian
year 2018
title Urban modeling for 3D GIS purposes from laser scanning: an implementation for university campus
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. 617-624
summary 3D Geographic Information Systems (3D GIS) are systems capable of performing spatial analyzes that consider a three-dimensional representation of objects, through their planialtimetric coordinates. City Geography Markup Language (CityGML) is used for city and urban applications. The main challenges for this system implementation refer to the techniques used to obtain data, and their formats, in addition to the various software used in geometric modeling. In this way, this article aims to discuss geometric modeling for a university campus using airborne laser scanning data, aiming at the creation of database for applications development.
keywords 3D GIS; SIG 3D; CityGML; Geometric modeling
series SIGRADI
email
last changed 2021/03/28 19:58

_id cdrf2023_225
id cdrf2023_225
authors Ziyu Tong, Hang Zheng
year 2023
title Generation Scheme of IndoorGML Model Based on Building Information Model
doi https://doi.org/https://doi.org/10.1007/978-981-99-8405-3_19
source Proceedings of the 2023 DigitalFUTURES The 5st International Conference on Computational Design and Robotic Fabrication (CDRF 2023)
summary In recent years, the concept of City Information Model (CIM) has received wide attention. However, the interior spaces are difficult to handle in CIM due to its complexity in terms of location and connection on 3D. Indoor Geography Markup Language (IndoorGML) is a data format standard for the exchange and representation of indoor space data and provided a method to describe interior space objects for CIM. However, the existing generation process is cumbersome and difficult to integrate semantic information. This study proposed a BIM-based IndoorGML model generation scheme. The scheme took the typical Revit model as the data base, extracted the location and attribute information of elements respectively, then generated the topologically expressed model integrated the semantic information. The study selected a hospital with complex interior spaces as a case study for the generation experiments of IndoorGML model. The result showed that the scheme is highly feasible even for such complex buildings. This study further calculated complex network-related attributes and analyzed the relationship between interior spaces to explore the application potential of the model.
series cdrf
email
last changed 2024/05/29 14:04

_id 6915
authors Dorninger, Peter
year 2003
title XML Technologies and Geodata
source CORP 2003, Vienna University of Technology, 25.2.-28.2.2003 [Proceedings on CD-Rom]
summary Photogrammetry and Remote Sensing are very important methods for acquisition of geodata. During the previous decade, severalrevolutionary changes occurred in this area. Until the appearance of automated image analysis tools, it was necessary to measureselected points in the images given. At that time, it was much faster and even cheaper to get images of real world objects compared tothe time and money consuming process of manual analyses. So one tried to minimize this effort by measuring only characteristicpoints such as edges, break-lines, peaks and valleys and, for sure, a grid with a given grid step which was selected to meet the efforts.Lots of information in the images was neglected.Digital point matching algorithms and airborne laser scanning provide many new possibilities. The only restriction on spatialresolution is the one of the used sensors. Given a more precise image sensor, the matching algorithm will be able to match moresurface points; given a higher frequency laser scanner, more points can be measured of the same area. And those sensors get moreand more precise every day. Besides, those techniques allow for fast repetition which is necessary to create time series as a basis for4D modeling! However, this fact is accompanied by several problems concerning the capability of available computers. Some years ago, as the first ideas of 3D city models arose, it was very difficult to acquire the necessary data. Today the new sensors and methods have thenecessary capability, but we are not able to handle the available datasets efficiently, because of shortcomings in the past. In a time ofworld wide data exchange through the internet and global datasets, it is necessary to have efficient methods and algorithms tomanage the available data. There is a need for international, vendor independent data exchange and management standards that haveto be accepted and supported by the industry. This article is going to present several methods of data encoding using standardized data formats based on eXtensible Markup Language (XML). After an introduction to this kind of data encoding, two derived applications for management, storage and presentation of geodata are described. As XML data is written in text format, the datasets have the ability to become rather long.Therefore some promising methods to reduce the amount of data are introduced afterwards. XML documents are mainly used fordata exchange between databases. Therefore the capabilities of commonly used database systems for storage of geodata are describedin the end and current implementation results of the Institute of Photogrammetry and Remote Sensing (I.P.F.) are presented.
series other
email
last changed 2003/03/11 20:39

_id ascaad2007_012
id ascaad2007_012
authors Zeile, P.; F. Farnoudi and B. Streich
year 2007
title Fascination google earth – use in urban and landscape design
source Em‘body’ing Virtual Architecture: The Third International Conference of the Arab Society for Computer Aided Architectural Design (ASCAAD 2007), 28-30 November 2007, Alexandria, Egypt, pp. 141-148
summary Virtual 3D-City-and Architecture models, Virtual Globe systems like NASA World Wind and Google Earth as well as new attempts of immersive technologies become more important, not only among experts in spatial planning, but also many private users are interested in these new tools. These developments cause powerful impacts in the general social, cultural and everyday life. Given the dynamic development of Google Earth, the discussion about the representation and the use of geodata for a wide user group - beyond the planning disciplines - reaches new heights. According to expert's opinion, Google Earth with its computer language KML (Keyhole Markup Language) becomes a 3D-GIS-Standard [Rush in 2006]. By the easy and quick representation of three-dimensional (city) structures and single buildings, Google Earth will significantly influence all groups of society. User groups which have not been acquainted with geodata or highly specified and complex GIS-Systems [Dworschak in 2006], discover that working with this data by using Google Earth is great fun. They recognize, that with the help of generally understandable and easily recognizable visualisation of these data, mediation of knowledge becomes very easy. In addition, it is acknowledged that geodata has great potential to add value, in disciplines such as the academics, the financial sector or personal use.
series ASCAAD
email
last changed 2008/01/21 22:00

_id ecaade2012_057
id ecaade2012_057
authors Bielik, Martin ; Schneider, Sven ; König, Reinhard
year 2012
title Parametric Urban Patterns: Exploring and integrating graph-based spatial properties in parametric urban modelling
doi https://doi.org/10.52842/conf.ecaade.2012.1.701
source Achten, Henri; Pavlicek, Jiri; Hulin, Jaroslav; Matejovska, Dana (eds.), Digital Physicality - Proceedings of the 30th eCAADe Conference - Volume 1 / ISBN 978-9-4912070-2-0, Czech Technical University in Prague, Faculty of Architecture (Czech Republic) 12-14 September 2012, pp. 701-708.
summary The article presents a graph-based spatial analysis toolset (“decoding spaces”components) which we have recently developed as an extension of the visual scripting language Grasshopper3D for Rhino. These tools directly integrate spatial analysis methods into CAD design software which can have a signifi cant effect on current design workfl ows. However,grasshopper doesn’t only enable the results of analyses to be used in the standard Rhino modelling environment. It also makes it possible to integrate spatial analysis into a parametric design approach as discussed in this paper. The functionality of this toolset is demonstrated using a simple urban design scenario where we introduce the idea of parametric patterns based on graph-measures.
wos WOS:000330322400074
keywords Spatial analysis; parametric modelling; urban layout; design process; decoding spaces
series eCAADe
email
last changed 2022/06/07 07:52

_id b92c
id b92c
authors Derix, Christian
year 2012
title Digital Masterplanning: Computing Urban Design
source In Urban Design and Planning: Institution of Civil Engineers, Thomas Telford Publishers, ahead-of-print
summary The digital revolution has finally reached urban design as one of the last design communities not very familiar with computing. This is despite the city and geography being the natural fields for systems analogy and digital models of mathematical and statistical simulation were developed in the 60s and 70s for urban planning, much before industrial or architectural design. The recent arrival of urban design simulations is however not as innovative and radical as their 50 year old counterparts since they use computing solely for policy visualization, quantity evaluation or pattern generation. The Computational Design and Research Group [CDR] at Aedas|R&D started in 2007 to develop an open platform of lightweight applications – Digital Masterplanning – in collaboration with partners from academia and industry to provide methods for urban design, based on computational methods called meta-heuristic algorithms. An attempt to encode empirical knowledge and design assumptions into simulations is described where designers can assemble the resulting applications according to scales and brief into custom workflows.
keywords Spatial Planning, Urban Design, Meta-Heuristic Algorithms, Computational Design
series journal paper
type normal paper
email
more http://www.icevirtuallibrary.com/content/article/10.1680/udap.9.00041
last changed 2012/09/20 17:41

_id ddss2004_d-63
id ddss2004_d-63
authors Wen, K.-C. and W.-L. Chen
year 2004
title Applying Genetic Algorithms to Establish Disaster Decision Support System for Flooding Evacuation Path of Hsichih Area in Taiwan
source Van Leeuwen, J.P. and H.J.P. Timmermans (eds.) Developments in Design & Decision Support Systems in Architecture and Urban Planning, Eindhoven: Eindhoven University of Technology, ISBN 90-6814-155-4, p. 63-75
summary Because of the special geography features and subtropics weather in Taiwan, we need to provide correct information to help people making decision when they are in disaster. So the disaster decision support system must offer proper information of evacuation path to people. This research has shown the difficulties associated with the GIS and the flooding evacuation path search through the huge searching space generated during the network analysis process. This research also presents an approach to these problems by utilizing a search process whose concept is derived from natural genetics. Genetic algorithms (GAs) have been introduced in the optimization problem solving area by Holland (1975) and Goldberg (1989) and have shown their usefulness through numerous applications. We apply GA and GIS to choice flooding evacuation path in metropolitan area in this study. We take the region of Shiji city in Taiwan for case. Firstly, we establish the node relationship of GA calculation, the level of the weight is the standard of the date that is exported by Disaster Database. Secondly, we apply GA to calculate different evacuation path in different time series. Finally, we build the model of choosing flooding evacuation path.
keywords Genetic Algorithms, Decision Support System, GIS, Evacuation Path
series DDSS
last changed 2004/07/03 22:13

_id a732
authors Wenz, Florian
year 1997
title Babylon S M L XL - The Missing Language of Cyberspace
source CAAD Futures 1997 [Conference Proceedings / ISBN 0-7923-4726-9] München (Germany), 4-6 August 1997, pp. 749-756
summary We first discuss the future role of the CITY as a main generator of cultural fiction and suggest a superimposition of the PHYSICAL city and the DIGITAL city. We then draw parallels between the original intentions behind the World Wide Web and Hyper Text Markup Language and its expected follow up CYBERSPACE and Virtual Reality Markup Language. The development of three-dimensional SEMANTIC CODES for interactive environments is identified as one main task of the future. Within this framework, Babylon S M L XL, a series of research experiments conducted at the Architectural Space Laboratory at the professorship is investigating concepts and methods. The images display some scenes from this work in chronological order, while the captions provide content descriptions and META CODE abstractions.
series CAAD Futures
email
more http://caad.arch.ethz.ch/~wenz/babylon
last changed 1999/04/06 09:19

_id ecaade2018_360
id ecaade2018_360
authors Zwoliñski, Adam
year 2018
title Area and Volume Quantification of Open Spaces in Urban Structures Using 3d-Negative (N3D)
doi https://doi.org/10.52842/conf.ecaade.2018.1.531
source Kepczynska-Walczak, A, Bialkowski, S (eds.), Computing for a better tomorrow - Proceedings of the 36th eCAADe Conference - Volume 1, Lodz University of Technology, Lodz, Poland, 19-21 September 2018, pp. 531-538
summary The article, in the general extent, touches upon issue of the awareness of the cityscape in morphological terms. It concerns in particular the system of open spaces as an unique component of the urban structure of cities. The measurability of the phenomena still seems to be a challenge. The considerations presented in the article are embedded in the environment of virtual city models. The 3D-Negative (N3D) method developed by the author for generating and analyzing open space geometries in the virtual city model environment is used for example area and volume representation of urban structures in terms of space between buildings. The source analytic virtual city model data is generated on the basis of combination of DSM and DTM models. The cases discussed in the article prove the intuitive perception of open spaces in a quantifiable way. In the aspect of spatial data standardization, the presented analyses are embedded in the cityGML LOD1 standard.
keywords virtual city models; open spaces morphology; geometry of cityscape; 3D-Negative (N3D); advanced urban analyses
series eCAADe
email
last changed 2022/06/07 07:57

_id avocaad_2001_22
id avocaad_2001_22
authors Jos van Leeuwen, Joran Jessurun
year 2001
title XML for Flexibility an Extensibility of Design Information Models
source AVOCAAD - ADDED VALUE OF COMPUTER AIDED ARCHITECTURAL DESIGN, Nys Koenraad, Provoost Tom, Verbeke Johan, Verleye Johan (Eds.), (2001) Hogeschool voor Wetenschap en Kunst - Departement Architectuur Sint-Lucas, Campus Brussel, ISBN 80-76101-05-1
summary The VR-DIS research programme aims at the development of a Virtual Reality – Design Information System. This is a design and decision support system for collaborative design that provides a VR interface for the interaction with both the geometric representation of a design and the non-geometric information concerning the design throughout the design process. The major part of the research programme focuses on early stages of design. The programme is carried out by a large number of researchers from a variety of disciplines in the domain of construction and architecture, including architectural design, building physics, structural design, construction management, etc.Management of design information is at the core of this design and decision support system. Much effort in the development of the system has been and still is dedicated to the underlying theory for information management and its implementation in an Application Programming Interface (API) that the various modules of the system use. The theory is based on a so-called Feature-based modelling approach and is described in the PhD thesis by [first author, 1999] and in [first author et al., 2000a]. This information modelling approach provides three major capabilities: (1) it allows for extensibility of conceptual schemas, which is used to enable a designer to define new typologies to model with; (2) it supports sharing of conceptual schemas, called type-libraries; and (3) it provides a high level of flexibility that offers the designer the opportunity to easily reuse design information and to model information constructs that are not foreseen in any existing typologies. The latter aspect involves the capability to expand information entities in a model with relationships and properties that are not typologically defined but applicable to a particular design situation only; this helps the designer to represent the actual design concepts more accurately.The functional design of the information modelling system is based on a three-layered framework. In the bottom layer, the actual design data is stored in so-called Feature Instances. The middle layer defines the typologies of these instances in so-called Feature Types. The top layer is called the meta-layer because it provides the class definitions for both the Types layer and the Instances layer; both Feature Types and Feature Instances are objects of the classes defined in the top layer. This top layer ensures that types can be defined on the fly and that instances can be created from these types, as well as expanded with non-typological properties and relationships while still conforming to the information structures laid out in the meta-layer.The VR-DIS system consists of a growing number of modules for different kinds of functionality in relation with the design task. These modules access the design information through the API that implements the meta-layer of the framework. This API has previously been implemented using an Object-Oriented Database (OODB), but this implementation had a number of disadvantages. The dependency of the OODB, a commercial software library, was considered the most problematic. Not only are licenses of the OODB library rather expensive, also the fact that this library is not common technology that can easily be shared among a wide range of applications, including existing applications, reduces its suitability for a system with the aforementioned specifications. In addition, the OODB approach required a relatively large effort to implement the desired functionality. It lacked adequate support to generate unique identifications for worldwide information sources that were understandable for human interpretation. This strongly limited the capabilities of the system to share conceptual schemas.The approach that is currently being implemented for the core of the VR-DIS system is based on eXtensible Markup Language (XML). Rather than implementing the meta-layer of the framework into classes of Feature Types and Feature Instances, this level of meta-definitions is provided in a document type definition (DTD). The DTD is complemented with a set of rules that are implemented into a parser API, based on the Document Object Model (DOM). The advantages of the XML approach for the modelling framework are immediate. Type-libraries distributed through Internet are now supported through the mechanisms of namespaces and XLink. The implementation of the API is no longer dependent of a particular database system. This provides much more flexibility in the implementation of the various modules of the VR-DIS system. Being based on the (supposed to become) standard of XML the implementation is much more versatile in its future usage, specifically in a distributed, Internet-based environment.These immediate advantages of the XML approach opened the door to a wide range of applications that are and will be developed on top of the VR-DIS core. Examples of these are the VR-based 3D sketching module [VR-DIS ref., 2000]; the VR-based information-modelling tool that allows the management and manipulation of information models for design in a VR environment [VR-DIS ref., 2000]; and a design-knowledge capturing module that is now under development [first author et al., 2000a and 2000b]. The latter module aims to assist the designer in the recognition and utilisation of existing and new typologies in a design situation. The replacement of the OODB implementation of the API by the XML implementation enables these modules to use distributed Feature databases through Internet, without many changes to their own code, and without the loss of the flexibility and extensibility of conceptual schemas that are implemented as part of the API. Research in the near future will result in Internet-based applications that support designers in the utilisation of distributed libraries of product-information, design-knowledge, case-bases, etc.The paper roughly follows the outline of the abstract, starting with an introduction to the VR-DIS project, its objectives, and the developed theory of the Feature-modelling framework that forms the core of it. It briefly discusses the necessity of schema evolution, flexibility and extensibility of conceptual schemas, and how these capabilities have been addressed in the framework. The major part of the paper describes how the previously mentioned aspects of the framework are implemented in the XML-based approach, providing details on the so-called meta-layer, its definition in the DTD, and the parser rules that complement it. The impact of the XML approach on the functionality of the VR-DIS modules and the system as a whole is demonstrated by a discussion of these modules and scenarios of their usage for design tasks. The paper is concluded with an overview of future work on the sharing of Internet-based design information and design knowledge.
series AVOCAAD
email
last changed 2005/09/09 10:48

_id 2068
authors Frazer, John
year 1995
title AN EVOLUTIONARY ARCHITECTURE
source London: Architectural Association
summary In "An Evolutionary Architecture", John Frazer presents an overview of his work for the past 30 years. Attempting to develop a theoretical basis for architecture using analogies with nature's processes of evolution and morphogenesis. Frazer's vision of the future of architecture is to construct organic buildings. Thermodynamically open systems which are more environmentally aware and sustainable physically, sociologically and economically. The range of topics which Frazer discusses is a good illustration of the breadth and depth of the evolutionary design problem. Environmental Modelling One of the first topics dealt with is the importance of environmental modelling within the design process. Frazer shows how environmental modelling is often misused or misinterpreted by architects with particular reference to solar modelling. From the discussion given it would seem that simplifications of the environmental models is the prime culprit resulting in misinterpretation and misuse. The simplifications are understandable given the amount of information needed for accurate modelling. By simplifying the model of the environmental conditions the architect is able to make informed judgments within reasonable amounts of time and effort. Unfortunately the simplications result in errors which compound and cause the resulting structures to fall short of their anticipated performance. Frazer obviously believes that the computer can be a great aid in the harnessing of environmental modelling data, providing that the same simplifying assumptions are not made and that better models and interfaces are possible. Physical Modelling Physical modelling has played an important role in Frazer's research. Leading to the construction of several novel machine readable interactive models, ranging from lego-like building blocks to beermat cellular automata and wall partitioning systems. Ultimately this line of research has led to the Universal Constructor and the Universal Interactor. The Universal Constructor The Universal Constructor features on the cover of the book. It consists of a base plug-board, called the "landscape", on top of which "smart" blocks, or cells, can be stacked vertically. The cells are individually identified and can communicate with neighbours above and below. Cells communicate with users through a bank of LEDs displaying the current state of the cell. The whole structure is machine readable and so can be interpreted by a computer. The computer can interpret the states of the cells as either colour or geometrical transformations allowing a wide range of possible interpretations. The user interacts with the computer display through direct manipulation of the cells. The computer can communicate and even direct the actions of the user through feedback with the cells to display various states. The direct manipulation of the cells encourages experimentation by the user and demonstrates basic concepts of the system. The Universal Interactor The Universal Interactor is a whole series of experimental projects investigating novel input and output devices. All of the devices speak a common binary language and so can communicate through a mediating central hub. The result is that input, from say a body-suit, can be used to drive the out of a sound system or vice versa. The Universal Interactor opens up many possibilities for expression when using a CAD system that may at first seem very strange.However, some of these feedback systems may prove superior in the hands of skilled technicians than more standard devices. Imagine how a musician might be able to devise structures by playing melodies which express the character. Of course the interpretation of input in this form poses a difficult problem which will take a great deal of research to achieve. The Universal Interactor has been used to provide environmental feedback to affect the development of evolving genetic codes. The feedback given by the Universal Interactor has been used to guide selection of individuals from a population. Adaptive Computing Frazer completes his introduction to the range of tools used in his research by giving a brief tour of adaptive computing techniques. Covering topics including cellular automata, genetic algorithms, classifier systems and artificial evolution. Cellular Automata As previously mentioned Frazer has done some work using cellular automata in both physical and simulated environments. Frazer discusses how surprisingly complex behaviour can result from the simple local rules executed by cellular automata. Cellular automata are also capable of computation, in fact able to perform any computation possible by a finite state machine. Note that this does not mean that cellular automata are capable of any general computation as this would require the construction of a Turing machine which is beyond the capabilities of a finite state machine. Genetic Algorithms Genetic algorithms were first presented by Holland and since have become a important tool for many researchers in various areas.Originally developed for problem-solving and optimization problems with clearly stated criteria and goals. Frazer fails to mention one of the most important differences between genetic algorithms and other adaptive problem-solving techniques, ie. neural networks. Genetic algorithms have the advantage that criteria can be clearly stated and controlled within the fitness function. The learning by example which neural networks rely upon does not afford this level of control over what is to be learned. Classifier Systems Holland went on to develop genetic algorithms into classifier systems. Classifier systems are more focussed upon the problem of learning appropriate responses to stimuli, than searching for solutions to problems. Classifier systems receive information from the environment and respond according to rules, or classifiers. Successful classifiers are rewarded, creating a reinforcement learning environment. Obviously, the mapping between classifier systems and the cybernetic view of organisms sensing, processing and responding to environmental stimuli is strong. It would seem that a central process similar to a classifier system would be appropriate at the core of an organic building. Learning appropriate responses to environmental conditions over time. Artificial Evolution Artificial evolution traces it's roots back to the Biomorph program which was described by Dawkins in his book "The Blind Watchmaker". Essentially, artificial evolution requires that a user supplements the standard fitness function in genetic algorithms to guide evolution. The user may provide selection pressures which are unquantifiable in a stated problem and thus provide a means for dealing ill-defined criteria. Frazer notes that solving problems with ill-defined criteria using artificial evolution seriously limits the scope of problems that can be tackled. The reliance upon user interaction in artificial evolution reduces the practical size of populations and the duration of evolutionary runs. Coding Schemes Frazer goes on to discuss the encoding of architectural designs and their subsequent evolution. Introducing two major systems, the Reptile system and the Universal State Space Modeller. Blueprint vs. Recipe Frazer points out the inadequacies of using standard "blueprint" design techniques in developing organic structures. Using a "recipe" to describe the process of constructing a building is presented as an alternative. Recipes for construction are discussed with reference to the analogous process description given by DNA to construct an organism. The Reptile System The Reptile System is an ingenious construction set capable of producing a wide range of structures using just two simple components. Frazer saw the advantages of this system for rule-based and evolutionary systems in the compactness of structure descriptions. Compactness was essential for the early computational work when computer memory and storage space was scarce. However, compact representations such as those described form very rugged fitness landscapes which are not well suited to evolutionary search techniques. Structures are created from an initial "seed" or minimal construction, for example a compact spherical structure. The seed is then manipulated using a series of processes or transformations, for example stretching, shearing or bending. The structure would grow according to the transformations applied to it. Obviously, the transformations could be a predetermined sequence of actions which would always yield the same final structure given the same initial seed. Alternatively, the series of transformations applied could be environmentally sensitive resulting in forms which were also sensitive to their location. The idea of taking a geometrical form as a seed and transforming it using a series of processes to create complex structures is similar in many ways to the early work of Latham creating large morphological charts. Latham went on to develop his ideas into the "Mutator" system which he used to create organic artworks. Generalising the Reptile System Frazer has proposed a generalised version of the Reptile System to tackle more realistic building problems. Generating the seed or minimal configuration from design requirements automatically. From this starting point (or set of starting points) solutions could be evolved using artificial evolution. Quantifiable and specific aspects of the design brief define the formal criteria which are used as a standard fitness function. Non-quantifiable criteria, including aesthetic judgments, are evaluated by the user. The proposed system would be able to learn successful strategies for satisfying both formal and user criteria. In doing so the system would become a personalised tool of the designer. A personal assistant which would be able to anticipate aesthetic judgements and other criteria by employing previously successful strategies. Ultimately, this is a similar concept to Negroponte's "Architecture Machine" which he proposed would be computer system so personalised so as to be almost unusable by other people. The Universal State Space Modeller The Universal State Space Modeller is the basis of Frazer's current work. It is a system which can be used to model any structure, hence the universal claim in it's title. The datastructure underlying the modeller is a state space of scaleless logical points, called motes. Motes are arranged in a close-packing sphere arrangement, which makes each one equidistant from it's twelve neighbours. Any point can be broken down into a self-similar tetrahedral structure of logical points. Giving the state space a fractal nature which allows modelling at many different levels at once. Each mote can be thought of as analogous to a cell in a biological organism. Every mote carries a copy of the architectural genetic code in the same way that each cell within a organism carries a copy of it's DNA. The genetic code of a mote is stored as a sequence of binary "morons" which are grouped together into spatial configurations which are interpreted as the state of the mote. The developmental process begins with a seed. The seed develops through cellular duplication according to the rules of the genetic code. In the beginning the seed develops mainly in response to the internal genetic code, but as the development progresses the environment plays a greater role. Cells communicate by passing messages to their immediate twelve neighbours. However, it can send messages directed at remote cells, without knowledge of it's spatial relationship. During the development cells take on specialised functions, including environmental sensors or producers of raw materials. The resulting system is process driven, without presupposing the existence of a construction set to use. The datastructure can be interpreted in many ways to derive various phenotypes. The resulting structure is a by-product of the cellular activity during development and in response to the environment. As such the resulting structures have much in common with living organisms which are also the emergent result or by-product of local cellular activity. Primordial Architectural Soups To conclude, Frazer presents some of the most recent work done, evolving fundamental structures using limited raw materials, an initial seed and massive feedback. Frazer proposes to go further and do away with the need for initial seed and start with a primordial soup of basic architectural concepts. The research is attempting to evolve the starting conditions and evolutionary processes without any preconditions. Is there enough time to evolve a complex system from the basic building blocks which Frazer proposes? The computational complexity of the task being embarked upon is not discussed. There is an implicit assumption that the "superb tactics" of natural selection are enough to cut through the complexity of the task. However, Kauffman has shown how self-organisation plays a major role in the early development of replicating systems which we may call alive. Natural selection requires a solid basis upon which it can act. Is the primordial soup which Frazer proposes of the correct constitution to support self-organisation? Kauffman suggests that one of the most important attributes of a primordial soup to be capable of self-organisation is the need for a complex network of catalysts and the controlling mechanisms to stop the reactions from going supracritical. Can such a network be provided of primitive architectural concepts? What does it mean to have a catalyst in this domain? Conclusion Frazer shows some interesting work both in the areas of evolutionary design and self-organising systems. It is obvious from his work that he sympathizes with the opinions put forward by Kauffman that the order found in living organisms comes from both external evolutionary pressure and internal self-organisation. His final remarks underly this by paraphrasing the words of Kauffman, that life is always to found on the edge of chaos. By the "edge of chaos" Kauffman is referring to the area within the ordered regime of a system close to the "phase transition" to chaotic behaviour. Unfortunately, Frazer does not demonstrate that the systems he has presented have the necessary qualities to derive useful order at the edge of chaos. He does not demonstrate, as Kauffman does repeatedly, that there exists a "phase transition" between ordered and chaotic regimes of his systems. He also does not make any studies of the relationship of useful forms generated by his work to phase transition regions of his systems should they exist. If we are to find an organic architecture, in more than name alone, it is surely to reside close to the phase transition of the construction system of which is it built. Only there, if we are to believe Kauffman, are we to find useful order together with environmentally sensitive and thermodynamically open systems which can approach the utility of living organisms.
series other
type normal paper
last changed 2004/05/22 14:12

_id caadria2012_066
id caadria2012_066
authors Ahmad, Sumbul
year 2012
title The representation of type in grammatical design
doi https://doi.org/10.52842/conf.caadria.2012.425
source Proceedings of the 17th International Conference on Computer Aided Architectural Design Research in Asia / Chennai 25-28 April 2012, pp. 425–432
summary Grammatical design is useful for the generation of a set of related designs. The concept of type aids designers in generating designs with a specified structure. However, existing studies in grammar are ambiguous in their definition of type in the language of designs generated by a grammar. Extending our previous study of defining style in grammar, this paper provides a formal definition of the concept of type in the language of designs generated by a grammar. This is done with the help of a description scheme which is developed by augmenting grammar primitives and spatial relations with descriptors. The description scheme allows the computation of descriptors for designs generated from grammar thus making possible the comparison of various design types in the language of a grammar. Such a description scheme for defining design types is especially significant for less restricted grammars that generate a large number of designs that are varied in nature. A formal definition of type in grammars allows users to sift through designs with particular features, and thus select desired designs.
keywords Type; Design grammars; generative design; description scheme; product design
series CAADRIA
email
last changed 2022/06/07 07:54

_id sigradi2012_192
id sigradi2012_192
authors Andres, Carolina Reichert; Minuzzi, Reinilda
year 2012
title Cultmapas urbanos [Urban cultmaps]
source SIGraDi 2012 [Proceedings of the 16th Iberoamerican Congress of Digital Graphics] Brasil - Fortaleza 13-16 November 2012, pp. 38-42
summary This research aims to address the catalog urban interventions as graffiti, stencil and sticker spotted in association with the city. As a result, they develop artistic urban mappings which assemble a structure marking the artistic manifestations. The urban arts, are georeferenced and eventually become part of a catalografia which can be viewed on the web entitled Cultmap art.
keywords arte e tecnologia, mapeamentos artísticos, graffiti, web arte
series SIGRADI
email
last changed 2016/03/10 09:47

_id sigradi2012_404
id sigradi2012_404
authors Angelo, Alex; Neves, Heloisa; de Campos, Paulo Eduardo Fonseca
year 2012
title Fab Lab Kids: Oficina de projetos socioambientais para crianças de escolas públicas fazendo uso da eletrônica e da fabricação digital [Fab Lab Kids: Workshop for environmental projects public school children making use of electronics and digital fabrication]
source SIGraDi 2012 [Proceedings of the 16th Iberoamerican Congress of Digital Graphics] Brasil - Fortaleza 13-16 November 2012, pp. 383-387
summary This article describes the process of theoretical and practical Fab Lab Kids Project in Brazil and in more detail the “Fab Lab Kids: Workshop environmental projects for public school children through manufacturing and digital electronics”, the most recent edition of this project, which consists conducting an experimental workshop with students from public school in the city of Guarulhos, São Paulo. Through the concept of learning by doing, children are exposed to the possibility of acting on the environment and the objects surrounding them, proposing objects that might solve socio-environmental issues, which are produced via electronics and digital fabrication.
keywords Fabricação Digital, Eletrônica, Educação, Redes, Fab Lab
series SIGRADI
email
last changed 2016/03/10 09:47

_id sigradi2012_26
id sigradi2012_26
authors Aschwanden, Gideon
year 2012
title Agent-Based Social Pedestrian Simulation for the Validation of Urban Planning Recommendations
source SIGraDi 2012 [Proceedings of the 16th Iberoamerican Congress of Digital Graphics] Brasil - Fortaleza 13-16 November 2012, pp. 332-336
summary The goal of this project is a deeper understanding of the mechanisms that shape a city with a focus on pedestrian flow. Pedestrian flow reveals the use of space, the capacity and use of transportation and has an impact on the health of people. Movement patterns of pedestrians are a topic in many related fields like transportation planning, computer graphics and sociology. This project augments the simulation of pedestrian decision processes by taking into account the preferences for surrounding factors like additional points of interests and how pedestrians interact along their path with other pedestrians in a social manner. The goal of this project is to analyse urban planning configurations and to give designers and decision makers a tool to measure the amount of people walking and therefore define the health of a society, finding places of social interaction and improving social coherence in neighbourhoods.
keywords Urban Planning; Pedestrian Movement; Multi-agent System
series SIGRADI
email
last changed 2016/03/10 09:47

_id ecaade2012_290
id ecaade2012_290
authors Barakat, Merate
year 2012
title Urban Acoustic Simulation: Analysis of Urban Public Spaces through Auditory senses
doi https://doi.org/10.52842/conf.ecaade.2012.1.587
source Achten, Henri; Pavlicek, Jiri; Hulin, Jaroslav; Matejovska, Dana (eds.), Digital Physicality - Proceedings of the 30th eCAADe Conference - Volume 1 / ISBN 978-9-4912070-2-0, Czech Technical University in Prague, Faculty of Architecture (Czech Republic) 12-14 September 2012, pp. 587-592
summary This paper explores the sonic characteristics of urban spaces, with the application of apprehending acoustic space and form theory. The theory defines auditory spaces as acoustical arenas, which are spaces defi ned and delineated by sonic events. Historically, cities were built around a soundmark, for example, the resonance of a church bell or propagation of a calling for prayer, or a factory horn. Anyone living beyond the horizon of this soundmark was not considered citizens of that town. Furthermore, the volume of urban sonic arenas depends on natural. Digital simulation is necessary to visualize the ephemeral and temporal nature of sound, within a dynamic immersive environment like urban spaces. This paper digitally analyses the different morphologies of old cities and forms of growth in relation to the sound propagation and ecological effects. An experiment is conducted with the aid of an ancient North-African city model, exposed to a point cloud agent system. By analysing how the sound propagates from the known soundmark through the urban fabric, with the wind pressure interference; the paper compares the theoretical concept of soundmarks and the known perimeter of the ancient city
wos WOS:000330322400060
keywords Urban Public Spaces; Aural Design; Auditory Arena Simulation; Soundmark
series eCAADe
email
last changed 2022/06/07 07:54

_id sigradi2020_455
id sigradi2020_455
authors Bastian, Andrea Verri; Filho, Jarede Joaquim de Souza; Garcia, Júlia Assis de Souza Sampaio
year 2020
title Urban modelling for evaluating photovoltaic potential through solar radiation incidence
source SIGraDi 2020 [Proceedings of the 24th Conference of the Iberoamerican Society of Digital Graphics - ISSN: 2318-6968] Online Conference 18 - 20 November 2020, pp. 455-463
summary This study aims to better ascertain the influence that urbanistic parameters exert on the production of solar photovoltaic energy regarding different contexts in the city. Modifications implemented between the years of 2012 and 2016, especially on variables such as Maximum Lot Coverage, Floor Area Ratio, and Setbacks, have been evaluated through virtual models that cover areas in three different city districts. Amongst other implications, an increase in the area occupied by the buildings, as well as a decrease in the distance between them, occurred, causing more mutual shading and the loss of the photovoltaic potential associated with the building envelope.
keywords Urbanistic parameters, Photovoltaic solar energy, Virtual models, Architecture, Urbanism
series SIGraDi
email
last changed 2021/07/16 11:49

_id acadia12_231
id acadia12_231
authors Bell, Brad
year 2012
title Parametric Precast Concrete Panel System
doi https://doi.org/10.52842/conf.acadia.2012.231
source ACADIA 12: Synthetic Digital Ecologies [Proceedings of the 32nd Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-1-62407-267-3] San Francisco 18-21 October, 2012), pp. 231-238
summary The working hypothesis of this research focuses on the potential of utilizing a digital toolset to engage information within a surrounding context for the purpose of creating a more intelligent pre-cast concrete panel system. The Parametric Pre-Cast Concrete Panel System is a research project attempting to parametrically define geometry for the purpose of producing formwork based on quantitative information related to issues such as environmental control systems, sound abatement, as well as qualitative information like non-standard variation paneling, and aesthetic composition.
keywords Energy , form , structures , performance , simulation , prototyping , precast , concrete
series ACADIA
type panel paper
email
last changed 2022/06/07 07:54

_id sigradi2012_119
id sigradi2012_119
authors Bessone, Miriam; de Galuzzi, Susana Garramuño
year 2012
title Incertidumbres y certezas en la enseñanza del pensamiento proyectual [Certainties and uncertainties in teaching design thinking]
source SIGraDi 2012 [Proceedings of the 16th Iberoamerican Congress of Digital Graphics] Brasil - Fortaleza 13-16 November 2012, pp. 263-267
summary Pedagogical tradition is to focus its curriculums in studies that encourage the students in mental mechanisms which are favorable to the acquisition of a thought supported in the visual language and in the workshop. Current information technologies have produced a displacement in the ways the young people know, operate and relate to the world. A definitively cognitive shift has been provoked from the traditional written semantic decoding to visual semantic decoding, different operational skills have acquired, and a shift of intersubjetive communications from the personal experiential space to the virtual space.
keywords enseñanza; pensamiento proyectual; nativos digitales; transacción
series SIGRADI
email
last changed 2016/03/10 09:47

_id 47a2
id 47a2
authors Bhzad Sidawi and Neveen Hamza
year 2012
title Editorial: Special issue on CAAD and innovation
source ITCON journal
summary The concepts and applications of Computer Aided Architectural Design (CAAD) have a predominant presence and impact on architectural design innovation and creativity. ASCAAD, in its 6th international conference, invited the learnt society of academics, researchers and professionals to debate the ubiquitous emerging role of CAAD in underpinning innovative design thinking processes and research in design education. The conference theme covered the following issues:  Computational research in design pedagogy and in practice  Intelligent agents, generative and parametric design  Building Information Modeling and Computer-supported design collaboration  Ubiquitous computing and interactive environments  Urban/ City/ regional planning and digital Modeling  Digital tools in design and construction  Mass customization Selected papers have been updated in this publication to reflect the constant quest to balance architectural thinking with operative techniques. It is well acknowledged that the advent of computation and information technology had profoundly altered architectural thinking. Design software and numerical fabrication have recast the role of form giving and shaping environments in architecture and opened up unprecedented opportunities of investigation and links with other scientific domains such as biomimcry, parametric design and modeling of urban and building environments. In this issue authors suggest a continuum between architectural analytical thinking and CAAD systems. Looking at the collaboration between authors of various backgrounds also strengthens this narrative that architecture is expanding beyond its traditional enquiry into historical and theoretical aspects into the world of multi-desciplinarity. It is evident from the diverse publications that CAAD is designed and utilized to expand the architectural pedagogy and practice into initiating and opening up the exploratory grounds of creation and productivity in design.
series journal paper
type short paper
email
more http://www.itcon.org/cgi-bin/works/Show?2012_14
last changed 2012/09/19 13:43

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