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 485

_id ddssup9601
id ddssup9601
authors Aoke, Yoshitsugu and Muraoka, Naoto
year 1996
title An optimization method of the facility location by genetic algorithm
source Timmermans, Harry (Ed.), Third Design and Decision Support Systems in Architecture and Urban Planning - Part two: Urban Planning Proceedings (Spa, Belgium), August 18-21, 1996
summary In planning of community-facilities, it is important to decide the facility location to provide the effective service for residents. The behavior of residents using the facility and the evaluation methods of the location have been studied. But, finding the optimum location is very hard in actual planning because the volume of calculation depends on the number of feasible locating points of facilities. To conquer the difficulty of searching the optimum location, we propose an optimization method using Genetic Algorithm. An alternative of location is expressed by a chromosome. Each chromosome consists of genes, and each gene expresses a located zone of the facility. We gave definitions of genetic procedures; crossing-over, mutation and selection. Alternatives of the facility location are generated by these genetic procedures like as life evolution. For each alternative, the behaviors of users are estimated by a spatial-interaction model, and the facilities that residents in each place choose are determined. The effectiveness of the location is measured by a total sum of distances between the facility and the user. After the confirmation of the effectiveness of our method by applying on ideal example problems, we applied it on the actual problem in Japanese town. By this method we could find the optimum location in about one-third time and effort as compared with the ordinal method.
series DDSS
last changed 2003/11/21 15:15

_id ddss2008-02
id ddss2008-02
authors Gonçalves Barros, Ana Paula Borba; Valério Augusto Soares de Medeiros, Paulo Cesar Marques da Silva and Frederico de Holanda
year 2008
title Road hierarchy and speed limits in Brasília/Brazil
source H.J.P. Timmermans, B. de Vries (eds.) 2008, Design & Decision Support Systems in Architecture and Urban Planning, ISBN 978-90-6814-173-3, University of Technology Eindhoven, published on CD
summary This paper aims at exploring the theory of the Social Logic of Space or Space Syntax as a strategy to define parameters of road hierarchy and, if this use is found possible, to establish maximum speeds allowed in the transportation system of Brasília, the capital city of Brazil. Space Syntax – a theory developed by Hillier and Hanson (1984) – incorporates the space topological relationships, considering the city shape and its influence in the distribution of movements within the space. The theory’s axiality method – used in this study – analyses the accessibility to the street network relationships, by means of the system’s integration, one of its explicative variables in terms of copresence, or potential co-existence between the through-passing movements of people and vehicles (Hillier, 1996). One of the most used concepts of Space Syntax in the integration, which represents the potential flow generation in the road axes and is the focus of this paper. It is believed there is a strong correlation between urban space-form configuration and the way flows and movements are distributed in the city, considering nodes articulations and the topological location of segments and streets in the grid (Holanda, 2002; Medeiros, 2006). For urban transportation studies, traffic-related problems are often investigated and simulated by assignment models – well-established in traffic studies. Space Syntax, on the other hand, is a tool with few applications in transport (Barros, 2006; Barros et al, 2007), an area where configurational models are considered to present inconsistencies when used in transportation (cf. Cybis et al, 1996). Although this is true in some cases, it should not be generalized. Therefore, in order to simulate and evaluate Space Syntax for the traffic approach, the city of Brasília was used as a case study. The reason for the choice was the fact the capital of Brazil is a masterpiece of modern urban design and presents a unique urban layout based on an axial grid system considering several express and arterial long roads, each one with 3 to 6 lanes,
keywords Space syntax, road hierarchy
series DDSS
last changed 2008/09/01 17:06

_id ecaade2024_230
id ecaade2024_230
authors Fekar, Hugo; Novák, Jan; Míča, Jakub; Žigmundová, Viktória; Suleimanova, Diana; Tsikoliya, Shota; Vasko, Imrich
year 2024
title Fabrication with Residual Wood through Scanning Optimization and Robotic Milling
doi https://doi.org/10.52842/conf.ecaade.2024.1.025
source Kontovourkis, O, Phocas, MC and Wurzer, G (eds.), Data-Driven Intelligence - Proceedings of the 42nd Conference on Education and Research in Computer Aided Architectural Design in Europe (eCAADe 2024), Nicosia, 11-13 September 2024, Volume 1, pp. 25–34
summary The project deals with the use of residual wood of tree stumps and roots through scanning, optimization and robotic milling. Wood logging residue makes up to 50 percent of the trees harvested biomass. (Hakkila and Parikka 2002). Among prevailing strategies is leaving residue on site, and recovering residue for bioenergy. (Perlack and others 2005). The project explores the third strategy, using parts of the logging residue for fabrication, which may reduce the overall amount of wood logging volume. Furthermore approach aims for applying residue in its natural form and taking advantage of specific local characteristics of wood (Desch and Dinwoodie 1996). The project applies the strategy on working with stump and roots of an oak tree. Due to considerations of scale, available milling technics and available resources, chosen goal of the approach is to create a functioning chair prototype. Among the problems of the approach is the complex shape of the residue, uneven quality of wood, varying humidity and contamination with soil. After cleaning and drying, the stump is scanned and a 3D model is created. The 3D model od a stump is confronted with a 3D modelled limits of the goal typology (height, width, length, sitting surface area and overal volume of a chair) and topological optimization algorithm is used to iteratively reach the desired geometry. Unlike in established topological optimization proces, which aims for a minimal volume, the project attempts to achieve required qualities with removing minimal amount of wood. Due to geometric complexity of both stump and goal object, milling with an 6axis industrial robotic arm and a rotary table was chosen as a fabrication method. The object was clamped to the board (then connected to a rotary table) in order to provide precise location and orientation in 3D space. The milling of the object was divided in two parts, with the seating area milled in higher detail. Overall process of working with a residual wood that has potential to be both effective and present aesthetic quality based on individual characteristics of wood. Further development can integrate a generative tool which would streamline the design and fabrication proces further.
keywords Robotic arm milling, Scanning, Residual wood
series eCAADe
email
last changed 2024/11/17 22:05

_id 3386
authors Gavin, L., Keuppers, S., Mottram, C. and Penn, A.
year 2001
title Awareness Space in Distributed Social Networks
source Proceedings of the Ninth International Conference on Computer Aided Architectural Design Futures [ISBN 0-7923-7023-6] Eindhoven, 8-11 July 2001, pp. 615-628
summary In the real work environment we are constantly aware of the presence and activity of others. We know when people are away from their desks, whether they are doing concentrated work, or whether they are available for interaction. We use this peripheral awareness of others to guide our interactions and social behaviour. However, when teams of workers are spatially separated we lose 'awareness' information and this severely inhibits interaction and information flow. The Theatre of Work (TOWER) aims to develop a virtual space to help create a sense of social awareness and presence to support distributed working. Presence, status and activity of other people are made visible in the theatre of work and allow one to build peripheral awareness of the current activity patterns of those who we do not share space with in reality. TOWER is developing a construction set to augment the workplace with synchronous as well as asynchronous awareness. Current, synchronous activity patterns and statuses are played out in a 3D virtual space through the use of symbolic acting. The environment itself however is automatically constructed on the basis of the organisation's information resources and is in effect an information space. Location of the symbolic actor in the environment can therefore represent the focus of that person's current activity. The environment itself evolves to reflect historic patterns of information use and exchange, and becomes an asynchronous representation of the past history of the organisation. A module that records specific episodes from the synchronous event cycle as a Docudrama forms an asynchronous information resource to give a history of team work and decision taking. The TOWER environment is displayed using a number of screen based and ambient display devices. Current status and activity events are supplied to the system using a range of sensors both in the real environment and in the information systems. The methodology has been established as a two-stage process. The 3D spatial environment will be automatically constructed or generated from some aspect of the pre-existing organisational structure or its information resources or usage patterns. The methodology must be extended to provide means for that structure to grow and evolve in the light of patterns of actual user behaviour in the TOWER space. We have developed a generative algorithm that uses a cell aggregation process to transcribe the information space into a 3d space. In stage 2 that space was analysed using space syntax methods (Hillier & Hanson, 1984; Hillier 1996) to allow the properties of permeability and intelligibility to be measured, and then these fed back into the generative algorithm. Finally, these same measures have been used to evaluate the spatialised behaviour that users of the TOWER space show, and will used to feed this back into the evolution of the space. The stage of transcription from information structure to 3d space through a generative algorithm is critical since it is this stage that allows neighbourhood relations to be created that are not present in the original information structure. It is these relations that could be expected to help increase social density.
keywords Algorithmic Form Generation, Distributed Workgroups, Space Syntax
series CAAD Futures
email
last changed 2006/11/07 07:22

_id 62a1
authors Maher, M.L. and Poon, J.
year 1996
title Modelling design exploration as co-evolution
source Microcomputers in Civil Engineering, 11:192-207
summary Most computer-based design tools assume designers work with a well defined problem. However, this assumption has been challenged by current research. The explorative aspect of design, especially during conceptual design, is not fully addressed. This paper introduces a model for problem-design exploration, and how this model can be implemented using the genetic algorithm (GA) paradigm. The basic GA, which does not support our exploration model, evaluates individuals from a population of design solutions with an unchanged fitness function. This approach to evaluation implements search with a prefixed goal. Modifications to the basic GA are required to support exploration. Two approaches to implement a co-evolving GA are presented and discussed in this paper: one in which the fitness function is represented within the genotype, and a second in which the fitness function is modelled as a separately evolving population of genotypes.
series journal paper
email
last changed 2003/04/23 15:50

_id 9b4d
authors Boerner, Wolfgang
year 2003
title The “Franziszeische Kataster” (land register) – Only a historial Map?
source CORP 2003, Vienna University of Technology, 25.2.-28.2.2003 [Proceedings on CD-Rom]
summary Franz I. of Austria that the legislative and technical hindrances were cleared away in order to commence with big changes. One cantruly say that it was due to his land tax patent from the 23rd of December 1817 that he founded the main land register of Austria andof the whole empire. The basic ideas of this patent are still valid today.This land register, named after it’s originator, was also said to be a “stabile” land register because the net profit rate, which wascrucial for the rating of taxation, was to be stabilized without giving consideration to higher productivity or diligence except to casesin which the fertility of the earth was destroyed by natural phenomenon.The land register was developed for the city of Vienna in the years 1819 to 1824. This land register of Vienna was scanned and digitized by the Urban Archaeology of Vienna. Since the launching of the “Kulturgüterkataster (Cultural Heritage Cadastre)“ in 1996, the individual municipal departments of the City of Vienna have developed a massive body of know-how regarding the various fields of interest. In particular, the inventoryingand evaluation of architectural objects as implemented by the City of Vienna could be easily adapted to other EU cities. It has alreadybeen suggested to initiate corresponding EU projects or participate in such.The long-time objective is an Internet portal. Based on the applications and competence developed in Vienna, the cultural assets of European metropolises could be digitised to present them in a novel forum. Lovers of culture, historians and urban planners would thus dispose of an instrument that renders urbanistic research much more efficient. Here, the “Franziszeischer Kataster“ could play a key role. Especially in the candidate countries in Eastern and South-eastern Europe, land surveying to this day would be unthinkable without this land register. A digital version of the register, could provide enormous support to the surveyor’s offices in the new Member States.
series other
email
last changed 2003/11/21 15:16

_id 18bc
authors Clay, Sharon and Wilhelms, Jane
year 1996
title Put: Language-Based Interactive Manipulation of Objects
source IEEE Computer Graphics and Applications
summary Describing a scene to a computer is an inherent task of computer graphics applications. Modeled scenes are typically built with direct placement techniques or specialized scripting languages. The scene description task could be greatly eased if natural language were an interactive control option. However, natural language understanding is notoriously difficult for computers. This difficulty is exacerbated in the case of computer graphics by the need for geometric output, not just "conceptual understanding" or high-level inferencing. General text-understanding techniques have not been successfully applied to scene generation. Typically, a few task-specific commands, such as "walk," are implemented as an ad-hoc collection of procedures. Our approach aims to separate the expressive power of fundamental natural concepts from the difficult task of text understanding. We are developing a 3D object placement system based on a combination of natural commands and interactive techniques. Guided by research in cognitive linguistics, we use basic spatial relationships--such as in, on, and at--and fundamental scene parameters--such as viewer location and object dimensionality--to identify regions of placement for objects in a scene. These natural commands can be used to quickly prototype a complex scene and constrain object placement.
series journal paper
last changed 2003/04/23 15:14

_id 90a7
authors Eastman, C.M.
year 1996
title Managing Integrity in Design Information Flows
source Computer Aided Design (May, 1996). 28:6n, pp. 551-565
summary The purpose of this work is to develop automatic methods of semantic integrity maintenance, in support of concurrent engineering. Semantic integrity relations in any final engineering design are built up incrementally, through the use of different computer applications. Here, the structure of these integrity relations are formalized for representation within a database. When changes to a design have to be made, they can invalidate integrity relations in other parts of the design. Formal methods are defined for identifying what data and integrity relations are invalidated by any change. Methods for making changes that minimize re-design are described and formalized. Opportunities for using semantic integrity to assess progress on a design are reviewed.
series journal paper
email
last changed 2003/04/23 15:14

_id b6a7
authors Jensen, K.
year 1996
title Coloured Petri Nets: Basic Concepts
source 2nd ed., Springer Verlag, Berlin
summary This book presents a coherent description of the theoretical and practical aspects of Coloured Petri Nets (CP-nets or CPN). It shows how CP-nets have been developed - from being a promising theoretical model to being a full-fledged language for the design, specification, simulation, validation and implementation of large software systems (and other systems in which human beings and/or computers communicate by means of some more or less formal rules). The book contains the formal definition of CP-nets and the mathematical theory behind their analysis methods. However, it has been the intention to write the book in such a way that it also becomes attractive to readers who are more interested in applications than the underlying mathematics. This means that a large part of the book is written in a style which is closer to an engineering textbook (or a users' manual) than it is to a typical textbook in theoretical computer science. The book consists of three separate volumes. The first volume defines the net model (i.e., hierarchical CP-nets) and the basic concepts (e.g., the different behavioural properties such as deadlocks, fairness and home markings). It gives a detailed presentation of many small examples and a brief overview of some industrial applications. It introduces the formal analysis methods. Finally, it contains a description of a set of CPN tools which support the practical use of CP-nets. Most of the material in this volume is application oriented. The purpose of the volume is to teach the reader how to construct CPN models and how to analyse these by means of simulation. The second volume contains a detailed presentation of the theory behind the formal analysis methods - in particular occurrence graphs with equivalence classes and place/transition invariants. It also describes how these analysis methods are supported by computer tools. Parts of this volume are rather theoretical while other parts are application oriented. The purpose of the volume is to teach the reader how to use the formal analysis methods. This will not necessarily require a deep understanding of the underlying mathematical theory (although such knowledge will of course be a help). The third volume contains a detailed description of a selection of industrial applications. The purpose is to document the most important ideas and experiences from the projects - in a way which is useful for readers who do not yet have personal experience with the construction and analysis of large CPN diagrams. Another purpose is to demonstrate the feasibility of using CP-nets and the CPN tools for such projects. Together the three volumes present the theory behind CP-nets, the supporting CPN tools and some of the practical experiences with CP-nets and the tools. In our opinion it is extremely important that these three research areas have been developed simultaneously. The three areas influence each other and none of them could be adequately developed without the other two. As an example, we think it would have been totally impossible to develop the hierarchy concepts of CP-nets without simultaneously having a solid background in the theory of CP-nets, a good idea for a tool to support the hierarchy concepts, and a thorough knowledge of the typical application areas.
series other
last changed 2003/04/23 15:14

_id 3a63
authors Kaynak, O.
year 1998
title Computational intelligence: soft computing and fuzzy-neuro integration with applications
source Springer, Berlin
summary Soft computing is a consortium of computing methodologies that provide a foundation for the conception, design, and deployment of intelligent systems and aims to formalize the human ability to make rational decisions in an environment of uncertainty and imprecision. This book is based on a NATO Advanced Study Institute held in 1996 on soft computing and its applications. The distinguished contributors consider the principal constituents of soft computing, namely fuzzy logic, neurocomputing, genetic computing, and probabilistic reasoning, the relations between them, and their fusion in industrial applications. Two areas emphasized in the book are how to achieve a synergistic combination of the main constituents of soft computing and how the combination can be used to achieve a high Machine Intelligence Quotient.
series other
last changed 2003/04/23 15:14

_id ddss9837
id ddss9837
authors Liu, Yu-Tung and Bai, Rui-Yuan
year 1998
title The roles of virtual reality, image processing, and multimedia in thedesign of public spaces: 1997 Hsinchu Project
source Timmermans, Harry (Ed.), Fourth Design and Decision Support Systems in Architecture and Urban Planning Maastricht, the Netherlands), ISBN 90-6814-081-7, July 26-29, 1998
summary This paper examines the procedure of visual impact analysis and assessment proposed by Rahman and reviews the use of CAD applications in urban projects in the real world. A preliminary computerized procedure for visual impact analysis and assessment is proposed. An experiments wasconducted in our laboratory to verify the preliminary procedure. In order to further study the revised procedure in real urban projects, it was also applied into the renew project of The Eastern Gate Plaza located in the center of city Hsinchu, Taiwan from 1996 to 1998. According to several face-to-face discussions with Hsinchu habitants, government officials, and professional designers, a final computerized procedure for visual impact analysis and assessment is concluded.
series DDSS
last changed 2003/08/07 16:36

_id c7e9
authors Maver, T.W.
year 2002
title Predicting the Past, Remembering the Future
source SIGraDi 2002 - [Proceedings of the 6th Iberoamerican Congress of Digital Graphics] Caracas (Venezuela) 27-29 november 2002, pp. 2-3
summary Charlas Magistrales 2There never has been such an exciting moment in time in the extraordinary 30 year history of our subject area, as NOW,when the philosophical theoretical and practical issues of virtuality are taking centre stage.The PastThere have, of course, been other defining moments during these exciting 30 years:• the first algorithms for generating building layouts (circa 1965).• the first use of Computer graphics for building appraisal (circa 1966).• the first integrated package for building performance appraisal (circa 1972).• the first computer generated perspective drawings (circa 1973).• the first robust drafting systems (circa 1975).• the first dynamic energy models (circa 1982).• the first photorealistic colour imaging (circa 1986).• the first animations (circa 1988)• the first multimedia systems (circa 1995), and• the first convincing demonstrations of virtual reality (circa 1996).Whereas the CAAD community has been hugely inventive in the development of ICT applications to building design, it hasbeen woefully remiss in its attempts to evaluate the contribution of those developments to the quality of the built environmentor to the efficiency of the design process. In the absence of any real evidence, one can only conjecture regarding the realbenefits which fall, it is suggested, under the following headings:• Verisimilitude: The extraordinary quality of still and animated images of the formal qualities of the interiors and exteriorsof individual buildings and of whole neighborhoods must surely give great comfort to practitioners and their clients thatwhat is intended, formally, is what will be delivered, i.e. WYSIWYG - what you see is what you get.• Sustainability: The power of «first-principle» models of the dynamic energetic behaviour of buildings in response tochanging diurnal and seasonal conditions has the potential to save millions of dollars and dramatically to reduce thedamaging environmental pollution created by badly designed and managed buildings.• Productivity: CAD is now a multi-billion dollar business which offers design decision support systems which operate,effectively, across continents, time-zones, professions and companies.• Communication: Multi-media technology - cheap to deliver but high in value - is changing the way in which we canexplain and understand the past and, envisage and anticipate the future; virtual past and virtual future!MacromyopiaThe late John Lansdown offered the view, in his wonderfully prophetic way, that ...”the future will be just like the past, onlymore so...”So what can we expect the extraordinary trajectory of our subject area to be?To have any chance of being accurate we have to have an understanding of the phenomenon of macromyopia: thephenomenon exhibitted by society of greatly exaggerating the immediate short-term impact of new technologies (particularlythe information technologies) but, more importantly, seriously underestimating their sustained long-term impacts - socially,economically and intellectually . Examples of flawed predictions regarding the the future application of information technologiesinclude:• The British Government in 1880 declined to support the idea of a national telephonic system, backed by the argumentthat there were sufficient small boys in the countryside to run with messages.• Alexander Bell was modest enough to say that: «I am not boasting or exaggerating but I believe, one day, there will bea telephone in every American city».• Tom Watson, in 1943 said: «I think there is a world market for about 5 computers».• In 1977, Ken Olssop of Digital said: «There is no reason for any individuals to have a computer in their home».The FutureJust as the ascent of woman/man-kind can be attributed to her/his capacity to discover amplifiers of the modest humancapability, so we shall discover how best to exploit our most important amplifier - that of the intellect. The more we know themore we can figure; the more we can figure the more we understand; the more we understand the more we can appraise;the more we can appraise the more we can decide; the more we can decide the more we can act; the more we can act themore we can shape; and the more we can shape, the better the chance that we can leave for future generations a trulysustainable built environment which is fit-for-purpose, cost-beneficial, environmentally friendly and culturally significactCentral to this aspiration will be our understanding of the relationship between real and virtual worlds and how to moveeffortlessly between them. We need to be able to design, from within the virtual world, environments which may be real ormay remain virtual or, perhaps, be part real and part virtual.What is certain is that the next 30 years will be every bit as exciting and challenging as the first 30 years.
series SIGRADI
email
last changed 2016/03/10 09:55

_id maver_083
id maver_083
authors Maver, T.W., Frame, I. and Chen, Y.
year 1996
title A Human-Centred Approach Towards Design Integration
source Published in Information Representation and Delivery in Civil and Structural Engineering Design. (Ed B. Kumar ) CIVIL COMP Press, UK, 105-116
summary Many past efforts have addressed design integration in terms of inter-operation among design tools/applications. In this paper the authors attempt to stress the social dimension of design and the role of explicit support for human level interaction during design systems integration. A humancentred approach will be proposed by taking design integration as collaborative use of design artifacts. A virtual studio environment framework will be presented as an integration vehicle to link social and technical dimensions within a human-human interaction context. A prototype virtual studio environment will be outlined, and a demonstration of using the VSE prototype presented. This will he followed by some discussion on the related research and further work.
series other
email
last changed 2003/09/03 15:01

_id maver_084
id maver_084
authors Maver, T.W., Frame, I. and Chen, Y.
year 1996
title The Development of a Virtual Studio Environment to Support Collaborative Building Design
source Design, Synergy, Collaboration - selected papers from DEcon Conference
summary This paper describes the development of a virtual studio environment to support collaborative working in the domain of building design. By applying and extending the real-world design studio model within the Internet-based distributed computing environments, the virtual studio concept has been refined as computerised settings, which integrate both the dispersed human designers and the distributed CAD applications. The hope is to achieve the similar effect as physical co-presence while providing extra advantages such as the support for automatic communication archiving and being less obtrusive than sharing a physical office. Like its real-world counterpart (which usually consists of the office, desks, file cabinets, instruments etc), such a virtual studio consists of the several major components, including a multi-user graphical user interface displaying the shared virtual workspace on each designer's workstation, distributed multimedia databases and CAD tools for processing the domain tasks, and rich human-human interaction facilities supporting a variety of communication modes. Advance distributed object computing technologies (0MG CORBA in particular) have been adopted for modelling and implementing the distributed systems, W3 (world-wide-web) technologies have also been exploited for constructing the distributed multi-media databases and an image communication kit. In contrast to the traditional CAD integration which is usually focused solely on the well-structured technical part of the product and process, the described research advocates a human-centred systems development strategy in which design is first of all taken as a process of social construction.
series other
email
last changed 2003/09/03 15:01

_id acadia16_140
id acadia16_140
authors Nejur, Andrei; Steinfeld, Kyle
year 2016
title Ivy: Bringing a Weighted-Mesh Representations to Bear on Generative Architectural Design Applications
doi https://doi.org/10.52842/conf.acadia.2016.140
source ACADIA // 2016: POSTHUMAN FRONTIERS: Data, Designers, and Cognitive Machines [Proceedings of the 36th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-0-692-77095-5] Ann Arbor 27-29 October, 2016, pp. 140-151
summary Mesh segmentation has become an important and well-researched topic in computational geometry in recent years (Agathos et al. 2008). As a result, a number of new approaches have been developed that have led to innovations in a diverse set of problems in computer graphics (CG) (Sharmir 2008). Specifically, a range of effective methods for the division of a mesh have recently been proposed, including by K-means (Shlafman et al. 2002), graph cuts (Golovinskiy and Funkhouser 2008; Katz and Tal 2003), hierarchical clustering (Garland et al. 2001; Gelfand and Guibas 2004; Golovinskiy and Funkhouser 2008), primitive fitting (Athene et al. 2004), random walks (Lai et al.), core extraction (Katz et al.) tubular multi-scale analysis (Mortara et al. 2004), spectral clustering (Liu and Zhang 2004), and critical point analysis (Lin et al. 20070, all of which depend upon a weighted graph representation, typically the dual of a given mesh (Sharmir 2008). While these approaches have been proven effective within the narrowly defined domains of application for which they have been developed (Chen 2009), they have not been brought to bear on wider classes of problems in fields outside of CG, specifically on problems relevant to generative architectural design. Given the widespread use of meshes and the utility of segmentation in GAD, by surveying the relevant and recently matured approaches to mesh segmentation in CG that share a common representation of the mesh dual, this paper identifies and takes steps to address a heretofore unrealized transfer of technology that would resolve a missed opportunity for both subject areas. Meshes are often employed by architectural designers for purposes that are distinct from and present a unique set of requirements in relation to similar applications that have enjoyed more focused study in computer science. This paper presents a survey of similar applications, including thin-sheet fabrication (Mitani and Suzuki 2004), rendering optimization (Garland et al. 2001), 3D mesh compression (Taubin et al. 1998), morphin (Shapira et al. 2008) and mesh simplification (Kalvin and Taylor 1996), and distinguish the requirements of these applications from those presented by GAD, including non-refinement in advance of the constraining of mesh geometry to planar-quad faces, and the ability to address a diversity of mesh features that may or may not be preserved. Following this survey of existing approaches and unmet needs, the authors assert that if a generalized framework for working with graph representations of meshes is developed, allowing for the interactive adjustment of edge weights, then the recent developments in mesh segmentation may be better brought to bear on GAD problems. This paper presents work toward the development of just such a framework, implemented as a plug-in for the visual programming environment Grasshopper.
keywords tool-building, design simulation, fabrication, computation, megalith
series ACADIA
type paper
email
last changed 2022/06/07 07:58

_id ga0026
id ga0026
authors Ransen, Owen F.
year 2000
title Possible Futures in Computer Art Generation
source International Conference on Generative Art
summary Years of trying to create an "Image Idea Generator" program have convinced me that the perfect solution would be to have an artificial artistic person, a design slave. This paper describes how I came to that conclusion, realistic alternatives, and briefly, how it could possibly happen. 1. The history of Repligator and Gliftic 1.1 Repligator In 1996 I had the idea of creating an “image idea generator”. I wanted something which would create images out of nothing, but guided by the user. The biggest conceptual problem I had was “out of nothing”. What does that mean? So I put aside that problem and forced the user to give the program a starting image. This program eventually turned into Repligator, commercially described as an “easy to use graphical effects program”, but actually, to my mind, an Image Idea Generator. The first release came out in October 1997. In December 1998 I described Repligator V4 [1] and how I thought it could be developed away from simply being an effects program. In July 1999 Repligator V4 won the Shareware Industry Awards Foundation prize for "Best Graphics Program of 1999". Prize winners are never told why they won, but I am sure that it was because of two things: 1) Easy of use 2) Ease of experimentation "Ease of experimentation" means that Repligator does in fact come up with new graphics ideas. Once you have input your original image you can generate new versions of that image simply by pushing a single key. Repligator is currently at version 6, but, apart from adding many new effects and a few new features, is basically the same program as version 4. Following on from the ideas in [1] I started to develop Gliftic, which is closer to my original thoughts of an image idea generator which "starts from nothing". The Gliftic model of images was that they are composed of three components: 1. Layout or form, for example the outline of a mandala is a form. 2. Color scheme, for example colors selected from autumn leaves from an oak tree. 3. Interpretation, for example Van Gogh would paint a mandala with oak tree colors in a different way to Andy Warhol. There is a Van Gogh interpretation and an Andy Warhol interpretation. Further I wanted to be able to genetically breed images, for example crossing two layouts to produce a child layout. And the same with interpretations and color schemes. If I could achieve this then the program would be very powerful. 1.2 Getting to Gliftic Programming has an amazing way of crystalising ideas. If you want to put an idea into practice via a computer program you really have to understand the idea not only globally, but just as importantly, in detail. You have to make hard design decisions, there can be no vagueness, and so implementing what I had decribed above turned out to be a considerable challenge. I soon found out that the hardest thing to do would be the breeding of forms. What are the "genes" of a form? What are the genes of a circle, say, and how do they compare to the genes of the outline of the UK? I wanted the genotype representation (inside the computer program's data) to be directly linked to the phenotype representation (on the computer screen). This seemed to be the best way of making sure that bred-forms would bare some visual relationship to their parents. I also wanted symmetry to be preserved. For example if two symmetrical objects were bred then their children should be symmetrical. I decided to represent shapes as simply closed polygonal shapes, and the "genes" of these shapes were simply the list of points defining the polygon. Thus a circle would have to be represented by a regular polygon of, say, 100 sides. The outline of the UK could easily be represented as a list of points every 10 Kilometers along the coast line. Now for the important question: what do you get when you cross a circle with the outline of the UK? I tried various ways of combining the "genes" (i.e. coordinates) of the shapes, but none of them really ended up producing interesting shapes. And of the methods I used, many of them, applied over several "generations" simply resulted in amorphous blobs, with no distinct family characteristics. Or rather maybe I should say that no single method of breeding shapes gave decent results for all types of images. Figure 1 shows an example of breeding a mandala with 6 regular polygons: Figure 1 Mandala bred with array of regular polygons I did not try out all my ideas, and maybe in the future I will return to the problem, but it was clear to me that it is a non-trivial problem. And if the breeding of shapes is a non-trivial problem, then what about the breeding of interpretations? I abandoned the genetic (breeding) model of generating designs but retained the idea of the three components (form, color scheme, interpretation). 1.3 Gliftic today Gliftic Version 1.0 was released in May 2000. It allows the user to change a form, a color scheme and an interpretation. The user can experiment with combining different components together and can thus home in on an personally pleasing image. Just as in Repligator, pushing the F7 key make the program choose all the options. Unlike Repligator however the user can also easily experiment with the form (only) by pushing F4, the color scheme (only) by pushing F5 and the interpretation (only) by pushing F6. Figures 2, 3 and 4 show some example images created by Gliftic. Figure 2 Mandala interpreted with arabesques   Figure 3 Trellis interpreted with "graphic ivy"   Figure 4 Regular dots interpreted as "sparks" 1.4 Forms in Gliftic V1 Forms are simply collections of graphics primitives (points, lines, ellipses and polygons). The program generates these collections according to the user's instructions. Currently the forms are: Mandala, Regular Polygon, Random Dots, Random Sticks, Random Shapes, Grid Of Polygons, Trellis, Flying Leap, Sticks And Waves, Spoked Wheel, Biological Growth, Chequer Squares, Regular Dots, Single Line, Paisley, Random Circles, Chevrons. 1.5 Color Schemes in Gliftic V1 When combining a form with an interpretation (described later) the program needs to know what colors it can use. The range of colors is called a color scheme. Gliftic has three color scheme types: 1. Random colors: Colors for the various parts of the image are chosen purely at random. 2. Hue Saturation Value (HSV) colors: The user can choose the main hue (e.g. red or yellow), the saturation (purity) of the color scheme and the value (brightness/darkness) . The user also has to choose how much variation is allowed in the color scheme. A wide variation allows the various colors of the final image to depart a long way from the HSV settings. A smaller variation results in the final image using almost a single color. 3. Colors chosen from an image: The user can choose an image (for example a JPG file of a famous painting, or a digital photograph he took while on holiday in Greece) and Gliftic will select colors from that image. Only colors from the selected image will appear in the output image. 1.6 Interpretations in Gliftic V1 Interpretation in Gliftic is best decribed with a few examples. A pure geometric line could be interpreted as: 1) the branch of a tree 2) a long thin arabesque 3) a sequence of disks 4) a chain, 5) a row of diamonds. An pure geometric ellipse could be interpreted as 1) a lake, 2) a planet, 3) an eye. Gliftic V1 has the following interpretations: Standard, Circles, Flying Leap, Graphic Ivy, Diamond Bar, Sparkz, Ess Disk, Ribbons, George Haite, Arabesque, ZigZag. 1.7 Applications of Gliftic Currently Gliftic is mostly used for creating WEB graphics, often backgrounds as it has an option to enable "tiling" of the generated images. There is also a possibility that it will be used in the custom textile business sometime within the next year or two. The real application of Gliftic is that of generating new graphics ideas, and I suspect that, like Repligator, many users will only understand this later. 2. The future of Gliftic, 3 possibilties Completing Gliftic V1 gave me the experience to understand what problems and opportunities there will be in future development of the program. Here I divide my many ideas into three oversimplified possibilities, and the real result may be a mix of two or all three of them. 2.1 Continue the current development "linearly" Gliftic could grow simply by the addition of more forms and interpretations. In fact I am sure that initially it will grow like this. However this limits the possibilities to what is inside the program itself. These limits can be mitigated by allowing the user to add forms (as vector files). The user can already add color schemes (as images). The biggest problem with leaving the program in its current state is that there is no easy way to add interpretations. 2.2 Allow the artist to program Gliftic It would be interesting to add a language to Gliftic which allows the user to program his own form generators and interpreters. In this way Gliftic becomes a "platform" for the development of dynamic graphics styles by the artist. The advantage of not having to deal with the complexities of Windows programming could attract the more adventurous artists and designers. The choice of programming language of course needs to take into account the fact that the "programmer" is probably not be an expert computer scientist. I have seen how LISP (an not exactly easy artificial intelligence language) has become very popular among non programming users of AutoCAD. If, to complete a job which you do manually and repeatedly, you can write a LISP macro of only 5 lines, then you may be tempted to learn enough LISP to write those 5 lines. Imagine also the ability to publish (and/or sell) "style generators". An artist could develop a particular interpretation function, it creates images of a given character which others find appealing. The interpretation (which runs inside Gliftic as a routine) could be offered to interior designers (for example) to unify carpets, wallpaper, furniture coverings for single projects. As Adrian Ward [3] says on his WEB site: "Programming is no less an artform than painting is a technical process." Learning a computer language to create a single image is overkill and impractical. Learning a computer language to create your own artistic style which generates an infinite series of images in that style may well be attractive. 2.3 Add an artificial conciousness to Gliftic This is a wild science fiction idea which comes into my head regularly. Gliftic manages to surprise the users with the images it makes, but, currently, is limited by what gets programmed into it or by pure chance. How about adding a real artifical conciousness to the program? Creating an intelligent artificial designer? According to Igor Aleksander [1] conciousness is required for programs (computers) to really become usefully intelligent. Aleksander thinks that "the line has been drawn under the philosophical discussion of conciousness, and the way is open to sound scientific investigation". Without going into the details, and with great over-simplification, there are roughly two sorts of artificial intelligence: 1) Programmed intelligence, where, to all intents and purposes, the programmer is the "intelligence". The program may perform well (but often, in practice, doesn't) and any learning which is done is simply statistical and pre-programmed. There is no way that this type of program could become concious. 2) Neural network intelligence, where the programs are based roughly on a simple model of the brain, and the network learns how to do specific tasks. It is this sort of program which, according to Aleksander, could, in the future, become concious, and thus usefully intelligent. What could the advantages of an artificial artist be? 1) There would be no need for programming. Presumbably the human artist would dialog with the artificial artist, directing its development. 2) The artificial artist could be used as an apprentice, doing the "drudge" work of art, which needs intelligence, but is, anyway, monotonous for the human artist. 3) The human artist imagines "concepts", the artificial artist makes them concrete. 4) An concious artificial artist may come up with ideas of its own. Is this science fiction? Arthur C. Clarke's 1st Law: "If a famous scientist says that something can be done, then he is in all probability correct. If a famous scientist says that something cannot be done, then he is in all probability wrong". Arthur C Clarke's 2nd Law: "Only by trying to go beyond the current limits can you find out what the real limits are." One of Bertrand Russell's 10 commandments: "Do not fear to be eccentric in opinion, for every opinion now accepted was once eccentric" 3. References 1. "From Ramon Llull to Image Idea Generation". Ransen, Owen. Proceedings of the 1998 Milan First International Conference on Generative Art. 2. "How To Build A Mind" Aleksander, Igor. Wiedenfeld and Nicolson, 1999 3. "How I Drew One of My Pictures: or, The Authorship of Generative Art" by Adrian Ward and Geof Cox. Proceedings of the 1999 Milan 2nd International Conference on Generative Art.
series other
email
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id e09a
authors Rüdiger, Bjarne
year 1996
title The Masonry House Raised as an Exhibition and Information Building
doi https://doi.org/10.52842/conf.ecaade.1996.387
source Education for Practice [14th eCAADe Conference Proceedings / ISBN 0-9523687-2-2] Lund (Sweden) 12-14 September 1996, pp. 387-390
summary At many schools of architecture the studies are directed to practical, professional use, and this fact results in different attitudes. But normally, it will be so that the longer the student goes in the study the more aspects from practice will be involved. Therefore, the studies passes from the work with the design itself and the more artistic sides to the work with planning and production. The basis of the educational progress and the professional level is research and development. Within CAD it is important that this research develops as well the theoretical foundation and includes experience in the practical use. An attitude which prioritizes the practical qualifications late in the studies has of course an effect in the CAD instruction. Tendencies to consider the computer to be a tool of drawing and visualization will dominate, and the work with structuralized information models for a general documentation has had minor interest until now, and this also includes the use of professional applications developed from different conventions in support of collaboration and quality control. The dialogue between the environment of education and research on one hand and the professional business in practice must be considered important for the developing process in the use of CAD and for the building of usable IT models. The work with "The Masonry House" and later "The Building Trade House" tries to expose how a deliberate structuralization of the CAD model early in the sketching- and planning process can support as well the more esthetic estimates as the building technology documentation. And also point out the professional qualifications bound up with 11 to be integrated in the study course.
series eCAADe
email
last changed 2022/06/07 07:56

_id 0331
authors Schmidt, K. and Rodden, T.
year 1996
title Putting it all together: Requirements for a CSCW platform
source ed. D. Shapiro, M. Tauber & R. Traunmueller, The Design of Computer Supported Cooperative Work and Groupware Systems, pp. 157-75. Amsterdam: Elsevier
summary CSCW systems have generally failed to meet the requirements of users in actual cooperative work settings, primarily due to constraints imposed by current platform architectures that do not adequately support the fluent transitions between formal and informal interaction or the inextricable interweaving of individual and cooperative work that characterizes everyday work practice. Based on a sociological conceptualization of cooperative work, the paper outlines the requirements for a CSCW platform that is characterized by a clear division of labour between CSCW applications that incorporate domain-specific mechanisms of interaction and a CSCW platform providing a set of generic techniques of communication accessible to CSCW and singleuser applications alike.
series other
last changed 2003/04/23 15:50

_id 3037
authors Wesselink, Wieger
year 1996
title Variational modeling of curves and surfaces
source Eindhoven University of Technology
summary This dissertation is concerned with curve and surface modeling. In the past, curves and surfaces were modeled by first making wooden models, from which the final results were obtained by means of 'copy-milling'. Since the early 1960s, people have started to use computers to support the design of curves and surfaces. The increasing computing power and the increasing potential of graphical hardware in the last decade has opened many new possibilities for Computer Aided Geometric Design (CAGD). Especially the field of curve and surface modeling is rapidly evolving. This is reflected in the recently started series called 'Geometric Design Publications' that contains several books on curve and surface modeling. The most important applications of curve and surface modeling are found in industrial design, for instance in the automobile, aerospace and shipbuilding industries. An often encountered application is the interpolation and approximation of data with B-splines and Bézier curves and surfaces or other representation schemes. Another related application is variational curve and surface modeling, where one is looking for smooth curves and surfaces that satisfy a number of geometric constraints.
keywords Computational Geometry
series thesis:PhD
email
last changed 2003/02/12 22:37

_id ddssar9636
id ddssar9636
authors Will, B.F., Wong, W.C.H. and Chu, C.H.
year 1996
title A Case Study of Hypermedia Applications in the Building Industry: Curtain Wall Design, Fabrication and Erection
source Timmermans, Harry (Ed.), Third Design and Decision Support Systems in Architecture and Urban Planning - Part one: Architecture Proceedings (Spa, Belgium), August 18-21, 1996
summary This paper is based on the development of a Hypermedia Information Delivery System called ArchiSpace, by the Department of Architecture, The University of Hong Kong to produce a comprehensive knowledge of a Curtain Wall system. A set of construction drawings of the building were analysed and converted to the 3D hypermedia system format. The focus of this study is the use of the hyper-model environment in information organization and once the 3D hypermedia system is formed the information on the curtain wall system is accessed by the use of hyper-text environments hyper-image environments, and hyper-model environments. The paper analysed that the hyper-model access method seems to be more appropriate than the hyper-text and hyper-image access methods for users who do not have any knowledge pre-requisites. The results obtained by this research are being applied to improve the user friendliness for information access within a hyper-model environment.
series DDSS
last changed 2003/08/07 16:36

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