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 10 of 10

_id acadia17_62
id acadia17_62
authors Al-Assaf, Nancy S.; Clayton, Mark J.
year 2017
title Representing the Aesthetics of Richard Meier’s Houses Using Building Information Modeling
doi https://doi.org/10.52842/conf.acadia.2017.062
source ACADIA 2017: DISCIPLINES & DISRUPTION [Proceedings of the 37th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-0-692-96506-1] Cambridge, MA 2-4 November, 2017), pp. 62-71
summary Beyond its widespread use for representing technical aspects and matters of building and construction science, Building information modeling (BIM) can be used to represent architectural relationships and rules drawn from aesthetic theory. This research suggests that BIM provides not only vocabulary but also syntactical tools that can be used to capture an architectural language. In a case study using Richard Meier’s language for single-family detached houses, a BIM template has been devised to represent the aesthetic concepts and relations therein. The template employs parameterized conceptual mass objects, syntactical rules, and a library of architectonic elements, such as walls, roofs, columns, windows, doors, and railings. It constrains any design produced using the template to a grammatically consistent expression or style. The template has been used as the starting point for modeling the Smith House, the Douglas House, and others created by the authors, demonstrating that the aesthetic template is general to many variations. Designing with the template to produce a unique but conforming design further illustrates the generality and expressiveness of the language. Having made the formal language explicit, in terms of syntactical rules and vocabulary, it becomes easier to vary the formal grammar and concrete vocabulary to produce variant languages and styles. Accordingly, this approach is not limited to a specific style, such as Richard Meier's. Future research can be conducted to demonstrate how designing with BIM can support stylistic change. Adoption of this approach in practice could improve the consistency of architectural designs and their coherence to defined styles, potentially increasing the general level of aesthetic expression in our built environment.
keywords design methods; information processing; BIM; education
series ACADIA
email
last changed 2022/06/07 07:54

_id ddssar9611
id ddssar9611
authors de Gelder, Johan and Lucardie, Larry
year 1996
title Criteria for the Selection of Conceptual Modelling Languages for Knowledge Based Systems
source Timmermans, Harry (Ed.), Third Design and Decision Support Systems in Architecture and Urban Planning - Part one: Architecture Proceedings (Spa, Belgium), August 18-21, 1996
summary In recent years knowledge is increasingly recognised as a critical production factor for organisations. Performance of activities such as designing, diagnosing, advising and decision making, depend on the availability and accessibility of knowledge. However, the increasing volume and complexity of knowledge endangers its availability and accessibility. By their knowledge processing competence, knowledge based systems containing a structured and explicit representation of knowledge, are expected to solve this problem. In the realisation of a knowledge based system, the phase in which a knowledge model is reconstructed through a conceptual language, is essential. Because the knowledge model has to be an adequate reflection of real-world knowledge, the conceptual language should not only offer sufficient expressiveness for unambiguous knowledge representation, but also provide facilities to validate knowledge on correctness, completeness and consistency. Furthermore, the language should supply facilities to be processed by a computer. This paper discusses fundamental criteria to select a conceptual language for modelling the knowledge of a knowledge based system. It substantiates the claim that the selection depends on the nature of the knowledge in the application domain. By analysing the nature of knowledge using the theory of functional object-types, a framework to compare, evaluate and select a conceptual language is presented. To illustrate the selection process, the paper describes the choice of a conceptual language of a knowledge based system for checking office buildings on fire-safety demands. In this application domain, the language formed by decision tables has been selected to develop the conceptual model. The paper provides an in-depth motivation why decision tables form the best language to model the knowledge in this case.
series DDSS
last changed 2003/08/07 16:36

_id ecaade2018_344
id ecaade2018_344
authors El-Gewely, Noor, Wong, Christopher, Tayefi, Lili, Markopoulou, Areti, Chronis, Angelos and Dubor, Alexandre
year 2018
title Programming Material Intelligence Using Food Waste Deposition to Trigger Automatic Three-Dimensional Formation Response in Bioplastics
doi https://doi.org/10.52842/conf.ecaade.2018.2.271
source Kepczynska-Walczak, A, Bialkowski, S (eds.), Computing for a better tomorrow - Proceedings of the 36th eCAADe Conference - Volume 2, Lodz University of Technology, Lodz, Poland, 19-21 September 2018, pp. 271-278
summary Bioplastics are by their very nature parametric materials, programmable through the selection of constituent components and the ratios in which they appear, and as such present significant potential as architectural building materials for reasons beyond sustainability and biodegradability. This paper presents a system through which rigid three-dimensional doubly curved hyperbolic paraboloid shapes are automatically formed from two-dimensional sheet casts by harnessing the inherent flexibility and expressiveness of bioplastics. The system uses a gelatin-based bioplastic supplemented with granular organic matter from food waste in conjunction with a split-frame casting system that enables the self-formation of three-dimensional geometries by directing the force of the bioplastic's uniform contraction as it dries. By adjusting the food waste added to the bioplastic, its properties can be tuned according to formal and performative needs; here, dehydrated granulated orange peel and dehydrated spent espresso-ground coffee are used both to impart their inherent characteristics and also to influence the degree of curvature of the resulting bioplastic surfaces. Multi-material casts incorporating both orange peel bioplastic and coffee grounds bioplastic are shown to exert a greater influence over the degree of curvature than either bioplastic alone, and skeletonized panels are shown to exhibit the same behavior as their solid counterparts. Potential developments of the technology so as to gain greater control of the curvature performance, particularly in the direction of computer-controlled additive manufacturing, are considered, as is the potential of application in architectural scale.
keywords Bioplastics; Composites; Fabrication; Materials
series eCAADe
email
last changed 2022/06/07 07:55

_id sigradi2005_085
id sigradi2005_085
authors Layne, Barbara
year 2005
title Twining
source SIGraDi 2005 - [Proceedings of the 9th Iberoamerican Congress of Digital Graphics] Lima - Peru 21-24 november 2005, vol. 1, pp. 85-88
summary We are engaged in the process of exploiting gestural signs and pedestrian postures for the purpose of utilizing additional possibilities through the creation of a new Wearable Electronic Garment, as medium for inscription. Animated, cyber-performers move, deform, and re-arrange themselves, augmenting the dimensions of expressiveness/meaning during performance. The cognitive approach produced by thinking in/out of these bodies will similarly trigger changes in consciousness, affecting content and virtual story telling. Together we explore the interaction of text/gestures as movement—as in dance, human day- to-day postures, and our capacity to embody and generate meaning. Cyber dancers use gestures in order to cybernetically inscribe them. The composed gestures become the source of intention that relates to itself; its communicating environment becomes a visualization of the self-reflexivity of both the dance and consciousness. The dance is between worlds of humans, cyber-humans, and the source language as transforms into the domain of visible thought.
series SIGRADI
email
last changed 2016/03/10 09:54

_id 4003
authors Nakakoji, K., Yamamoto, Y., Takada, S. and Reeves, B.
year 2000
title Two-Dimensional Spatial Positioning as a Means for Reflection in Design Design Cases
source Proceedings of DIS'00: Designing Interactive Systems: Processes, Practices, Methods, & Techniques 2000 pp. 145-154
summary In the realm of computer support for design, developers have focused primarily on power and expressiveness that are important in framing a design solution. They assume that design is a series of calculated steps that lead to a clearly specified goal. The problem with this focus is that the resulting tools hinder the very process that is critical in early phases of a design task; the reflection-in-action process [15]. In the early phases, what is required as the most important ingredient for a design tool is the ability to interact in ways that require as little commitment as possible. This aspect is most evident in domains where two dimensions play a role, such as sketching in architecture. Surprisingly, it is equally true in linear domains such as writing. In this paper, we present our approach of using two-dimensional positioning of objects as a means for reflection in the early phases of a design task. Taking writing as an example, the ART (Amplifying Representational Talkback) system uses two dimensional positioning to support the early stages of the writing task. An eye-tracking user study illustrates important issues in the domain of computer support for design.
keywords Information Systems; User/Machine Systems; Cognitive Models; Reflection-In-Action; Two-Dimensional Positioning; Writing Support
series other
last changed 2002/07/07 16:01

_id ecaade2024_413
id ecaade2024_413
authors Nan, Cristina
year 2024
title The Computational Clay Column: Computational ceramic systems with additive manufacturing
doi https://doi.org/10.52842/conf.ecaade.2024.1.055
source Kontovourkis, O, Phocas, MC and Wurzer, G (eds.), Data-Driven Intelligence - Proceedings of the 42nd Conference on Education and Research in Computer Aided Architectural Design in Europe (eCAADe 2024), Nicosia, 11-13 September 2024, Volume 1, pp. 55–64
summary This paper presents a different conceptual approach and robotic fabrication strategy for ceramic additive manufacturing showcased through a fundamental architectural element, the column. The Computational Clay Column is treated as double system made out of core and skin, both fabricated with 3D clay printing. The underlying principle is the spatial self-interlocking of the two subsystems, core and skin, thus eliminating the need for a substructure or fastening. A particular emphasis is placed on the infill beyond its stabilizing function. Expressive and ornamental value is not only assigned to the skin but also translated to the infill. Based on a conceptual strategy of unwinding, the infill is punctually exposed, showcasing it to the viewer and amplifying the ornamental aesthetic and digital materiality of the computational design strategy and robotic fabrication logic. By exposing the core with its ceramic self-interlocking system, the tectonic expressiveness of the column as an architectural archetype is amplified. The research discusses the computational workflows, material experimentation, the interlocking and assembly logic, fabrication strategy as well as the concepts of digital craft and digital materiality. The applied methodology is based on research-through-design. No prioritization is given to form over material and process of production. The knowledge derived from analog and robotic material experimentation as well as clay’s specific material behavior relating to drying, shrinkage and warping are used to inform the design, production sequence and fabrication logic.
keywords robotic fabrication, ceramic additive manufacturing, computational design, self-interlocking system, clay, digital craft
series eCAADe
email
last changed 2024/11/17 22:05

_id c8a7
authors Svetel, Igor
year 2000
title Using Machine Learning Techniques to Enhance Expressiveness of Computer-based Design Systems
doi https://doi.org/10.52842/conf.ecaade.2000.321
source Promise and Reality: State of the Art versus State of Practice in Computing for the Design and Planning Process [18th eCAADe Conference Proceedings / ISBN 0-9523687-6-5] Weimar (Germany) 22-24 June 2000, pp. 321-325
summary More and more designers use computers and netAbstract In face of the huge expansion of computer-mediated interaction among people, current representation-centered CAAD systems do not offer full information spectrum necessary to express all design intentions. Representational structures that those systems use suppress expression of affective information that plays a major role in design process. The paper describes few experiments conducted at the IMS Institute to enhance expressiveness of the CAAD systems.
keywords Expression, Emotion, Machine Learning
series eCAADe
email
more http://www.uni-weimar.de/ecaade/
last changed 2022/06/07 07:56

_id 2005_787
id 2005_787
authors Veikos, Cathrine
year 2005
title The Post-Medium Condition
doi https://doi.org/10.52842/conf.ecaade.2005.787
source Digital Design: The Quest for New Paradigms [23nd eCAADe Conference Proceedings / ISBN 0-9541183-3-2] Lisbon (Portugal) 21-24 September 2005, pp. 787-794
summary Theorists in art, architecture and visual media have described the digital world as a world of mediumlessness and proclaimed that the medium of a work, once the ontological determinant for the classification of the arts, is rendered meaningless by recent technological and cultural developments (Krauss, 2000; Negroponte, 1995; Manovich, 2001). Although indebted to specific media-based techniques and their attendant ideologies, software removes the material reality of techniques to an immaterial condition where the effects of material operations are reproduced abstractly. This paper asserts that a productive approach for digital design can be found in the acknowledgement that the importance of the digital format is not that it de-materializes media, but that it allows for the maximum intermingling of media. A re-conceptualization of media follows from this, defined now as, a set of conventions derived from the material conditions of a given technical support, conventions out of which to develop a form of expressiveness that can be both projective and mnemonic (Krauss, 2000). The paper will focus on the identification of these conventions towards the development of new forms of expressiveness in architecture. Further demonstration of the intermingling of materially-based conventions is carried out in the paper through a comparative analysis of contemporary works of art and architecture, taking installation art as a particular example. A new design approach based on the maximum intermingling of media takes account of integrative strategies towards the digital and the material and sees them as inextricably linked. In the digital “medium” different sets of conventions derived from different material conditions transfer their informational assets producing fully formed, material-digital ingenuity.
keywords Expanded Architecture, Art Practice, Material, Information, ParametricTechniques, Evolutionary Logics
series eCAADe
email
last changed 2022/06/07 07:58

_id ecaade2012_138
id ecaade2012_138
authors Veliz, Alejandro; Kocaturk, Tuba; Medjdoub, Benachir; Balbo, Riccardo
year 2012
title Dialogs Between Physical and Digital Modelling Methods on Architectural Design
doi https://doi.org/10.52842/conf.ecaade.2012.2.281
source Achten, Henri; Pavlicek, Jiri; Hulin, Jaroslav; Matejovska, Dana (eds.), Digital Physicality - Proceedings of the 30th eCAADe Conference - Volume 2 / ISBN 978-9-4912070-3-7, Czech Technical University in Prague, Faculty of Architecture (Czech Republic) 12-14 September 2012, pp. 281-289
summary As the current digitally-mediated architectural practice evolves, architectural models, regardless of their expressiveness or type, are a way to craft the interaction between the designer and the designed object. Models become artefacts that engage on a continuous interaction with the designer via different media, interpretation and knowledge retrieval schemes, organizational fl ows and tools. These interactions have recently been facilitated by the use of physical and digital production and analysis methods. In this report, we introduce a novel understanding of the relationships between physical and digital modelling techniques. We propose an updated framework that allocates these relationships into four categories: directed production, non-directed production, dual modelling, and mixed modelling. A review of different modelling classifications and frameworks is presented and exemplary case studies from the design domain are introduced for each category.
wos WOS:000330320600028
keywords Architectural modelling; interreality systems; CAAD tools and artefacts; grounded theory
series eCAADe
email
last changed 2022/06/07 07:58

_id a3c8
id a3c8
authors Verdy Kwee, Dean Bruton, Antony Radford
year 2006
title Visual Expressiveness in Educative Architectural Animations
source Proceedings of the 4th international conference on Computer graphics and interactive techniques in Australasia and Southeast Asia. 2006, Kuala Lumpur, Malaysia November 29 - December 02, 2006
summary Consider the current graphic capabilities of multimedia authoring tools. Many information technologies have been exploited to the fullest in the gaming and advertising industries. As far as educational materials produced to explain outstanding architectural and many heritage works, most publications still rely on print media. While much digital information has been propagated online through the Internet (and a few CD-ROM formats could also be found) the techniques of delivery have yet to take advantage of potential technologies, preferring only to digitally replicate and hyperlink the structure and content found in their printed cousins. The reason for this slow adoption is not clear and paradoxical since our society places abundant emphasis and stresses the importance of education over games. However, it seems that the industry and, more importantly, the architecture discipline themselves do not appear to promote architectural visualisations as a significant contributor to the education and learning process. Therefore, educative architectural information visualisation may have to set itself apart, especially to generate growth and interest in this area.

This paper does not deal with the technical aspects of visualisation creation processes but proposes to emphasise architectural visualisations – animations, in particular - as a heightened form of art that could be approached with grammatical lens more than merely a technical exercise that aims to serve an outcome or an industry as they are often perceived now. Digital architectural visualisations and their delivery techniques can be expanded much more as an artistic (architectural) expression like architectural writings are to authors, games to game designers. Although differences could be identified, there are numerous lessons that can be drawn from other forms of art to propel architectural visualisations to a new level beyond those seen in real-estate websites, architectural practices and most students’ works in reputed educational institutions.

Architectural information is peculiar to each building. In order to explicate the essences of architectural works (i.e. the vocabularies, designer’s intents, etc), in all fairness, their presentations cannot be generically produced and uniformly adapted. What one technique and approach could successfully achieve in explaining one building cannot exactly be re-applied to another building with the same expected results. Forms, scales, circulation paths, lighting assignments, designer’s intents, other information (and types) to be delivered differ from one building to another. As such, executions are also wide open to be explored to not only address the practical issues but also to express the intentions of the author/s or director/s to strengthen the architectural narratives.

This paper highlights and illustrates by examples, specifically in architectural flythroughs/animations, considerations that need to be addressed in order that the results would serve as an artistic/architectural expression with a degree of educative substance.

keywords Educative, education, animation, flythrough, expression, grammar, art,
series other
type short paper
email
more http://portal.acm.org/citation.cfm?id=1174429.1174461&coll=GUIDE&dl=%23url.coll
last changed 2007/01/04 00:14

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