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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_id b029
authors Minsky, M. and Papert, S.
year 1969
title Perceptrons
source MIT Press, Cambridge, MA
summary Perceptrons - the first systematic study of parallelism in computation - has remained a classical work on threshold automata networks for nearly two decades. It marked a historical turn in artificial intelligence, and it is required reading for anyone who wants to understand the connectionist counterrevolution that is going on today. Artificial-intelligence research, which for a time concentrated on the programming of ton Neumann computers, is swinging back to the idea that intelligence might emerge from the activity of networks of neuronlike entities. Minsky and Papert's book was the first example of a mathematical analysis carried far enough to show the exact limitations of a class of computing machines that could seriously be considered as models of the brain. Now the new developments in mathematical tools, the recent interest of physicists in the theory of disordered matter, the new insights into and psychological models of how the brain works, and the evolution of fast computers that can simulate networks of automata have given Perceptrons new importance. Witnessing the swing of the intellectual pendulum, Minsky and Papert have added a new chapter in which they discuss the current state of parallel computers, review developments since the appearance of the 1972 edition, and identify new research directions related to connectionism. They note a central theoretical challenge facing connectionism: the challenge to reach a deeper understanding of how "objects" or "agents" with individuality can emerge in a network. Progress in this area would link connectionism with what the authors have called "society theories of mind."
series other
email
last changed 2003/04/23 15:14

_id 48db
authors Proctor, George
year 2001
title CADD Curriculum - The Issue of Visual Acuity
doi https://doi.org/10.52842/conf.ecaade.2001.192
source Architectural Information Management [19th eCAADe Conference Proceedings / ISBN 0-9523687-8-1] Helsinki (Finland) 29-31 August 2001, pp. 192-200
summary Design educators attempt to train the eyes and minds of students to see and comprehend the world around them with the intention of preparing those students to become good designers, critical thinkers and ultimately responsible architects. Over the last eight years we have been developing the digital media curriculum of our architecture program with these fundamental values. We have built digital media use and instruction on the foundation of our program which has historically been based in physical model making. Digital modeling has gradually replaced the capacity of physical models as an analytical and thinking tool, and as a communication and presentation device. The first year of our program provides a foundation and introduction to 2d and 3d design and composition, the second year explores larger buildings and history, the third year explores building systems and structure through design studies of public buildings, fourth year explores urbanism, theory and technology through topic studios and, during the fifth year students complete a capstone project. Digital media and CADD have and are being synchronized with the existing NAAB accredited regimen while also allowing for alternative career options for students. Given our location in the Los Angeles region, many students with a strong background in digital media have gone on to jobs in video game design and the movie industry. Clearly there is much a student of architecture must learn to attain a level of professional competency. A capacity to think visually is one of those skills and is arguably a skill that distinguishes members of the visual arts (including Architecture) from other disciplines. From a web search of information posted by the American Academy of Opthamology, Visual Acuity is defined as an ability to discriminate fine details when looking at something and is often measured with the Snellen Eye Chart (the 20/20 eye test). In the context of this paper visual acuity refers to a subject’s capacity to discriminate useful abstractions in a visual field for the purposes of Visual Thinking- problem solving through seeing (Arnheim, 1969, Laseau 1980, Hoffman 1998). The growing use of digital media and the expanding ability to assemble design ideas and images through point-and-click methods makes the cultivation and development of visual skills all the more important to today’s crop of young architects. The advent of digital media also brings into question the traditional, static 2d methods used to build visual skills in a design education instead of promoting active 3d methods for teaching, learning and developing visual skills. Interactive digital movies provide an excellent platform for promoting visual acuity, and correlating the innate mechanisms of visual perception with the abstractions and notational systems used in professional discourse. In the context of this paper, pedagogy for building visual acuity is being considered with regard to perception of the real world, for example the visual survey of an environment, a site or a street scene and how that visual survey works in conjunction with practice.
keywords Curriculum, Seeing, Abstracting, Notation
series eCAADe
email
last changed 2022/06/07 08:00

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