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 caadria2024_59
id caadria2024_59
authors Lai, Ih-Cheng
year 2024
title EMO-Space: A Computational Model for Interaction between Emotions and Space
source Nicole Gardner, Christiane M. Herr, Likai Wang, Hirano Toshiki, Sumbul Ahmad Khan (eds.), ACCELERATED DESIGN - Proceedings of the 29th CAADRIA Conference, Singapore, 20-26 April 2024, Volume 3, pp. 401–410
doi https://doi.org/10.52842/conf.caadria.2024.3.401
summary Architectural space can trigger emotion (Zumthor, 2006). Psychologists Mehrabian and Russell (1974) proposed PAD model, presenting eight emotions as a means for psychologists to self-assess the emotional conditions of human experience and to provide people with a way to conceptualize the impact of cognitive structure. The Brain-Computer Interface (BCI) combines with computer operations to decode and calculate different brain waves generated by human emotions, supporting the convenience and wisdom of human life. The integration of the PDA model and BCI technology will offer an understanding of the interactive relationships between space and emotion. The purpose of this research is to construct a computational model called EMO-Space, which can autonomously support space interaction through the understanding of human emotions. Based on the PAD model, the integration of BCI, the mechanism of emotional transformation, and the control of message transmission are explored. Subsequently, the computational model is proposed and simulated. EMO-Space will provide the basis for the intelligence of emotional space in the future, such as in elderly care and spatial healing.
keywords emotional space, emotion, interaction, BCI, computational model
series CAADRIA
email
last changed 2024/11/17 22:05

_id a5dc
authors Adams, J.A.
year 1974
title Cubic Spline Curve Fitting with Controlled End Conditions
source Computer Aided Design. January, 1974. vol. 6: pp. 2-9 : ill. includes a short bibliography
summary Another method for cubic spline curve fitting. It is a more flexible version of a proven technique by using a set of end conditions suggested by Nutbourne. The advantages and disadvantages of several techniques are clarified and sample graphical output is given. The result should be of interest to users of inexpensive computer graphics equipment who are interested in improving passive graphical output
keywords computer graphics, curved surfaces, curves, splines
series CADline
last changed 2003/06/02 13:58

_id cf2009_poster_07
id cf2009_poster_07
authors Ashraf, Mohamed-Ahmed and Pierre Côté
year 2009
title The Impact of Three Cognitive Functions on Digital Media Aided Architectural Ideation: A Proposed Investigation
source T. Tidafi and T. Dorta (eds) Joining Languages Cultures and Visions: CAADFutures 2009 CD-Rom
summary From a cognitivist perspective the architectural design seen as an iterative process of search for an “acceptable” solution from initial design assumptions (Simon 1974) requires representation. These representation which may be internal (mental/cognitive activities) and external (sketches 3D models) are essential to any creative act and in all phases of the design process since they constitute a projection of the architect’s thought and know-how.
keywords Cognitive function, ideation
series CAAD Futures
type poster
email
last changed 2009/07/08 22:12

_id ecaade2022_299
id ecaade2022_299
authors Bauscher, Erik, Philipp, Klaus Jan, Reisinger, Stefanie and Wortmann, Thomas
year 2022
title Reimagining Gego: Geometrical Reconstruction of Nubes, an Undocumented and Lost Sculpture from 1974
source Pak, B, Wurzer, G and Stouffs, R (eds.), Co-creating the Future: Inclusion in and through Design - Proceedings of the 40th Conference on Education and Research in Computer Aided Architectural Design in Europe (eCAADe 2022) - Volume 2, Ghent, 13-16 September 2022, pp. 217–226
doi https://doi.org/10.52842/conf.ecaade.2022.2.217
summary This paper describes a method to understand and digitally reconstruct two sculptures by Gertrud Goldschmidt, a German-born, Venezuelan artist also called Gego. Gego is best known for her series of works called “Reticuláres”. These three-dimensional and open installations, mostly hanging freely in space, are playing with the concept and perception of space as well as challenging the definition of the traditional sculpture. The paper aims to generate information about two specific structures called “Nubes” (Clouds for Spanish) to assist in a physical reconstruction for a larger exhibition about Gego and to contribute to understanding Gego’s work process. Originally, the structures were suspended from a building's ceiling as an art installation in Caracas, 1974. There are three main challenges for this reconstruction: (1) The installations exhibit a complex three-dimensional geometry. (2) Scant drawings and photographs exist. (3) Gego might not have followed her initial drawings completely when building Nubes physically, because of the mentioned complexity and due to the light and bendable material properties of the employed material. The paper describes a computational process that recreates the object’s geometry in four steps: (1) Analyse all existing media of the structure. (2) Translate found information to the digital environment of Grasshopper. (3) Use a physical simulation to derive the end state of the hanging structure. (4) Optimize and tune the simulation with an optimization algorithm for better results. This paper demonstrates the usefulness of computational tools for reconstructing lost sculptures with little documentation. In this case, these tools allow a more accurate reconstruction and contribute to a fuller understanding of the design and realization process of Gego's Nubes.
keywords Geometry Reconstruction, Lost Art, Computational Design, Physics Simulation
series eCAADe
email
last changed 2024/04/22 07:10

_id sigradi2008_049
id sigradi2008_049
authors Benamy, Turkienicz ; Beck Mateus, Mayer Rosirene
year 2008
title Computing And Manipulation In Design - A Pedagogical Experience Using Symmetry
source SIGraDi 2008 - [Proceedings of the 12th Iberoamerican Congress of Digital Graphics] La Habana - Cuba 1-5 December 2008
summary The concept of symmetry has been usually restricted to bilateral symmetry, though in an extended sense it refers to any isometric transformation that maintains a certain shape invariant. Groups of operations such as translation, rotation, reflection and combinations of these originate patterns classified by modern mathematics as point groups, friezes and wallpapers (March and Steadman, 1974). This extended notion represents a tool for the recognition and reproduction of patterns, a primal aspect of the perception, comprehension and description of everything that we see. Another aspect of this process is the perception of shapes, primary and emergent. Primary shapes are the ones explicitly represented and emergent shapes are the ones implicit in the others (Gero and Yan, 1994). Some groups of shapes known as Semantic Shapes are especially meaningful in architecture, expressing visual features so as symmetry, rhythm, movement and balance. The extended understanding of the concept of symmetry might improve the development of cognitive abilities concerning the creation, recognition and meaning of forms and shapes, aspects of visual reasoning involved in the design process. This paper discusses the development of a pedagogical experience concerned with the application of the concept of symmetry in the creative generation of forms using computational tools and manipulation. The experience has been carried out since 1995 with 3rd year architectural design students. For the exploration of compositions based on symmetry operations with computational support we followed a method developed by Celani (2003) comprising the automatic generation and update of symmetry patterns using AutoCAD. The exercises with computational support were combined with other different exercises in each semester. The first approach combined the creation of two-dimensional patterns to their application and to their modeling into three-dimensions. The second approach combined the work with computational support with work with physical models and mirrors and the analysis of the created patterns. And the third approach combined the computational tasks with work with two-dimensional physical shapes and mirrors. The student’s work was analyzed under aspects such as Discretion/ Continuity –the creation of isolated groups of shapes or continuous overlapped patterns; Generation of Meta-Shapes –the emergence of new shapes from the geometrical relation between the generative shape and the structure of the symmetrical arrangement; Modes of Representation –the visual aspects of the generative shape such as color and shading; Visual Reasoning –the derivation of 3D compositions from 2D patterns by their progressive analysis and recognition; Conscious Interaction –the simultaneous creation and analysis of symmetry compositions, whether with computational support or with physical shapes and mirrors. The combined work with computational support and with physical models and mirrors enhanced the students understanding on the extended concept of symmetry. The conscious creation and analysis of the patterns also stimulated the student’s understanding over the different semantic possibilities involved in the exploration of forms and shapes in two or three dimensions. The method allowed the development of both syntactic and semantic aspects of visual reasoning, enhancing the students’ visual repertoire. This constitutes an important strategy in the building of the cognitive abilities used in the architectural design process.
keywords Symmetry, Cognition, Computing, Visual reasoning, Design teaching
series SIGRADI
email
last changed 2016/03/10 09:47

_id acadia06_068
id acadia06_068
authors Elys, John
year 2006
title Digital Ornament
source Synthetic Landscapes [Proceedings of the 25th Annual Conference of the Association for Computer-Aided Design in Architecture] pp. 68-78
doi https://doi.org/10.52842/conf.acadia.2006.068
summary Gaming software has a history of fostering development of economical and creative methods to deal with hardware limitations. Traditionally the visual representation of gaming software has been a poor offspring of high-end visualization. In a twist of irony, this paper proposes that game production software leads the way into a new era of physical digital ornament. The toolbox of the rendering engine evolved rapidly between 1974-1985 and it is still today, 20 years later the main component of all visualization programs. The development of the bump map is of particular interest; its evolution into a physical displacement map provides untold opportunities of the appropriation of the 2D image to a physical 3D object.To expose the creative potential of the displacement map, a wide scope of existing displacement usage has been identified: Top2maya is a scientific appropriation, Caruso St John Architects an architectural precedent and Tord Boonje’s use of 2D digital pattern provides us with an artistic production precedent. Current gaming technologies give us an indication of how the resolution of displacement is set to enter an unprecedented level of geometric detail. As modernity was inspired by the machine age, we should be led by current technological advancement and appropriate its usage. It is about a move away from the simplification of structure and form to one that deals with the real possibilities of expanding the dialogue of surface topology. Digital Ornament is a kinetic process rather than static, its intentions lie in returning the choice of bespoke materials back to the Architect, Designer and Artist.
series ACADIA
email
last changed 2022/06/07 07:55

_id 585a
authors Gips, James Elliot
year 1974
title Shape grammars and their uses : artificial perception, shape generation and computer aesthetics
source Stanford University
summary Shape grammars are defined and their uses investigated. Shape grammars provide a means for the recursive specification of shapes. The formalism for shape grammars is designed to be easily usable and understandable by people and at the same time to be adaptable for use in computer programs. Shape grammars are similar to phrase structure grammars, which were developed by Chomsky. Where a phrase structure grammar is defined over an alphabet of symbols and generates a language of sequences of symbols, a shape grammar is defined over an alphabet of shapes and generates a language of shapes. The dissertation is divided into three sections and an Appendix. In the first section: Shape grammars are defined. Some simple examples are given for instructive purposes. Shape grammars are used to generate a new class of reversible figures. Shape grammars are given for some well-known mathematical curves (the Snowflake curve, a variation of Peano's curve, and Hubert's curve). To show the general computational power of shape grammars, a procedure that given any Turing machine constructs a shape grammar that simulates the operation of that Turing machine is presented. Related work on various formalisms for picture grammars is described. A symbolic characterization of shape grammars is given that is useful for implementing shape grammars in computer programs. In the second section, a program that uses a shape grammar to solve a perceptual task is described. The task involves analyzing and comparing line drawings that portray three -dimensional objects of a restricted type. The third section is divided into two parts. First, a formalism for generating paintings is defined. The primary component of this formalism is a shape grammar. The paintings generated are material representations of shapes specified by shape grammars. The computer implementation of this formalism is described. The second part is concerned with aesthetics. A formalism is defined for specifying an aesthetic viewpoint. The formalism is used to specify a particular aesthetic viewpoint for interpreting and evaluating paintings generated using shape grammars. This viewpoint has been implemented on the computer. The net result is that the program described in Section 3 can be used to interactively define the rules for producing a painting, can use the rules to generate and display the resulting painting, and can then evaluate the painting relative to the specific aesthetic viewpoint. Relationships between the formalism for aesthetic viewpoints and information theory and science are touched upon. Finally, the possibility of using this approach to aesthetics to write programs that automatically analyze presented art objects or design new art objects is explored. In the Appendix, a method for constructing the inverse of a Turing machine is presented. This construction was created in response to a problem that is described in the aesthetics section.
keywords Formal Languages; Computer Art; Aesthetics; Data Processing
series thesis:PhD
email
more http://jenson.stanford.edu
last changed 2003/02/12 22:37

_id 36
authors González, Carlos Guillermo
year 1998
title Una TecnologÌa Digital Para el Diseño: El Tde-Ac (A Digital Technology for Design: The Tde-Ac)
source II Seminario Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings / ISBN 978-97190-0-X] Mar del Plata (Argentina) 9-11 september 1998, pp. 274-279
summary TDE is a graphic language capable of notation of pure design operations, which offers an alternative to Monge and Perspective drawing. This language which was perfected and developed by Claudio Guerri in the late 80's, is originated in the Theory of Spatial Delimitation of CÈsar Janello (1974-1984). From 1995 onwards, and within the framework of the UBACyT AR025 Project (1995-1997), a software in order to apply the TDE through computer technology started to be developed. This work is carried out within the framework of the research program SPATIAL SEMIOTICS-DESIGN THEORY of the FADU-UBA directed by Claudio Guerri, and is continued in the UBACyT AR01 4 Project (1998-2000) "TDE-AC. Graphic language. TDE computer assisted". The computer tool TDE-AC, adds to this graphic language the power of the processing speed and a certain autonomy of interpretation and execution of design operations, which enables to visualize results with a remarkable speed in relation with manual or intellectual work in front of the drawing table. Trough the amplified projection on the screens of the program the stage of development and effectivity of TDE-AC will be demonstrated.
series SIGRADI
email
last changed 2016/03/10 09:52

_id a9c2
authors Gordon, William J. and Riesenfeld, Richard F.
year 1974
title Bernstein- Bezier Methods for the Computer-Aided Design of Free-Form Curves and Surfaces
source Journal of the ACM. April, 1974. vol. 21: pp. 293-310 : ill. includes bibliography
summary The mth degree Bernstein polynomial approximation to a function f defined over [0,1] is Em-o f(u/m) Ou(s), where the weights Ou(s) are binomial density functions. The Bernstein approximations inherit many of the global characteristics of f, like monotonicity and convexity, and they always are at least as 'smooth' as f, where 'smooth' refers to the number of undulations, the total variation, and the differentiability class of f. Historically, their relatively slow convergence in the Loo-norm has tended to discourage their use in practical applications. However, in a large class of problems the smoothness of an approximating function is of greater importance than closeness of fit. This is especially true in connection with problems of computer-aided geometric design of curves and surfaces where aesthetic criteria and the intrinsic properties of shape are major considerations. For this latter class of problems, P. Bezier of Renault has successfully exploited the properties of parametric Bernstein polynomials. The purpose of this paper is to analyze the Bezier techniques and to explore various extensions and generalizations. In a sequel, the authors consider the extension of the results contained herein to free-form curve and surface design using polynomial splines. These B-spline methods have several advantages over the techniques described in the present paper
keywords CAD, computer graphics, Bezier, curves, curved surfaces, representation, design, Bernstein, representation, B- splines, user interface, approximation, interpolation
series CADline
last changed 2003/06/02 13:58

_id 6d19
authors Reggini, Horacio C.
year 1974
title A Computer Program for Drawing Non- Classical Perspectives
source International Conference and Exhibition on Computers in Engineering and Building Design September, 1974. 5 p. ; [2]p. of ill.
summary This article deals with a new way of portraying a three- dimensional object on a two-dimensional plane surface. In classical perspective each point of an object or scene is projected upon a plane by means of a bundle of straight projection rays departing from a unique point or point of view. The author proposes a similar procedure except that the straight projection rays of classical perspective are replaced with special curved ones
keywords drawings, perspective, computer graphics
series CADline
last changed 2003/06/02 13:58

_id 49ce
authors Richens, P.
year 1974
title Proposal for a Combined Drafting and Scheduling System
source Design Office Consortium, Cambridge
series other
email
more http://www.arct.cam.ac.uk/research/pubs/
last changed 2000/03/05 19:05

_id 4096
authors Shaviv, Edna and Gali, Dov
year 1974
title A Model for Space Allocation in Complex Buildings : A Computer Graphics Approach
source Build International. England: Applied Science Publisher Ltd., 1974. vol. 7: pp. 493-517 : ill. includes bibliography
summary A model for the organization of activities in a complex building is presented. The model aimed at the minimization of an objective function based on circulation and subject to architectural constraints
keywords design, CAD, architecture, floor plans, synthesis, layout, space allocation, optimization
series CADline
email
last changed 2003/06/02 13:58

_id 053e
authors Shaviv, Edna, Hashimshony, Rivka and Wachman, A.
year 1974
title Decomposition of a Multi-Cell Complex -- A Problem in Physical Design
source November, 1974. 8 p. : ill., diagrams. includes bibliography
summary A method for decomposition of a multi-cell complex is suggested. The algorithm is based on successive splitting steps. At each step the set of elements is subdivided into at least two subgroups. The decomposition is carried out by translating the incidence matrix into a directed network and then applying a minimum-cut algorithm for finding the optimum cut-set. Various architectural constraints are incorporated in the decomposition algorithm. An example of an elementary school design problem is given to illustrate the suggested algorithm
keywords architecture, problem solving, algorithms, decomposition, graphs, synthesis, optimization, space allocation, layout, floor plans
series CADline
email
last changed 2003/06/02 10:24

_id 6a25
authors Barnhill, Robert E. and Riesenfeld, Richard F. (eds.)
year 1974
title Computer Aided Geometric Design
source New York: Academic Press [Conference Proceedings], 362 p.
summary This is the proceeding of the first international conference on Computer Aided Design. The papers are principally concerned with Coons Patches, Bezier curves, and various kind of splines, with their application to computer aided geometric design.
keywords Computational Geometry, Curved Surfaces, Bezier, Curves, Coons, Splines
series CADline
last changed 1999/02/15 14:56

_id caadria2007_353
id caadria2007_353
authors John, Elys
year 2007
title Digital Ornament
source CAADRIA 2007 [Proceedings of the 12th International Conference on Computer Aided Architectural Design Research in Asia] Nanjing (China) 19-21 April 2007
doi https://doi.org/10.52842/conf.caadria.2007.x.i5h
summary Gaming and visualisation software has a history of developing economical and creative methods to deal with hardware limitations. Traditionally the visual representation of gaming has been a poor offspring of high-end architectural visualisation. In a twist of irony, the paper proposes that game production software leads the way into a new era of physical digital ornament. The toolbox of the rendering engine evolved rapidly between 1974-85 and it is still today 20 years later the main component of all visualisation programs. The development of the bump map is of particular interest; its evolution into a physical displacement map provides untold opportunities in the appropriation of the 2D image to a physical artifact. Contemporary Architects in tandem have been mapping to the façade a new era of complex three-dimensional sculptural representation. The Architect, Designer and Artist now have the opportunity to appropriate the image map and use advanced visualisation technologies in the application of digital ornament.
series CAADRIA
email
last changed 2022/06/07 07:50

_id b518
authors Maver, T.W.
year 1974
title Evaluation of Design Performance
source Performance of Konference ja Metodologii Projektowania, (Ed: W Gasparki) Warsaw
series other
email
last changed 2003/06/02 15:00

_id 186e
authors Blinn, J.F. and Newell, M.E.
year 1976
title Texture and Reflection in Computer Generated Images
source Communications of the ACM 19 10 542-547
summary In 1974 Catmull developed a new algorithm for rendering images of bivariate surface patches. This paper describes extensions of this algorithm in the areas of texture simulation and lighting models. The parametrization of a patch defines a coordinate system which is used as a key for mapping patterns onto the surface. The intensity of the pattern at each picture element is computed as a weighted average of regions of the pattern definition function. The shape and size of this weighting function are chosen using digital signal processing theory. The patch rendering algorithm allows accurate computation of the surface normal to the patch at each picture element, permitting the simulation of mirror reflections. The amount of light coming from a given direction is modeled in a similar manner to the texture mapping and then added to the intensity obtained from the texture mapping. Several examples of images synthesized using these new techniques are included.
series journal paper
last changed 2003/11/21 15:16

_id 62c4
authors Blinn, James F. and Newell, Martin E.
year 1976
title Texture and Reflection in Computer Generated Images
source communications of the ACM October, 1976. vol. 19: pp. 542-547 : ill. (col.). includes bibliography.
summary In 1974 Catmull developed a new algorithm for rendering images of bivariate surface patches. This paper describes extensions of this algorithm in the areas of texture simulation and lighting models. The parametrization of a patch defines a coordinate system which is used as a key for mapping patterns onto the surface. The intensity of the pattern at each picture element is computed as a weighted average of regions of the pattern definition function. The shape and size of this weighting function are chosen using digital signal processing theory. The patch rendering algorithm allows accurate computation of the surface normal to the patch at each picture element, permitting the simulation of mirror reflections. The amount of light coming from a given direction is modeled in a similar manner to the texture mapping and then added to the intensity obtained from the texture mapping. Several examples of images synthesized using these new techniques are included
keywords algorithms, computer graphics, shading, hidden surfaces, texture mapping, curved surfaces, rendering
series CADline
last changed 2003/06/02 13:58

_id cdb0
authors Finkel, R. A. and Bentley, Jon L.
year 1974
title Quad Trees : A Data Structure for Retrieval on Composite Keys
source Acta Informatica. 1974. vol. 4: pp. 1-9 : ill. includes bibliography
summary The quad tree is a data structure appropriate for storing information to be retrieved on composite keys. The paper discusses the specific case of two-dimensional retrieval, although the structure is easily generalized to arbitrary dimensions. Algorithms are given both for straightforward insertion and for a type of balanced insertion into quad trees. Empirical analyses show that the average time for insertion is logarithmic with the tree size. An algorithm for retrieval within regions is presented along with data from empirical studies which imply that searching is reasonably efficient. The paper defines an optimized tree and presents an algorithm to accomplish optimization in n log n time. Searching is guaranteed to be fast in optimized trees. Remaining problems include those of deletion from quad trees and merging of quad trees, which seem to be inherently difficult operations
keywords quadtree, data structures, algorithms, search, sorting
series CADline
last changed 2003/06/02 13:58

_id 4156
authors Freeman, Herbert
year 1974
title Computer Processing of Line-Drawing Images
source March, 1974. vol. 6: pp. 57-97 : ill. includes bibliography
summary This paper describes various forms of line drawing representation, compares different schemes of quantization, and reviews the manner in which a line drawing can be extracted from a tracing or a photographic image. The subjective aspects of a line drawing are examined. Different encoding schemes are compared, with emphasis on the so-called chain code which is convenient for highly irregular line drawings. The properties of chain-coded line drawings are derived, and algorithms are developed for analyzing line drawings to determine various geometric features. Procedures are described for rotating, expanding, and smoothing line structures, and for establishing the degree of similarity between two contours by a correlation technique. Three applications are described in detail: automatic assembly of jigsaw puzzles, map matching, and optimum two-dimensional template layout
keywords image processing, computer graphics, B-rep, mapping
series CADline
last changed 1999/02/12 15:08

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