1. Introduction to Compuational Design
by Sivam Krish
Lecture notes: Introduces students to key aspects of computational design. Lecture notes: Introduces students to key aspects of computational design.
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Seen by:2. The langauge of computation
by Sivam Krish
Lecture Notes : Introduces studnets to the complex issues sorrounding compuational l design. Lecture Notes : Introduces studnets to the complex issues sorrounding compuational l design.
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Seen by:Hyper [DM] Process. Emerging Conditions for Digital Design and Manufacturing in Architecture
> Co-authored with:
Marta Malé-Alemany
> Published in:
Proceedings of the 20th Conference on Education in Computer Aided Architectural Design, eCAADe 2003 (pp. 343-346), Graz
> Year:
2004
This paper participates in the current digital architecture debate taking into account the introduction of CAD-CAM... more This paper participates in the current digital architecture debate taking into account the introduction of CAD-CAM technologies in architecture and focusing on the way this could further change the process of architectural production. It proposes a mode of integration based on associative parametric environments and explains that new conditions for developing architectural projects indeed emerge from this digital framework. Finally, the research developed at DAw is presented as an academic laboratory where the arguments of this paper have been tested and timulated.
Parametric Design as a Technique of Convergence
> Co-authored with:
Marta Malé-Alemany
> Published in:
Proceedings of the 8th Computer Aided Architectural Design Research in Asia Conference / CAADRIA 2003 (pp. 157-164), Bangkok
> Year:
2003
Following the introduction of parametric design into the contemporary digital architectural scene, this paper exposes... more Following the introduction of parametric design into the contemporary digital architectural scene, this paper exposes its principals as well as some of its major potentialities that emerge from its use in the discipline. It is argued that parametric design is a technique that embraces the concept of “convergence” in multiple dimensions. Through this explanation this paper intends also to highlight the relevance of the integration of this technique in architectural education. Student’s projects are described to illustrate some of the concepts.
Human Activities In Knowledge-Based Architectural Design Systems
El-Attar, M. S. (1994) "Human activities in knowledge-based architectural design systems" [Preconference Proc., Advances in Computer-Based Building Design Systems, (In) 7th International Conference on Systems Research, Informatics and Cybernetic, Baden-Baden, Germany, Aug. 15-21 '94], pp. 19-26
This paper focuses on the 'type' of design knowledge used in computational design environments. The paper discuss... more This paper focuses on the 'type' of design knowledge used in computational design environments. The paper discuss prototypical information in knowledge-based design systems, and suggests a functional type of knowledge for usage in such systems in order to achieve a degree of generalization in the domain of space design. A function in an architectural space depends on the activities that accomplish it. The paper focuses on human activities and how they may provide the means to semantically describe architectural spaces in different building types.
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Seen by: and 4 moreAugmenting the Static: Using Dynamic/Immersive Visualization for Design Experimentation and Knowledge Discovery
Lindquist, M. (2010). Augmenting the Static: Using Dynamic/Immersive Visualization for Design Experimentation and Knowledge Discovery. Paper presented at the CELA 2010: Landscape Legacy: Landscape Architecture Between Art and Science, Maastricht, The Netherlands.
Static imagery has a long history within the field of landscape architecture, which has transferred relatively... more
Static imagery has a long history within the field of landscape architecture, which has transferred relatively seamlessly to the digital realm. Digitally produced raster based photomontages and vector based plans and diagrams are common. While adequate for representation, static 2d imagery has proven to be inferior for knowledge discovery when compared to dynamic 3D techniques in other disciplines (Robertson, Card, & Mackinlay, 1993). Software used widely by landscape architects relies on a 2d view of a 3d environment, having logically evolved from desktop drafting into 2d Computer Aided Design (CAD) software, with 3d capabilities added in later software versions. The contribution of tools rooted in a 2d work method to design is limited and exposes CAD to critiques, both valid and unwarranted, of its utility beyond drafting. The use of interactive and immersive virtual reality places CAD far beyond the scope of drafting tools, and has proven successful for architectural design (Campbell & Wells, 1994), but historically has been problematic owing to issues of computational memory and rendering capabilities.
The time has come to move beyond the static. Large scale immersive systems have become useable and affordable, owing much to the hardware development of the gaming industry (Lindquist, 2010). Immersive visualization has been used by planners and landscape architects for a generation and is becoming technologically robust. The success of immersive visualization for conveying landscape experience with real-time 3D models has been presented (Danahy, 2001) and immersive techniques have proven to be especially beneficial for collaboration involving those untrained in spatial design disciplines (Bishop, 2005; Kwartler, 2005). Nonetheless, to date, very little evidence is available to support that the current generation of students and practitioners are being given the opportunity to engage in using dynamic immersive technology; this is fundamentally detrimental to the profession, clients, and the designed environment.
This paper will present a qualitative analysis of student work supported by the results of a student questionnaire to evaluate the success of a dynamic 3d design process using Google Sketchup compared to 3d modeling in a conventional CAD system (Autodesk). The contribution of immersive and dynamic visualization to design experimentation, spatial understanding and knowledge discovery will be assessed. It will be argued that by giving the current generation of students the exposure to move beyond the static representation techniques of the distant and recent past it will enhance design decision making and generate new knowledge for the future.
Affordable Immersion Revisited: A Proposal for a Simple Immersive Visualization Environment to Increase Uptake
Lindquist, M. (2010). Affordable Immersion Revisited: A Proposal for a Simple Immersive Visualization Environment to Increase Uptake. In E. Buhmann, M. Pietsch & E. Kretzler (Eds.), Digital Design in Landscape Architecture 2010. Heidelberg: Wichmann Verlag.
Digital visualization has the potential to dramatically impact the planning, design and communication of landscapes,... more
Digital visualization has the potential to dramatically impact the planning, design and communication of landscapes, yet integration of digital visualization technologies and techniques within the design and planning process are still not widespread. Lange and Bishop (Lange and Bishop 2005) hypothesize that the lack of integration owes to the absence of easy to use software tools, little connection of visualizations to data for decision-making, and the difficulty of manipulating visualizations in real-time. This paper contributes to the discussion by focusing on immersive visualization, evaluating the visualization environment, and proposing technology and methods that will increase uptake.
Danahy (2001) argues that immersive visualization has proven to convey landscape experience better than conventional visualization methods. Approaches using immersive media have also been proven to be beneficial for collaboration between designers & planners, and those untrained in spatial design disciplines (Bishop 2005; Kwartler 2005). Evidence supporting the positive impact of using immersive visualization in landscape architecture and planning continues to build, however, to date widespread uptake of immersive technology, methods and techniques is rare. The lack of technological uptake can historically be attributed to high initial setup cost, the need for specialist technical understanding of hardware & software, and professional apathy. While cost as a barrier was historically a factor, a working immersive systems was built for under $1400 (USD) over 5 years ago (Cliburn 2004). This system was built by a computer scientist and does not overcome the need for specialist understanding of hardware and software to conceptualize and construct it. Affordable immersive systems to date have in many ways overcome the challenge of high initial cost, while specialist knowledge of hardware and computer programming to construct and operate the environments still remains a challenge (Kalisperis, Otto et al. 2002; Petrovich 2004). In addition, the literature to date on affordable immersive systems focuses on one or two screen arrangements incorporating stereographic imagery. Stereo imagery can unnecessarily complicate the conception and setup of the system, and does not engage peripheral vision that could most benefit landscape architecture and planning (Danahy 2001). Herwig et al. (2005) argue that the landscape community has the opportunity to benefit from software development in the video game industry. As of 2009 landscape architects and planners can benefit beyond the usability and navigation of virtual worlds afforded by gaming software; commodity hardware has matured and now provides the opportunity to build and employ low-cost, user-friendly immersive systems for the design and communication of landscapes.
This paper argues that cost has not been a factor for uptake of immersive visualization for some time; technical know-how and usability by professionals are the barriers. The use of a simple immersive system, that is flexible and runs on commodity hardware and software, will be proposed to overcome the remaining barriers. The current state of affordable immersive visualization will be evaluated. A case study will be presented of a simple immersive visualization environment built at low cost and, more importantly, requiring low technical know-how, using commodity hardware running industry standard software. The advantages and disadvantages of the system will be presented, and a user-oriented framework to increase uptake of immersive systems proposed.
Web Based Collaboration (for Free): Using Wikis in Design Studios
Lindquist, M. (2006). Web Based Collaboration (for Free): Using Wikis in Design Studios. In G. Luhuan, P. Anzalone, M. Cabrinha & C. Clarke (Eds.), Synthetic Landscapes. Proceedings of the 25th Annual Conference of the Association for Computer-Aided Design in Architecture. (pp. 190-199). Louisville.
This paper presents a case study of the use of Wikis by students in a landscape architecture design studio to evaluate... more This paper presents a case study of the use of Wikis by students in a landscape architecture design studio to evaluate the suitability of Wikis for enhancing student collaboration in the site analysis and preliminary design stage of a project. It was anticipated that using Wikis to facilitate collaboration would provide alternative peer to peer collaboration opportunities when compared to conventional methods of collaboration. In addition, Wikis could enhance feedback between the course coordinator and students. The Wiki was used to collect, compile and present data for the purpose of a precedent study, cultural and physical analysis of a site in New Zealand, for which the technology proved successful. The Wiki was less successful in contributing to the collaborative preliminary design of the project. The following discussion and presentation will include; the evaluation of online Wiki services, the process used in the design studio, strengths and weaknesses observed, and opportunities for future research.
Visualization for Citizen Initiated Public Participation: A Case Study
Lindquist, M. (2007). Visualization for Citizen Initiated Public Participation: A Case Study. Open House International, 32(2), 17-25.
This paper examines the impact of a citizen initiated public participation process on preparers and presenters of... more
This paper examines the impact of a citizen initiated public participation process on preparers and presenters of digital visualizations for spatial design decision making. Visualization for public participation enables communication between professionals and laypeople to occur with far greater success than through conventional methods. Further, visualization utilizing real-time immersive technology allows for far more effective communication of the spatial impact of design proposals than conventional media offer, facilitating negotiation and interaction with space by providing the means to virtually walk around a digital model. In addition, the effectiveness of real-time immersive visualization in bridging the public-professional communication gap can empower the public, offering the opportunity to confront professionals and to force engagement in a process of public participation on the public's terms.
Through discussion of a case study from the University of Toronto's Centre for Landscape Research (CLR), this paper examines the impact on the visualization process when the public are able to invert the conventional model of public participation by initiating the dialogue with professionals. This paper argues that a citizen initiated public participation process increases the necessity for a sound methodology and code of ethics of visualization for public participation. When the public are able to utilize technology to invert the conventional public-professional role, issues of validity, reliability and ethics are placed at the forefront of the discussion greatly increasing the scrutiny placed on both the technology and those preparing and presenting the visualization.
Using Wikis to Enhance Student Collaboration and Information Negotiation
Lindquist, M. (2007). Using Wikis to Enhance Student Collaboration and Information Negotiation. In G. Stewart, M. Ignatieva, J. Bowring, S. Egoz & I. Melnichuk (Eds.), Globalisation and Landscape Architecture: Issues for Education and Practice (pp. 124-128). St. Petersburg, Russia: St Petersburg's State Polytechnic University Publishing House.
The practice of Landscape Architecture involves constant intra and interdisciplinary negotiation, on both local and... more The practice of Landscape Architecture involves constant intra and interdisciplinary negotiation, on both local and global scales. As a result, group collaboration and cooperation need to be at the forefront of design education. In many landscape architecture programs, however, the beaux arts tradition of the individual master/apprentice model is the preferred mode of teaching. In the increasingly international arena of landscape architecture education and practice, future Landscape Architects must be educated in collaborative methods and information literacy. Collaborative social technologies, such as Wikis, present a means to do this. This paper will assess what Wikis can offer landscape architecture education and practice in a global arena. A case study will be presented evaluating how Wikis can be incorporated into design studios to enhance collaboration and teach information negotiation skills to better prepare students of Landscape Architecture for practice in a globalized world.
Group Work with Wikis: Towards a Cooperative Education Model for the Design Studio
Lindquist, M. (2008). Group Work with Wikis: Towards a Cooperative Education Model for the Design Studio. In E. Buhmann, M. Pietsch & M. Heins (Eds.), Digital Design in Landscape Architecture 2008 (pp. 96-104). Heidelberg: Wichmann.
Collaboration and cooperation must be at the forefront of design education to prepare students for practice by... more
Collaboration and cooperation must be at the forefront of design education to prepare students for practice by reflecting the realities of the professional world. Yet in many design programs the Beaux Arts tradition of individualized studio teaching is still the environment in which students learn. In the globalized world of contemporary education and practice, future landscape architects must be educated in collaborative methods, which necessitate group work within the design studio. Group work can be problematic; focus on the individual within the group can be lost, resulting in subjectively too little or too much work by any member to occur. In such cases conjecture and hearsay are frequently the only methods available to track student work within the group. As a result, it is often less problematic to rely on conventional methods of design studio teaching, such as the
master/apprentice model favored by most schools of design. Reliable tools, that are accessible by the majority of educators, must be made available which enable collaboration, foster teamwork, and promote team success, in order to overcome issues of the individual. Wikis are one tool that can enable this, and provide a pathway to a cooperative model for design education. This paper will evaluate and assess how Wikis can
contribute to a cooperative education model for the design studio. A case study will be presented outlining how Wikis can be incorporated into design studios, to teach collaboration and negotiation skills within designer teams and between the designer and client throughout the design process, in order to better prepare students for contemporary practice.
Virtual Landscape Presence: Conveying the Experience of Place via the Web
Lindquist, M. (2008). Virtual Landscape Presence: Conveying the Experience of Place via the Web. In E. Buhmann, M. Pietsch & M. Heins (Eds.), Digital Design in Landscape Architecture 2008 (pp. 163-169). Heidelberg: Wichmann.
Landscape architects operate within an increasingly globalized world. Collaboration on projects frequently occurs... more Landscape architects operate within an increasingly globalized world. Collaboration on projects frequently occurs between geographically dispersed parties. Aided in part by the Internet and digital media in general, landscape architects have access to information, communication and collaboration tools that were unimaginable a generation ago; digital drawing exchange and video conferencing are now commonplace in many offices. These tools primarily provide asynchronous exchange of drawings and data, or enhance verbal communication by conveying physical gestures. They do not contribute to a real-time three dimensional spatial understanding of place. Virtually conveying the experience of being present in an existing or proposed place is the first step towards synchronous 3d design collaboration that is free of geographical constraints. To this point, tools must first be identified that allow for the conveyance of three dimensional spatial experiences virtually. This paper will evaluate web based technology that contributes to the qualitative experience of being present in a landscape. A case study will be offered describing how commercially available technology was used to present three dimensional design proposals over the internet by a group of students. The strengths and weaknesses of the tools used will be assessed, as will their relevance in contributing to a richer and more rigorous collaborative working model.
Community Initiated Public Participation: Altering the Urban Design Decision Making Process with Real-Time Immersive Visualization
Lindquist, M., & Danahy, J. W. (2006). Community Initiated Public Participation: Altering the Urban Design Decision Making Process with Real-Time Immersive Visualization In M. Schrenk (Ed.), Proceedings of CORP 2006 & Geomultimedia06. Vienna, Austria.
This paper examines opportunities that real-time immersive visualization offers the urban design decision-making... more This paper examines opportunities that real-time immersive visualization offers the urban design decision-making process. In a conventional public participation model the designer, developer and government bodies are all placed in privileged roles, controlling and editing information that is presented for public feedback. Through discussion of a case study from the University of Toronto’s Centre for Landscape Research (CLR) this paper examines how a community group initiated the dialogue in an otherwise opaque process by approaching the CLR to represent a development proposal using real-time immersive visualization. The community’s actions resulted in the local government and developers being forced to engage with the community group and to hear their concerns. The actions dramatically altered the process of planning and urban design development in the City of Toronto.
Life cycle energy of single landed houses in Indonesia
Energy and Buildings, Volume 40, Issue 10, 2008, Pages 1911-1916
Indonesian building codes and its influence on future electricity demand
The direct and indirect heat load through enclosure materials, internal load (sensible and latent heat) plays an... more
The direct and indirect heat load through enclosure materials, internal load (sensible and latent heat) plays an important role in the building life cycle energy. This paper evaluates the effect of Indonesian building regulation for building envelopes and predicts the possible future electricity demand scenarios as well as policy improvement.
A building simulation program (ECOTECTTM) is used to simulate the cooling load scenarios based on different buildings envelope materials. Due to the competitive price and simple production processes concrete block is a very appealing material for Indonesian buildings; its OTTV (Overall Thermal Transfer Value) is lower than the current walls material (brick). The result for the hottest month the cooling load effect shows a concrete blocks reached 5,617Wh/m2 compared to 2,363Wh/m2 for bricks.
The result on alternatives materials as well as codes improvement then applies on the electricity supply-demand scenarios planning. The development on scenarios planning based on the information from economic analysis (using Granger-causality test) in order to find out the influence on economic growth in electricity consumption in Indonesia. The potential of electricity cost reduction then calculated by using LEAP (Long-range Energy Alternative Planning) an integrated modelling tool.
The building codes standard OTTV based is beneficial particularly on the skin load-dominated buildings (single landed) in non-humid ambient condition whereas most of the residential high rise buildings in tropical countries are internal load-dominated. The results show that low OTTV values do not directly reduce the electricity consumption in high-rise buildings, however higher OTTV value means higher electricity consumption in single landed buildings. The future electricity demand in Indonesia mainly consumed by industrial sectors however based on the prediction the room for improvement in residential sector is high. The improvement through material improvement and policy improvement will reduce the electricity consumption up to 40 per cent and up to 30 per cent less cost.
Between Thermal Efficiency and Formal Expression: Tropism as Method for Layering Control in Generative Design
SIGRADI 2010 Conference: "Disruption, Modeling and Construction: Shifting Dialogues".
Editorial errata:
-Fig.1text should say Fig.1a
-Fig.2 text should say Fig.1b
-Fig.3 text describes Fig.2
The definition of architectonic features often requires negotiation between diverse classes of design conditions... more
The definition of architectonic features often requires negotiation between diverse classes of design conditions merging in particular elements. The use of encompassing concepts opens possible approaches for layering control between these assorted factors. This study presents a method for the implementation of tropism as a conceptual gathering procedure in social housing windows definition, aiming to enhance the relationship between building and context in terms of spatial comfort and formal expression.
Keywords: tropism, generative architecture, diffusion limited aggregation, rhetorical structure theory, social housing.
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Seen by:A practical generative design method
by Sivam Krish
Computer-Aided Design 43 (2011) 88–100
A generative CAD based design exploration method is proposed. It is suitable for complex multicriteria design problems... more
A generative CAD based design exploration method is proposed. It is suitable for complex multicriteria design problems where important performance criteria are uncomputable. The method is based on building a genotype of the design within a history based parametric CAD system and then, varying its parameters randomly within pre-defined limits to generate a set of distinctive designs.
The generated designs are then filtered through various constraint envelopes representing geometric viability, manufacturability, cost and other performance related constraints, thus reducing the vast design space into a smaller viable design space represented by a set of distinctive designs. These designs may then be further developed by the designer.
The proposed generative design method makes minimal imposition on the designer’s work process and maintains both flexibility and fluidity that is required for creative design exploration. Its ability to work seamlessly with current CAD based design practices from early conceptual to detailed design is demonstrated. The design philosophy behind this generative method and the keysteps involved in its implementation are presented with examples.
Influence of material selection on energy demand in residential houses
Materials & Design
tilizing local materials for improving the energy demand in the single landed houses in Indonesia is very promising,... more tilizing local materials for improving the energy demand in the single landed houses in Indonesia is very promising, since it also entails less cost during production and transportation. Many possible scenarios have been proposed towards this end such as improving building craftsmanship, using double walls with cavity, double walls with bamboo in between and introducing less transparent glass. The scenarios are tested in terms of the additional initial investment in terms of energy and cost and the benefits accrued for life cycle energy and cost. Energy and cost payback are computed to evaluate each scenario and a framework proposed for quick screening of building materials
