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 641 to 660 of 740

_id 9e00
authors Bridges, Alan
year 1999
title Progress? What Progress?
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 321-326
summary This paper briefly reviews some of the history of computer graphics standardisation and then presents two specific case studies: one comparing HTML with SGML and Troff and the other comparing VRML with the Tektronix® Interactive Graphics Language implementation of the ACM Core Standard. In each case, it will be shown how the essential intellectual work carried out twenty years ago still lies at the foundations of the newer applications.
keywords SGML, HTML, VRML
series eCAADe
email a.h.bridges@strath.ac.uk
last changed 2003/11/21 14:16

_id fbab
authors Chase, Scott C., and Koh, Jason
year 2000
title Integration of Shape Grammars with Architectural Design Studio Projects
source CAADRIA 2000 [Proceedings of the Fifth Conference on Computer Aided Architectural Design Research in Asia / ISBN 981-04-2491-4] Singapore 18-19 May 2000, pp. 169-179
summary The use of shape grammars in the context of actual architectural design projects is an area that has been under explored. This paper describes the development of grammars in conjunction with a student design project and the issues in creating grammars that respond to a specific project brief.
series CAADRIA
email scott@arch.usyd.edu.au, beta2@pacific.net.sg
last changed 2000/08/07 07:11

_id 64be
authors Chien, Sheng-Fen
year 2000
title A Pilot Study of Using Generative Systems in Architectural Design Process
source CAADRIA 2000 [Proceedings of the Fifth Conference on Computer Aided Architectural Design Research in Asia / ISBN 981-04-2491-4] Singapore 18-19 May 2000, pp. 135-144
summary This paper presents a pilot study about impacts that a generative system may have on the architectural design process. The study contains two empirical experiments. The generation experiment studies how experienced and novice designers will utilize such a design system. The formulation/generation experiment observes the problem formulation and solution generation behaviors of less experienced designers. Results of these experiments highlight two issues that require further investigations: 1) domain expertise and modes of interaction that concerns the implementation of future generative systems; and 2) learning through interaction that addresses the use of generative systems in education.
series CAADRIA
email schien@mail.ntust.edu.tw
last changed 2000/08/07 07:11

_id 6e73
id 6e73
authors Christiaans, H. and Restrepo, J.
year 2001
title INFORMATION PROCESSING IN DESIGN: A THEORETICAL AND EMPIRICAL PERSPECTIVE
source Achten, H.H., de Vries, B. and Hennessey, J. (eds). Design Research in the Netherlands 2000, 63-73
series book
type normal paper
email H.H.Achten@tue.nl
more http://www.designresearch.nl/PDF/DRN2000_Christiaans_Restrepo.pdf
last changed 2005/10/12 13:34

_id cb42
authors Coates, Paul and Schmid, Claudia
year 1999
title Agent Based Modelling
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 652-661
summary This paper describes the work of students in Unit 6 of the Diploma school at the UEL during 1998-9. The unit in association with the MSc has been exploring ways of using the computer to explore the idea of emergent form as a way of generating designs, and a way of focussing the pedagogic process on a new and interesting set of determinants of form.
keywords Agent Based Modelling, Generative Modelling, Emergent Forms
series eCAADe
email p.s.coates@uel.ac.uk
last changed 1999/10/10 12:52

_id b8bc
authors Costikyan, G.
year 2000
title Where stories end and games begin
source Game Developer, Sept., 44-53
summary Every medium has been used to tell stories, says Eric Goldberg, one of my oldest friends and president of Unplugged Games. "That's true of books and theater and radio drama and movies. It's true of games as well." I have this argument all the time, and I think Goldberg's statement is balderdash. It's not true of music; music is pleasing sound, that's all. Yes, you can tell a story with music; ballads do that. So do many pop songs . Certainly some types of music -- opera, ballet, the musical -- are "story-telling musical forms," but music itself is not a story-telling medium. The pleasure people derive from music is not dependent on its ability to tell stories: Tell me the story of The Brandenberg Concertoes. Nor is gaming a storytelling medium. The pleasure people derive from games is not dependent on their ability to tell stories. The idea that games have something to do with stories has such a hold on designers' and gamers' imagination that it probably can't be expunged, but it deserves at least to be challenged. Game designers need to understand that gaming is not inherently a storytelling medium any more than is music--and that this is not a flaw, that our field is not intrinsically inferior to, say, film, merely because movies are better at story-telling. Nevertheless, there are games that tell stories--roleplaying games and graphic adventures among others -- and the intersection of game and story, the places where the two (often awkwardly) meet has bred a wide variety of interesting game styles. Examining them is useful, because doing so illuminates the differences between game and story -- and the ways in which stories can be used to strengthen (and sometimes hinder) games.
series other
last changed 2003/04/23 13:50

_id sigradi2016_499
id sigradi2016_499
authors Crivelli, Juliana de Mello; Vizioli, Simone Helena Tanoue
year 2016
title Gamificaç?o na educaç?o patrimonial: Escola Álvaro Gui?o (SP-BR) [Gamification in patrimonial education: Escola Álvaro Gui?o (SP-BR)]
source SIGraDi 2016 [Proceedings of the 20th Conference of the Iberoamerican Society of Digital Graphics - ISBN: 978-956-7051-86-1] Argentina, Buenos Aires 9 - 11 November 2016, pp.860-864
summary This article integrates works developed in the Núcleo de Apoio em Pesquisa em Estudos de Linguagem em Arquitetura e Cidade (N.elac) of the Instituto de Arquitetura e Urbanismo da Universidade de S?o Paulo, and aims to evaluate the contribution of the game as an auxiliary instrument to the patrimonial education (Horta, Grunberg & Monteiro, 1999). Games present themselves as one of the constitutive elements of culture, and many are the authors that discuss the theme. Between them, Huizinga, 2000; Callois, 1990 and Broug?re, 2004. The developed game is an interactive narrative inside a building listed as herritage by the Conselho Municipal de Defesa do Patrimônio Histórico, Arquitetônico, Artístico e Turístico (CONDESPHAASC): the Escola Estadual Dr. Álvaro Gui?o.
series SIGraDi
email juliana.crivelli@usp.br
last changed 2017/06/21 12:19

_id 8ff1
authors Cáceres Jara, Hugo
year 2001
title EL COLOR DIGITAL EN EL DISEÑO DE TESELACIONES PERIODICAS (The Digital Color in the Design of Periodical Teselations)
source SIGraDi biobio2001 - [Proceedings of the 5th Iberoamerican Congress of Digital Graphics / ISBN 956-7813-12-4] Concepcion (Chile) 21-23 november 2001, pp. 64-66
summary The present study of fundamentally exploratory type tries to examine the distribution of the color in the structures of repetition designed according to the Mathematical Theory of the Tessellations and inspired in the grafphic work of the artist holandes M.C.Escher. The results reached are product of the exercises pedagogicos carried out in the catedra of design of the color of the Design Workshop I, Universidad del Bío-Bío, among the years 1996 and 2000 to pursue a design graphic degree.
series SIGRADI
email hcaceres@ubiobio.cl
last changed 2016/03/10 08:50

_id bc3e
authors Falk, L., Ceccato, C. Hu, C. Wong, P. and Fischer, T.
year 2000
title Towards a Networked Education in Design. A First Manifestation through the "Virtual Design Company" Studio
source CAADRIA 2000 [Proceedings of the Fifth Conference on Computer Aided Architectural Design Research in Asia / ISBN 981-04-2491-4] Singapore 18-19 May 2000, pp. 157-167
summary This paper presents a learning concept known as (a) Networked Education in Design (NED). In the case illustrated here, NED was developed as a new type of "virtual learning studio" simply called the Virtual Design Company (VDC).
series CAADRIA
email sdfalk@polyu.edu.hk, sdchris@polyu.edu.hk, sdcathhu@polyu.edu.hk, sdphilip@polyu.edu.hk, himself@tfischer.de
last changed 2000/08/07 07:11

_id 9747
authors Ferrar, Steve
year 1999
title New Worlds; New Landscapes
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 424-430
summary Evolution, said Julian Huxley, is in three different sectors. The first is organic - the cosmic process of matter. The second is biological - the evolution of plants and animals. The third is psychological and is the development of man's cultures. It is this third stage that is now critical, and if we are to survive as a species it can only be by replacing nature's controls by our own, not only birth control but our use of the whole environment. (Nan Fairbrother, New Lives, New Landscapes)
keywords Virtual Environments, Future, Culture
series eCAADe
email SteveFerra@aol.com
last changed 2002/11/22 17:27

_id ga0024
id ga0024
authors Ferrara, Paolo and Foglia, Gabriele
year 2000
title TEAnO or the computer assisted generation of manufactured aesthetic goods seen as a constrained flux of technological unconsciousness
source International Conference on Generative Art
summary TEAnO (Telematica, Elettronica, Analisi nell'Opificio) was born in Florence, in 1991, at the age of 8, being the direct consequence of years of attempts by a group of computer science professionals to use the digital computers technology to find a sustainable match among creation, generation (or re-creation) and recreation, the three basic keywords underlying the concept of “Littérature potentielle” deployed by Oulipo in France and Oplepo in Italy (see “La Littérature potentielle (Créations Re-créations Récréations) published in France by Gallimard in 1973). During the last decade, TEAnO has been involving in the generation of “artistic goods” in aesthetic domains such as literature, music, theatre and painting. In all those artefacts in the computer plays a twofold role: it is often a tool to generate the good (e.g. an editor to compose palindrome sonnets of to generate antonymic music) and, sometimes it is the medium that makes the fruition of the good possible (e.g. the generator of passages of definition literature). In that sense such artefacts can actually be considered as “manufactured” goods. A great part of such creation and re-creation work has been based upon a rather small number of generation constraints borrowed from Oulipo, deeply stressed by the use of the digital computer massive combinatory power: S+n, edge extraction, phonetic manipulation, re-writing of well known masterpieces, random generation of plots, etc. Regardless this apparently simple underlying generation mechanisms, the systematic use of computer based tools, as weel the analysis of the produced results, has been the way to highlight two findings which can significantly affect the practice of computer based generation of aesthetic goods: ? the deep structure of an aesthetic work persists even through the more “desctructive” manipulations, (such as the antonymic transformation of the melody and lyrics of a music work) and become evident as a sort of profound, earliest and distinctive constraint; ? the intensive flux of computer generated “raw” material seems to confirm and to bring to our attention the existence of what Walter Benjamin indicated as the different way in which the nature talk to a camera and to our eye, and Franco Vaccari called “technological unconsciousness”. Essential references R. Campagnoli, Y. Hersant, “Oulipo La letteratura potenziale (Creazioni Ri-creazioni Ricreazioni)”, 1985 R. Campagnoli “Oupiliana”, 1995 TEAnO, “Quaderno n. 2 Antologia di letteratura potenziale”, 1996 W. Benjiamin, “Das Kunstwerk im Zeitalter seiner technischen Reprodizierbarkeit”, 1936 F. Vaccari, “Fotografia e inconscio tecnologico”, 1994
series other
more http://www.generativeart.com/
last changed 2003/08/07 15:25

_id 1076
authors Gero, John S. and Saunders, Robert
year 2000
title Constructed Representations and Their Functions in Computational Models of Designing
source CAADRIA 2000 [Proceedings of the Fifth Conference on Computer Aided Architectural Design Research in Asia / ISBN 981-04-2491-4] Singapore 18-19 May 2000, pp. 215-224
summary This paper re-examines the conclusions made by Schön and Wiggins in 1992 that computers were unable to reproduce processes crucial to designing. We propose that recent developments in artificial intelligence and design computing put us in a position where we can begin to computationally model designing as conceived by Schön and Wiggins. We present a computational model of designing using situated processes that construct representations. We show how constructed representations support computational processes that model the different kinds of seeing reported in designing. We also present recently developed computational processes that can identify unexpected consequences of design actions using adaptive novelty detection.
series CAADRIA
email john@arch.usyd.edu.au, rob@arch.usyd.edu.au
last changed 2000/08/07 07:11

_id 0280
authors Geva, Anat
year 2000
title New Media in Teaching and Learning History of Building Technology
source ACADIA Quarterly, vol. 19, no. 4, pp. 5-8
summary Numerous scholars in the field of education established that relevance is one of the important instructional components that influence students’ interest and motivation to learn (Bergin, 1999; Frymier and Shulman, 1995; Schumm and Saumell, 1995). Relevance can be achieved by juxtaposing personal experiences with professional scientific principles (Pigford, 1995; Blanton, 1998). In addition to the relevancy of a course substance Blanton (1998) recommends that instructors should introduce the material in an organized system that is relevant to the learner’s life.
series ACADIA
email architectanatgeva@archone.tamu.edu
last changed 2002/12/14 08:21

_id sigradi2007_af13
id sigradi2007_af13
authors Granero, Adriana Edith; Alicia Barrón; María Teresa Urruti
year 2007
title Transformations in the educational system, Influence of the Digital Graph [Transformaciones en el sistema educacional, influencia de la Gráfica Digital]
source SIGraDi 2007 - [Proceedings of the 11th Iberoamerican Congress of Digital Graphics] México D.F. - México 23-25 October 2007, pp. 182-186
summary The educative proposal was based on the summary attained through experiences piled up during the 2 last semester courses, 2/2006-1/2007. This proposal corresponds to a mix of methodology (by personal attendance / by internet). Founding on the Theory of the Game (Eric Berne 1960) and on different theories such as: Multiple intelligences (Haward Gardner 1983), Emotional Intelligence (Peter Salowey and John Mayer 1990, Goleman 1998), Social Intelligence (Goleman 2006), the Triarchy of Intelligence (Stemberg, R.J. 1985, 1997), “the hand of the human power”, it´s established that the power of the voice, that of the imagination, the reward, the commitment and association produce a significant increase of the productivity (Rosabeth Moss Kanter 2000), aside from the constructive processes of the knowledge (new pedagogical concepts constructivista of Ormrod J.E. 2003 and Tim O´Reilly 2004).
series SIGRADI
email ag@ub.edu.ar adriana.granero@gmail.com
last changed 2016/03/10 08:52

_id b836
authors Herman, I., Malançon, G. and Marshall, S.
year 2000
title Graph Visualization and Navigation in Information Visualization : a Survey
source IEEE Transactions on Visualization and Computer Graphics, Vol. 6
summary This is a survey on graph visualization and navigation techniques, as used in information visualization. Graphs appear in numerous applications such as web browsing, state-transition diagrams, and data structures. The ability to visualize and to navigate in these potentially large, abstract graphs is often a crucial part of an application. Information visualization has specific requirements, which means that this survey approaches the results of traditional graph drawing from a different perspective.
series journal paper
last changed 2003/04/23 13:50

_id 054a
authors Hibbard, Bill
year 2000
title Confessions of a Visualization Skeptic
source Computer Graphics. August, 11-13. ACM SIGGRAPH
summary There is no doubt that visualization is very useful, by enabling people to understand that masses of data and information otherwise hidden inside of computers. However, after many years developing visualization systems I have to confess to skepticism about many of the hottest (i.e., coolest) visualization ideas.
series journal paper
last changed 2003/04/23 13:50

_id b18b
authors Hnat, B. and Chapman, S.C.
year 2000
title Visualisation of multiscale datasets in numerical models of complex systems
source CIDAC, Volume 2 Issue 4 November 2000, pp. 236-241
summary Recently advanced visualisation techniques receive increasing attention among scientists and engineers. These techniques should not only allow a direct analysis of multidimensional structures to provide intiutive and quick comparison of experimental data with model results, but also yield quantitative measures to support or negate the model itself. A key phenomenology of complex systems is that they are multiscale, i.e. the structures of interest in the data are on the wide range of spatiotemporal scale. Here we examine a simple, yet generic, example, a sandpile (avalance model), the threshold coupled map lattice (CML). The emergent phenomenology is broadband, but is represented on a (finite) grid. To study the 3-dimensional evolution of the threshold CML model of a sandpile as a function of control parameters, a semi-immersive virtual reality (VR) environment has been used. Sandpile profiles are calculated in real time and are superimposed over the colour grid respresenting one of the control parameters. This represents a generic problem of visualising multiscale structures in datasets derived from non-linear systems. The software models were developed in OpenGL and Glut library and will ultimately be implemented in semi-immersive VR on ImmersaDesk. To achieve sufficient speed in real-time display and to ultimately facilitate computational steering, the full data set must be represented geographically in a compact form without loss of information.
keywords Semi-Immersive Virtual Reality, 3-Dimensional Visualisation, OpenGL, CML
series journal paper
last changed 2003/05/15 19:23

_id f44f
authors Huang, Ying-Hsiu
year 2000
title Investigating the Cognitive Behavior of Generating Idea Sketches. Neural Network Simulation
source CAADRIA 2000 [Proceedings of the Fifth Conference on Computer Aided Architectural Design Research in Asia / ISBN 981-04-2491-4] Singapore 18-19 May 2000, pp. 287-296
summary In idea sketches, there are a number of ambiguous shapes. Designers will associate and transform some shapes into others (Liu, 1993). Then, they evaluate these shapes in terms of functions and design requirements; furthermore, they would have generated other shapes that certified the design requirements (Huang, 1999). However, not only is the idea of design composed of one element, but also consisted of varied components. The purpose of this paper is to investigate how designers generate ideas of multi-component products, and to simulate this phenomenon by neural networks. At the same time, this paper attempts to study the design cognitive behavior of idea-generating stages, and explores the designers' cognitive phenomenon. Therefore, there are two stages in this paper: First, I conduct a cognitive experiment to realize how designers generate the multi-component product and acquire the sketches that designers generated. Second, I train the neural networks to simulate the behavior of idea generation and explore the cognitive phenomenon in design sketches. As a result, networks associate one shape that trained before, and then generate a complete idea. This phenomenon is similar to the cognitive behavior of designers who saw the ambiguous shape as one shape, which was retrieved from LTM. Moreover, the neural network is examined by a rectangle, which is totally different from the training patterns. The network will associate a confused shape. But the network will associate different shapes by adjusting some critical parameters. Designers can generate variable shapes from one shape, but the signal neural network can't simulate this kind of behavior. On the contrary, this paper proposes five sequential networks to generate variable shapes from the same shape and simulates how designers develop ideas.
series CAADRIA
email richhys@ms10.hinet.net
last changed 2000/08/07 07:11

_id bffb
authors Hutson, Andrew
year 2000
title The Medium is the Message. The Results of the Early Immersion of Architectural Students into Computer Modeling
source CAADRIA 2000 [Proceedings of the Fifth Conference on Computer Aided Architectural Design Research in Asia / ISBN 981-04-2491-4] Singapore 18-19 May 2000, pp. 191-200
summary The biggest challenge to students of architecture is the development of the visualization skills necessary to facilitate design conceptualization. Our faculty has instituted programs that immerse students in computer modeling at the beginning of their study. The results from these programs raise questions regarding the position and influence of the computer medium in the process of design.
series CAADRIA
email a.hutson@architecture.unimelb.edu.au
last changed 2000/08/07 07:11

_id 5266
authors Jakimowicz, Adam
year 1999
title An Intuitive CAAD
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 80-85
summary This paper presents the educational experiment, which emerged from the junction of different inspirations and needs. It joins the experiences from an individual research on intuitive 3d computer modelling, courses of traditional architectural composition and the idea of individualisation of the computer use in architectural design education. It shows how computers were used in part of architectural education in a non-computer-oriented course. The experiment was included to and further developed within the frame of AVOCAAD project.
series eCAADe
email jakima@cksr.ac.bialystok.pl
last changed 2005/09/09 08:46

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