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 20 of 219

_id a620
authors Asanowicz, Alexander
year 1991
title Unde et Quo
source Experiences with CAAD in Education and Practice [eCAADe Conference Proceedings] Munich (Germany) 17-19 October 1991
doi https://doi.org/10.52842/conf.ecaade.1991.x.t1s
summary To begin with, I would like to say a few words about the problem of alienation of modern technologies which we also inevitably faced while starting teaching CAD at our department. Quite often nowadays a technology becomes a fetish as a result of lack of clear goals in human mind. There are multiple technologies without sense of purpose which turned into pure experiments. There is always the danger of losing purposeness and drifting toward alienation. The cause of the danger lies in forgetting about original goals while mastering and developing the technology. Eventually the original idea is ignored and a great gap appears between technical factors and creativity. We had the danger of alienation in mind when preparing the CAAD curriculum. Trying to avoid the tension between technical and creative elements we agreed not to introduce CAD too soon then the fourth year of studies and continue it for two semesters. One thing was clear - we should not teach the technique of CAD but how to design using a computer as a medium. Then we specified projects. The first was called "The bathroom I dream of" and meant to be a 2D drawing. The four introductory meetings were in fact teaching foundations of DOS, then a specific design followed with the help of AutoCAD program. In the IX semester, for example, it was "A family house" (plans, facades, perspective). "I have to follow them - I am their leader" said L.J. Peter in "The Peter's Prescription". This quotation reflects exactly the situation we find ourselves in teaching CAAD at our department. It means that ever growing students interest in CAAD made us introduce changes in the curriculum. According to the popular saying, "The more one gets the more one wants", so did we and the students feel after the first semester of teaching CAD. From autumn 1991 CAAD classes will be carried from the third year of studying for two consecutive years. But before further planning one major steep had to be done - we decided to reverse the typical of the seventies approach to the problem when teaching programming languages preceded practical goals hence discouraging many learners.

series eCAADe
email
last changed 2022/06/07 07:50

_id 83b4
authors Tan, Milton
year 1991
title Themes for Schemes: Design Creativity as the Conceptualization, Transformation, and Representation of Emergent Forms
source Harvard University, Graduate School of Design
summary Architects, graphic designers, and others frequently develop designs by picking out and transforming subshapes of two-dimensional or three-dimensional shapes. Shape grammars formalize this aspect of design by specifying rules of the form $a /to b$: the left-hand side a describes a type of subshape that may be picked out, while the right-hand side b describes what that type of subshape may become. Designs in the language specified by a shape grammar are derived by recursively applying the shape transformation rules to a starting shape. To apply a shape-transformation rule automatically, a computer system, must have the capacity to recognize instances of the type of subshape specified on the left-hand side of the rule. Sometimes such instances are explicitly input by the designer, and explicitly represented in a data structure: in this case, recognition is a relatively straightforward task. But there may also be 'emergent' instances that were not explicitly input, and are only indirectly represented in the data structure. These emergent instances are potentially numerous, and may be extremely difficult to discover. This thesis focuses on mechanisms for picking out and transforming subshapes. The first three chapters place the issue in its broadest context by arguing that different designers--bringing different knowledge and attitudes to the task--will pick out and pay attention to different subshapes in a drawing. This contention is supported by introducing some of the relevant literature on perception, problem-solving, and creativity. Chapter 4 introduces shape grammars to provide a more formal framework for investigating this topic. Chapter 5 describes the properties and limitations of Topdown--a computer program which supports design by applying the rules of a shape grammar, but does not provide for recognition of emergent subshapes. Chapter 6 introduces ECART, a computer program which supports efficient recognition and transformation of emergent subshapes, and demonstrates how its performance transcends that of Topdown. Examination of the results produced by ECART suggest that a designer's conceptual filter--the repertoire of subshape types that he or she can recognize in a drawing--plays a crucial role in the development of design ideas.  
keywords Computer Graphics; Computer Software; Development
series thesis:PhD
email
last changed 2003/02/12 22:37

_id 0aba
authors Carrara, Gianfranco, Kalay, Yehuda E. and Novembri, Gabriele
year 1991
title Intelligent Systems for Supporting Architectural Design
source Computer Aided Architectural Design Futures: Education, Research, Applications [CAAD Futures ‘91 Conference Proceedings / ISBN 3-528-08821-4] Zürich (Switzerland), July 1991, pp. 191-202
summary Design can be considered a process leading to the definition of a physical form that achieves a certain predefined set of objectives. The process comprises three distinct operations: (1) definition of the desired set of performance criteria (design goals); (2) production of alternative design solutions; (3) evaluation of the expected performances of alternative design solutions, and comparing them to predefined criteria. Difficulties arise in performing each one of the three operations, as well as in combining them into a purposeful, unified process. First, it is difficult to define the desired performance criteria prior to and independently of, the search for an acceptable solution that achieves them, since many aspects of the desired criteria can only be discovered through the search for an acceptable solution. Furthermore, the search for such a solution may well alter the definition of these criteria, as new criteria and incompatibilities between existing criteria are discovered. Second the generation of a design solution is a task demanding creativity, judgement, and experience, all three of which are difficult to define, teach, and otherwise capture in some explicit manner. Third, it is difficult to evaluate the expected performances of alternative design solutions and to compare them to the predefined criteria. Design parameters interact with each other in complex ways, which cause effects and side effects. Predicting the expected performances of even primary effects involves extrapolating non-physical characteristics from the proposed solution's physical organization, a process which relies on a host of assumptions (physical, sociological, psychological, etc.) and hence is seldom a reliable measure. A fourth problem arises from the need to coordinate the three operations in an iterative process that will converge on an acceptable design solution in reasonable time. Computational techniques that were developed in the past to assist designers in performing the above mentioned activities have shown limitations and proved inadequate to a large degree. In this paper we discuss the work in progress aimed at developing an intelligent support system for building and architectural design, which will be able to play a decisive role in the definition, evaluation and putting into effect of the design choices.
series CAAD Futures
email
last changed 2003/05/16 20:58

_id 00bc
authors Chen, Chen-Cheng
year 1991
title Analogical and inductive reasoning in architectural design computation
source Swiss Federal Institute of Technology, ETH Zurich
summary Computer-aided architectural design technology is now a crucial tool of modern architecture, from the viewpoint of higher productivity and better products. As technologies advance, the amount of information and knowledge that designers can apply to a project is constantly increasing. This requires development of more advanced knowledge acquisition technology to achieve higher functionality, flexibility, and efficient performance of the knowledge-based design systems in architecture. Human designers do not solve design problems from scratch, they utilize previous problem solving episodes for similar design problems as a basis for developmental decision making. This observation leads to the starting point of this research: First, we can utilize past experience to solve a new problem by detecting the similarities between the past problem and the new problem. Second, we can identify constraints and general rules implied by those similarities and the similar parts of similar situations. That is, by applying analogical and inductive reasoning we can advance the problem solving process. The main objective of this research is to establish the theory that (1) design process can be viewed as a learning process, (2) design innovation involves analogical and inductive reasoning, and (3) learning from a designer's previous design cases is necessary for the development of the next generation in a knowledge-based design system. This thesis draws upon results from several disciplines, including knowledge representation and machine learning in artificial intelligence, and knowledge acquisition in knowledge engineering, to investigate a potential design environment for future developments in computer-aided architectural design. This thesis contains three parts which correspond to the different steps of this research. Part I, discusses three different ways - problem solving, learning and creativity - of generating new thoughts based on old ones. In Part II, the problem statement of the thesis is made and a conceptual model of analogical and inductive reasoning in design is proposed. In Part III, three different methods of building design systems for solving an architectural design problem are compared rule-based, example-based, and case-based. Finally, conclusions are made based on the current implementation of the work, and possible future extensions of this research are described. It reveals new approaches for knowledge acquisition, machine learning, and knowledge-based design systems in architecture.
series thesis:PhD
email
last changed 2003/05/10 05:42

_id caadria2007_659
id caadria2007_659
authors Chen, Zi-Ru
year 2007
title The Combination of Design Media and Design Creativity _ Conventional and Digital Media
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.w5x
summary Creativity is always interested in many fields, in particular, creativity and design creativity have many interpretations (Boden, 1991; Gero and Maher, 1992, 1993; Kim, 1990; Sternberg, 1988; Weisberg, 1986). In early conceptual design process, designers used large number of sketches and drawings (Purcell and Gero, 1998). The sketch can inspire the designer to increase the creativity of the designer’s creations(Schenk, 1991; Goldschmidt, 1994; Suwa and Tversky, 1997). The freehand sketches by conventional media have been believed to play important roles in processes of the creative design thinking(Goldschmidt, 1991; Schon and Wiggins, 1992; Goel, 1995; Suwa et al., 2000; Verstijnen et al., 1998; Elsas van and Vergeest, 1998). Recently, there are many researches on inspiration of the design creativity by digital media(Liu, 2001; Sasada, 1999). The digital media have been used to apply the creative activities and that caused the occurrenssce of unexpected discovery in early design processes(Gero and Maher, 1993; Mitchell, 1993; Schmitt, 1994; Gero, 1996, 2000; Coyne and Subrahmanian, 1993; Boden, 1998; Huang, 2001; Chen, 2001; Manolya et al. 1998; Verstijinen et al., 1998; Lynn, 2001). In addition, there are many applications by combination of conventional and digital media in the sketches conceptual process. However, previous works only discussed that the individual media were related to the design creativity. The cognitive research about the application of conceptual sketches design by integrating both conventional and digital media simultaneously is absent.
series CAADRIA
email
last changed 2022/06/07 07:50

_id sigradi2016_710
id sigradi2016_710
authors Duarte, Rovenir Bertola; Lepri, Louisa Savignon; Sanches, Malu Magalh?es
year 2016
title Objectile e o projeto paramétrico [Objectile and parametric design]
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.149-156
summary The objectile was a concept developed by Deleuze and Cache in the 80s. It treats the object as a variable and anticipates the society of obsolescence, an inquiry about the contemporary life of the object (marketing, function, representation, modeling, production and consumption). This concept deals with the object where“... fluctuation of the norm replaces the permanence of a law; where the object assumes a place in a continuum by variation” (Deleuze, 1991, p.38). This paper proposes to think objectile as the object of the architectural design, on three types of approximations between design and objectile: (a) Objectile as variable of the design, (b) Objectile as a design variable, and (c) Objectile as architecture (variable architecture). The second approximation (b) enables to discuss the conception of continuous design with power to cross other projects - a meta-design. The main aspect of this meta-design is the variability, another way of control based on concepts of patterns and modulations; however, objectile can mean the release of mind for new types of thought and new kinds of design based on “continuum by variation”: meta-design.
keywords Objectile; parametric design; Gilles Deleuze; Modulado; Digital design
series SIGRADI
email
last changed 2021/03/28 19:58

_id 218a
authors Ervin, Stephen M.
year 1991
title Intra-Medium and Inter-Media Constraints
source Computer Aided Architectural Design Futures: Education, Research, Applications [CAAD Futures ‘91 Conference Proceedings / ISBN 3-528-08821-4] Zürich (Switzerland), July 1991, pp. 365-380
summary Designers work with multiple representations in a variety of media to express and explore different kinds of knowledge. The advantages of multi-media in design are well- known, and exemplified by the current interest in 'hyper-media' approaches to knowledge exploration. A principal activity in working between views in one medium (e.g. plan, section and perspective drawings), or between different representations (diagrams, maps, graphs, pictures, e.g.) is extrapolating decisions made in one view or medium over to others, so that some consistency is maintained, and implications can be explored. The former kind of consistency maintenance (intra-medium) is beginning to be well understood techniques for constraint expression., satisfaction and propagation are starting to appear in 'smart CAD' systems. The latter kind of consistency maintenance inter-media.) is different, less well understood, and will require new mechanisms for constraint management and exploration. Experiments, hypotheses, and solutions in this direction will be central to any effort that seeks to explain, emulate or assist the integrative, synthetic reasoning that characterizes environmental design and planning. This paper examines some of the characteristics and advantages of intra and inter-media constraint exploration, describes a prototype "designers workstation" and some experiments in the context of landscape planning and design, and lays out some directions for development of these ideas in future computer aided design systems.
series CAAD Futures
last changed 1999/04/07 12:03

_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 17:25

_id a425
authors Gero, John S. and Maher, Mary Lou
year 1991
title Mutation and Analogy to Support Creativity in Computer-Aided Design
source Computer Aided Architectural Design Futures: Education, Research, Applications [CAAD Futures ‘91 Conference Proceedings / ISBN 3-528-08821-4] Zürich (Switzerland), July 1991, pp. 261-270
summary Creative processes in computer-aided design are identified as those that introduce new design variables into the design process. This paper describes the ideas behind the development of a computational model of creative processes in design. This computational model is founded on the use of mutation and analogy processes working in tandem using design prototypes as the representation scheme
series CAAD Futures
email
last changed 2003/05/16 20:58

_id dfec
authors Hornyanszky-Dalholm, Elisabeth and Rydberg-Mitchell, Birgitta
year 1991
title THE FULL-SCALE METHOD AS A TOOL FOR PARTICIPATION
source Proceedings of the 3rd European Full-Scale Modelling Conference / ISBN 91-7740044-5 / Lund (Sweden) 13-16 September 1990, pp. 23-30
summary In Lund the full-scale laboratory is mainly used as a tool for citizen or user participation. Our intention is to develop the full-scale method further for this purpose. For several years now, we have carried through projects together with different users - mainly people from various types of working-places but recently also with dwellers. Most of our work has been financed by our clients, i.e. private enterprises, trade unions, county councils or municipalities, but since this summer we also receive support from the Swedish Council for Building Research. We have worked with many types of environments and their specific problems, but thanks to the research money we will now have an opportunity to develop our method in a more conscious manner. The purpose of our research is to increase the awareness of the different mechanisms involved in the participant/user process. We want to improve and refine our method and evaluate its advantages and disadvantages compared to other media for spatial communication. In our research program we will now present some criteria that have developed from our previous experiences and which we find essential to our future work.
keywords Full-scale Modeling, Model Simulation, Real Environments
series other
type normal paper
email
more http://info.tuwien.ac.at/efa
last changed 2004/05/04 15:16

_id ca47
authors Lee, Shu Wan
year 1996
title A Cognitive Approach to Architectural Style Several Characteristics of Design Thinking in Architecture
source CAADRIA ‘96 [Proceedings of The First Conference on Computer Aided Architectural Design Research in Asia / ISBN 9627-75-703-9] Hong Kong (Hong Kong) 25-27 April 1996, pp. 223-226
doi https://doi.org/10.52842/conf.caadria.1996.223
summary Designing is a complicated human behaviour and method, and is often treated as a mysterious "black box” operation in human mind. In the early period as for theory-studying of design thinking, the way of thinking that the researchers took were mostly descriptive discussions. Therefore, they lacked direct and empirical evidence although those studies provided significant exploration of design thinking (Wang, 1995). In recent years as for the study of cognitive science, they have tried to make design "glass box”. That is to try to make the thinking processes embedded in designers publicized. That is also to externalize the design procedure which provided the design studies another theoretical basis of more accurate and deeply researched procedure (Jones, 1992). Hence the studying of design thinking has become more important and the method of designing has also progressed a lot. For example, the classification of the nature of design problem such as ill-defined and well-defined (Newell, Shaw, and Simon, 1967), and different theoretical procedure modes for different disciplines, such as viewing architectural models as conjecture-analysis models and viewing engineering models as analysis-synthesis (Cross, 1991).
series CAADRIA
last changed 2022/06/07 07:52

_id eee5
authors Luczak, H., Beitz, W., Springer, J. and Langner, T.
year 1991
title Frictions and Frustrations in Creative-Informatory Work with Computer Aided Design -- CAD-Systems -- Congress I: Work with Terminals: HEALTH ASPECTS: WORKLOAD, STRESS AND STRAIN AND IRREGULAR WORKING HOURS; Causes and Measures of Stress
source Proceedings of the Fourth International Conference on Human-Computer Interaction 1991 v.1 pp. 175-179
summary The effects of computer aided design work on the design process are analysed by field experiments. The study focuses on the influence of 3 different design tasks (standard tasks) and 11 CAD-systems (2D and 3D), taking into account the performance and strain measurements of 43 subjects (15 design engineers, 8 technicians, 17 draughtsmen, 3 trainees). The 3 standard tasks differ in performance measurements, especially in time spent on task, quantity of generated elements, not in the quality of the solution. The kind of CAD-system influences the time spent on task as well as the design performance, with significant differences of up to 100%. The same tendency can be diagnosed in a comparison of 2D and 3D systems. During the use of different functions of the CAD-system, strain effects are identified by cross-correlation with continuously measured physiological parameters, even with CAD-functions which should reduce stresses of routine work. Deficits and complications in the handling of CAD-systems increase with the complexity of the system and thus cause an antinome effect on performance and strain of its operators: creativity is reduced by frictions and frustrations in system handling even if operators are highly trained.
keywords Stressor Analysis; Performance Measurement; Field-Experiment; Design Process
series other
last changed 2002/07/07 16:01

_id ga0010
id ga0010
authors Moroni, A., Zuben, F. Von and Manzolli, J.
year 2000
title ArTbitrariness in Music
source International Conference on Generative Art
summary Evolution is now considered not only powerful enough to bring about the biological entities as complex as humans and conciousness, but also useful in simulation to create algorithms and structures of higher levels of complexity than could easily be built by design. In the context of artistic domains, the process of human-machine interaction is analyzed as a good framework to explore creativity and to produce results that could not be obtained without this interaction. When evolutionary computation and other computational intelligence methodologies are involved, every attempt to improve aesthetic judgement we denote as ArTbitrariness, and is interpreted as an interactive iterative optimization process. ArTbitrariness is also suggested as an effective way to produce art through an efficient manipulation of information and a proper use of computational creativity to increase the complexity of the results without neglecting the aesthetic aspects [Moroni et al., 2000]. Our emphasis will be in an approach to interactive music composition. The problem of computer generation of musical material has received extensive attention and a subclass of the field of algorithmic composition includes those applications which use the computer as something in between an instrument, in which a user "plays" through the application's interface, and a compositional aid, which a user experiments with in order to generate stimulating and varying musical material. This approach was adopted in Vox Populi, a hybrid made up of an instrument and a compositional environment. Differently from other systems found in genetic algorithms or evolutionary computation, in which people have to listen to and judge the musical items, Vox Populi uses the computer and the mouse as real-time music controllers, acting as a new interactive computer-based musical instrument. The interface is designed to be flexible for the user to modify the music being generated. It explores evolutionary computation in the context of algorithmic composition and provides a graphical interface that allows to modify the tonal center and the voice range, changing the evolution of the music by using the mouse[Moroni et al., 1999]. A piece of music consists of several sets of musical material manipulated and exposed to the listener, for example pitches, harmonies, rhythms, timbres, etc. They are composed of a finite number of elements and basically, the aim of a composer is to organize those elements in an esthetic way. Modeling a piece as a dynamic system implies a view in which the composer draws trajectories or orbits using the elements of each set [Manzolli, 1991]. Nonlinear iterative mappings are associated with interface controls. In the next page two examples of nonlinear iterative mappings with their resulting musical pieces are shown.The mappings may give rise to attractors, defined as geometric figures that represent the set of stationary states of a non-linear dynamic system, or simply trajectories to which the system is attracted. The relevance of this approach goes beyond music applications per se. Computer music systems that are built on the basis of a solid theory can be coherently embedded into multimedia environments. The richness and specialty of the music domain are likely to initiate new thinking and ideas, which will have an impact on areas such as knowledge representation and planning, and on the design of visual formalisms and human-computer interfaces in general. Above and bellow, Vox Populi interface is depicted, showing two nonlinear iterative mappings with their resulting musical pieces. References [Manzolli, 1991] J. Manzolli. Harmonic Strange Attractors, CEM BULLETIN, Vol. 2, No. 2, 4 -- 7, 1991. [Moroni et al., 1999] Moroni, J. Manzolli, F. Von Zuben, R. Gudwin. Evolutionary Computation applied to Algorithmic Composition, Proceedings of CEC99 - IEEE International Conference on Evolutionary Computation, Washington D. C., p. 807 -- 811,1999. [Moroni et al., 2000] Moroni, A., Von Zuben, F. and Manzolli, J. ArTbitration, Las Vegas, USA: Proceedings of the 2000 Genetic and Evolutionary Computation Conference Workshop Program – GECCO, 143 -- 145, 2000.
series other
email
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id 098a
authors Perron, Richard and Miller, Deron
year 1991
title Landscape of the Mind
source Reality and Virtual Reality [ACADIA Conference Proceedings / ISBN 1-880250-00-4] Los Angeles (California - USA) October 1991, pp. 71-86
doi https://doi.org/10.52842/conf.acadia.1991.071
summary The focus of this article is the exploration of landscape and the question of representation, more specifically how landscape principles can be represented through computation. It is a quest for essential qualities, through an application of philosophical questioning, and a response to a human perception of reality. Reality, as an invention of the human mind, is often thought of as a set of accepted conventions and constructs. Such a reality has an inherent dependency upon cognition where spatial and temporal principles may be defined within the natural and built environment, and further embraced within a cultural context. However, there also exist rules or relations that are neither invented nor formulated by the participants understanding. In effect these relations may not have been effectively articulated, a result perhaps of unfamiliar cues. Therefore, to the participant, these relations reside in the realm of the unknown or even the mystic. The aesthetic often resides in the realm of the mystic. The discovery of the aesthetic, is often an experience that comes from encountering physical and essential beauty where it has been produced through unconscious relations, perceived, yet transcending human understanding. The aspects of space and time, spatial and temporal properties and relations of things and events, are generally accepted conventions. Yet, the existence of a time order, is often not perceived. An understanding of spatial temporal properties may involve a temporal detachment from convention, allowing the release of previously unknown patterns and relations. Virtual realities are well constructed simulations of our environments, yet they may lack the embedded essential qualities of place. Virtual reality should transcend human perception and traditional modes of understanding, and most importantly our limited notions of the temporal nature of our environment. A desire to reach beyond the limits of perceived time order, may take us beyond existing sets of cultural values, and lead to the realization of new spatial/temporal conventions with the assistance of the computer.
series ACADIA
last changed 2022/06/07 08:00

_id 2abf
id 2abf
authors Rafi, A
year 2001
title Design creativity in emerging technologies
source In Von, H., Stocker, G. and Schopf, C. (Eds.), Takeover: Who’s doing art of tomorrow (pp. 41-54), New York: SpringerWein.
summary Human creativity works best when there are constraints – pressures to react to, to shape, to suggest. People are generally not very good at making it all up from scratch (Laurel, 1991). Emerging technology particularly virtual reality (VR) Multimedia and Internet is yet to be fully discovered as it allows unprecedented creative talent, ability, skill set, creative thinking, representation, exploration, observation and reference. In an effort to deliver interactive content, designers tend to freely borrow from different fields such as advertising, medicine, game, fine art, commerce, entertainment, edutainment, film-making and architecture (Rafi, Kamarulzaman, Fauzan and Karboulonis, 2000). As a result, content becomes a base that developers transfer the technique of conventional medium design media to the computer. What developers (e.g. artist and technologist) often miss is that to develop the emerging technology content based on the nature of the medium. In this context, the user is the one that will be the best judge to value the effectiveness of the content.

The paper will introduce Global Information Infrastructure (GII) that is currently being developed in the Asian region and discuss its impact on the Information Age society. It will further highlight the ‘natural’ value and characteristics of the emerging technologies in particular Virtual Reality (VR), Multimedia and Internet as a guidance to design an effective, rich and innovative content development. This paper also argues that content designers of the future must not only be both artist and technologist, but artist and technologist that are aware of the re-convergence of art and science and context in which content is being developed. Some of our exploration at the Faculty of Creative Multimedia, Multimedia University will also be demonstrated. It is hoped that this will be the evidence to guide future ‘techno-creative designers’.

keywords design, creativity, content, emerging technologies
series book
type normal paper
email
last changed 2007/09/13 03:46

_id e336
authors Achten, H., Roelen, W., Boekholt, J.-Th., Turksma, A. and Jessurun, J.
year 1999
title Virtual Reality in the Design Studio: The Eindhoven Perspective
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 169-177
doi https://doi.org/10.52842/conf.ecaade.1999.169
summary Since 1991 Virtual Reality has been used in student projects in the Building Information Technology group. It started as an experimental tool to assess the impact of VR technology in design, using the environment of the associated Calibre Institute. The technology was further developed in Calibre to become an important presentation tool for assessing design variants and final design solutions. However, it was only sporadically used in student projects. A major shift occurred in 1997 with a number of student projects in which various computer technologies including VR were used in the whole of the design process. In 1998, the new Design Systems group started a design studio with the explicit aim to integrate VR in the whole design process. The teaching effort was combined with the research program that investigates VR as a design support environment. This has lead to increasing number of innovative student projects. The paper describes the context and history of VR in Eindhoven and presents the current set-UP of the studio. It discusses the impact of the technology on the design process and outlines pedagogical issues in the studio work.
keywords Virtual Reality, Design Studio, Student Projects
series eCAADe
email
last changed 2022/06/07 07:54

_id ecaade2010_040
id ecaade2010_040
authors Akdag, Suzan Girginkaya; Cagdas, Gulen; Guney, Caner
year 2010
title Analyzing the Changes of Bosphorus Silhouette
source FUTURE CITIES [28th eCAADe Conference Proceedings / ISBN 978-0-9541183-9-6] ETH Zurich (Switzerland) 15-18 September 2010, pp.815-823
doi https://doi.org/10.52842/conf.ecaade.2010.815
wos WOS:000340629400087
summary Due to improving technology and global competition today sky is the only limit for high towers of metropolitan areas. The increase in number of high rise has been ruining the silhouette of cities all over the world like Istanbul, whose identity and image have also been destroyed by skyscrapers dominating the seven slopes on which it was once built. The urbanization in Istanbul has somehow become homogenous and destructive over the topography. Despite of raising debates on the critical issue now and then, no analytical approach has ever been introduced. The research therefore, aims to analyze the change of Bosphorus silhouette caused by the emergence of high rise blocks in Zincirlikuyu-Maslak route since it was defined as a Central Business District and a high rise development area by Bosphorus Conservation Law in 1991. ArcGIS Desktop software and its analyst extensions are used for mapping, analyzing and evaluating the urban development within years. The application is considered to be the initial step for a decision support system which will assist in assigning ground for high rise buildings in Istanbul.
keywords GIS; Bosphorus; Silhouette analysis; High rise buildings
series eCAADe
email
last changed 2022/06/07 07:54

_id 2560
authors Alkhoven, Patricia
year 1991
title The Reconstruction of the Past: The Application of New Techniques for Visualization and Research in Architectural History
source Computer Aided Architectural Design Futures: Education, Research, Applications [CAAD Futures ‘91 Conference Proceedings / ISBN 3-528-08821-4] Zürich (Switzerland), July 1991, pp. 549-566
summary This paper focuses on the visualization of historical architecture. The application of new Computer-Aided- Architectural-Design techniques for visualization on micro computers provides a technique for reconstructing and analyzing architectural objects from the past. The pilot project describes a case study in which the historical transformation of a town will be analyzed by using three- dimensional CAD models in combination with bitmap textures. The transformation of the historic town will be visualized in a space-time computer model in which bitmap textures enable us to display complex and relatively large architectural objects in detail. This three-dimensional descriptive model allows us to survey and analyze the history of architecture in its reconstructed context. It also provides a medium for researching the dynamics of urban management, since new combinations and arrangements with the individual architectural objects can be created. In this way, a new synthesis of the graphic material can reveal typologies and the architectural ordering system of a town.
keywords 3D City modeling
series CAAD Futures
last changed 2003/11/21 15:15

_id 849b
authors Amiel, Maurice
year 1991
title NOTES ON IN-SITU – FULL-SCALE EXPERIMENTATION AND THE DESIGN PROFESSIONS
source Proceedings of the 3rd European Full-Scale Modelling Conference / ISBN 91-7740044-5 / Lund (Sweden) 13-16 September 1990, pp. 40-43
summary In the north american academic context a workshop is different from a paper session in that it is simply an opportunity to exchange ideas and to raise questions among colleagues who can bring to bear in their discussion various points of view and experiences otherwise unavailable.
keywords Full-scale Modeling, Model Simulation, Real Environments
series other
type normal paper
more http://info.tuwien.ac.at/efa
last changed 2004/05/04 15:18

_id 0ab2
authors Amor, R., Hosking, J., Groves, L. and Donn, M.
year 1993
title Design Tool Integration: Model Flexibility for the Building Profession
source Proceedings of Building Systems Automation - Integration, University of Wisconsin-Madison
summary The development of ICAtect, as discussed in the Building Systems Automation and Integration Symposium of 1991, provides a way of integrating simulation tools through a common building model. However, ICAtect is only a small step towards the ultimate goal of total integration and automation of the building design process. In this paper we investigate the next steps on the path toward integration. We examine how models structured to capture the physical attributes of the building, as required by simulation tools, can be used to converse with knowledge-based systems. We consider the types of mappings that occur in the often different views of a building held by these two classes of design tools. This leads us to examine the need for multiple views of a common building model. We then extend our analysis from the views required by simulation and knowledge-based systems, to those required by different segments of the building profession (e.g. architects, engineers, developers, etc.) to converse with such an integrated system. This indicates a need to provide a flexible method of accessing data in the common building model to facilitate use by different building professionals with varying specialities and levels of expertise.
series journal paper
email
last changed 2003/05/15 21:22

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