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 49

_id 328d
authors Bassanino, May Nahab and Brown, Andre
year 1999
title Computer Generated Architectural Images: A Comparative Study
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 552-556
doi https://doi.org/10.52842/conf.ecaade.1999.552
summary This work is part of a long term research programme (Brown and Horton, 1992; Brown and Nahab, 1996; Bassanino, 1999) in which tests and studies have been carried out on various groups of people to investigate their reaction to, and interpretation of different forms of architectural representation. In the work described here a range of architectural schemes were presented using particular representational techniques and media. An experiment was then undertaken on two different groups; architects and lay people. They were presented with a number of schemes displayed using the various techniques and media. The responses are summarised and some comments are made on the effect of computers on perceiving architecture and on communicating architectural ideas arising from an analysis of the responses.
keywords Subject, Image Type, Presentation Technique, Medium, SD Scales, Factors
series eCAADe
email
last changed 2022/06/07 07:54

_id 6dda
authors Farin, Gerald E.
year 1996
title Curves and Surfaces for Computer-aided Geometric Design
source Morgan Kaufmann Publishers. San Francisco
summary System requirements: IBM and compatibles with DOS 2.0 or higher or UNIX. This book offers an introduction to the field that emphasizes Bernstein-Bezier methods and presents subjects in an informal, readable style, making this an ideal text for an introductory course at the advanced undergraduate or graduate level. This 3rd edition includes several new section and numerical examples, a treatment of the new blossoming principle, and new C programs. All C programs are available on a disk included with the book. The Problems Sections at the end of each chapter have also been extended.
series other
last changed 2003/04/23 15:14

_id 06e1
authors Keul, Alexander
year 1996
title LOST IN SPACE? ARCHITECTURAL PSYCHOLOGY - PAST, PRESENT, FUTURE
source Full-Scale Modeling in the Age of Virtual Reality [6th EFA-Conference Proceedings]
summary A methodological review by Kaminski (1995) summed up five perspectives in environmental psychology - patterns of spatial distribution, everyday “jigsaw puzzles”, functional everyday action systems, sociocultural change and evolution of competence. Architectural psychology (named so at the Strathclyde conference 1969; Canter, 1973) as psychology of built environments is one leg of environmental psychology, the second one being psychology of environmental protection. Architectural psychology has come of age and passed its 25th birthday. Thus, a triangulation of its position, especially in Central Europe, seems interesting and necessary. A recent survey mainly on university projects in German-speaking countries (Kruse & Trimpin, 1995) found a marked decrease of studies in psychology of built environments. 1994, 25% of all projects were reported in this category, which in 1975 had made up 40% (Kruse, 1975). Guenther, in an unpublished survey of BDP (association of professional German psychologists) members, encountered only a handful active in architectural psychology - mostly part-time, not full-time. 1996, Austria has two full-time university specialists. The discrepancy between the general interest displayed by planners and a still low institutionalization is noticeable.

How is the research situation? Using several standard research data banks, the author collected articles and book(chapter)s on architectural psychology in German- and English-language countries from 1990 to 1996. Studies on main architecture-psychology interface problems such as user needs, housing quality evaluations, participatory planning and spatial simulation / virtual reality did not outline an “old, settled” discipline, but rather the sketchy, random surface of a field “always starting anew”. E.g., discussions at the 1995 EAEA-Conference showed that several architectural simulation studies since 1973 caused no major impact on planner's opinions (Keul&Martens, 1996). “Re-inventions of the wheel” are caused by a lack of meetings (except this one!) and of interdisciplinary infrastructure in German-language countries (contrary to Sweden or the United States). Social pressures building up on architecture nowadays by inter-European competition, budget cuts and citizen activities for informed consent in most urban projects are a new challenge for planners to cooperate efficiently with social scientists. At Salzburg, the author currently manages the Corporate Design-process for the Chamber of Architecture, Division for Upper Austria and Salzburg. A “working group for architectural psychology” (Keul-Martens-Maderthaner) has been active since 1994.

keywords Model Simulation, Real Environments
series EAEA
type normal paper
email
more http://info.tuwien.ac.at/efa/
last changed 2005/09/09 10:43

_id ascaad2004_paper11
id ascaad2004_paper11
authors Abdelfattah, Hesham Khairy and Ali A. Raouf
year 2004
title No More Fear or Doubt: Electronic Architecture in Architectural Education
source eDesign in Architecture: ASCAAD's First International Conference on Computer Aided Architectural Design, 7-9 December 2004, KFUPM, Saudi Arabia
summary Operating electronic and Internet worked tools for Architectural education is an important, and merely a prerequisite step toward creating powerful tele-collabortion and tele-research in our Architectural studios. The design studio, as physical place and pedagogical method, is the core of architectural education. The Carnegie Endowment report on architectural education, published in 1996, identified a comparably central role for studios in schools today. Advances in CAD and visualization, combined with technologies to communicate images, data, and “live” action, now enable virtual dimensions of studio experience. Students no longer need to gather at the same time and place to tackle the same design problem. Critics can comment over the network or by e-mail, and distinguished jurors can make virtual visits without being in the same room as the pin-up—if there is a pin-up (or a room). Virtual design studios (VDS) have the potential to support collaboration over competition, diversify student experiences, and redistribute the intellectual resources of architectural education across geographic and socioeconomic divisions. The challenge is to predict whether VDS will isolate students from a sense of place and materiality, or if it will provide future architects the tools to reconcile communication environments and physical space.
series ASCAAD
email
last changed 2007/04/08 19:47

_id 2dbc
authors Achten, Henri
year 1996
title Teaching Advanced Architectural Issues Through Principles of CAAD
source Education for Practice [14th eCAADe Conference Proceedings / ISBN 0-9523687-2-2] Lund (Sweden) 12-14 September 1996, pp. 7-16
doi https://doi.org/10.52842/conf.ecaade.1996.007
summary The paper discusses the differences between teaching CAAD by using standard software ("off-the-shelf"-software) and teaching the principles of CAAD ("principles-teaching"). The paper distinguishes four kinds of application for design systems in education: social systems, professional systems, educational systems, and innovative systems. The paper furthermore proposes to distinguish between computational issues and architectural issues relative to design systems. It appears that there is not a principled distinction between software-teaching and principles-teaching when it comes to computational issues of design systems. However, when the architectural content of CAAD systems is concerned, then principles of CAAD systems seem to be more appropriate for teaching. The paper presents work on generic representations as a specific case. Generic representations can be used to teach one particular kind of architectural content of design systems. The paper ends with conclusions.
series eCAADe
email
more http://www.ds.arch.tue.nl/
last changed 2022/06/07 07:54

_id d35f
authors Akin, O.
year 1997
title Researching Descriptive Models of Design
source Automation in Construction 7 (2-3) (1998) pp. 97-100
summary This special double issue is a result of the international symposium and workshop on „Descriptive Models of Design“ wich was held during July 1-5, 1996, at Istanbul Technical University, Istanbul, Turkey. The primary goal of the symposium was to promote greater understanding and to develop recommendations for funding policy and practices in the area of descriptive models of design.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:22

_id 0f0e
authors Andrzejewski, H. and Rostanski, K.
year 1996
title Landscape Design Tool of Wide Ecological Aspect
source CAD Creativeness [Conference Proceedings / ISBN 83-905377-0-2] Bialystock (Poland), 25-27 April 1996 pp. 7-12
summary The article shows new tool prepared in two Technical Universities in Poland. The packet as a whole, of its current condition, is mainly elaborated by Henryk Andrzejewski at Faculty of Architecture of Wroclaw Technical University. Plant and vegetation units specifier is so far prepared by Krzysztof M. Rostahski and Mirostaw Rogula at Faculty of Architecture of Silesian Technical University. The packet allows to create the new text database of plants and to add the external data to the existing database, to change, to view and to search the data of the existing database of plants in accordance with the selection based on nongraphic search criteria. The packet finally will have 4 modules. One of them is .plant end vegetation units specifier', some details of that are shown here. New aspect is in contents of database which helps to estimate ecological influence of designed group of plants on our body and mind.
series plCAD
last changed 2003/05/17 10:01

_id d5c8
authors Angelo, C.V., Bueno, A.P., Ludvig, C., Reis, A.F. and Trezub, D.
year 1999
title Image and Shape: Two Distinct Approaches
source III Congreso Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings] Montevideo (Uruguay) September 29th - October 1st 1999, pp. 410-415
summary This paper is the result of two researches done at the district of Campeche, Florianópolis, by the Grupo PET/ARQ/UFSC/CAPES. Different aspects and conceptual approaches were used to study the spatial attributes of this district located in the Southern part of Santa Catarina Island. The readings and analysis of two researches were based on graphic pistures builded with the use of Corel 7.0 e AutoCadR14. The first research – "Urban Development in the Island of Santa Catarina: Public Space Study"- examined the urban structures of Campeche based on the Spatial Syntax Theory developed by Hillier and Hanson (1984) that relates form and social appropriation of public spaces. The second research – "Topoceptive Characterisation of Campeche: The Image of a Locality in Expansion in the Island of Santa Catarina" -, based on the methodology developed by Kohlsdorf (1996) and also on the visual analysis proposed by Lynch (1960), identified characteristics of this locality with the specific goal of selecting attributes that contributed to the ideas of the place its population held. The paper consists of an initial exercise of linking these two methods in order to test the complementarity of their analytical tools. Exemplifying the analytical procedures undertaken in the two approaches, the readings done - global (of the locality as a whole) and partial (from parts of the settlement) - are presented and compared.
series SIGRADI
email
last changed 2016/03/10 09:47

_id sigradi2018_1762
id sigradi2018_1762
authors de Albuquerque Montezi, Rafael; Tanoue Vizioli, Simone Helena
year 2018
title Digital morphogenesis and tectonics: an analysis of Peter Eisenman’s Aronoff Center
source SIGraDi 2018 [Proceedings of the 22nd Conference of the Iberoamerican Society of Digital Graphics - ISSN: 2318-6968] Brazil, São Carlos 7 - 9 November 2018, pp. 359-366
summary The concept of architectural tectonics relates simultaneously to pragmatic and poetic aspects of the materiality, aiming the expression of these concerns in the result of the Form. Far from only a theoretical concerning, these design decisions affect how our society employs its natural and human resources. This work takes the Aronoff Center for Design and Arts (1988-1996), by Peter Eisenman, as a case study for a graphical analysis, dealing with the consequences of a free-form morphogenesis to its construction and investigating the tectonics of the contemporary architecture.
keywords Contemporary Architecture; Digital Project; Tectonics
series SIGRADI
email
last changed 2021/03/28 19:58

_id 20ff
id 20ff
authors Derix, Christian
year 2004
title Building a Synthetic Cognizer
source Design Computation Cognition conference 2004, MIT
summary Understanding ‘space’ as a structured and dynamic system can provide us with insight into the central concept in the architectural discourse that so far has proven to withstand theoretical framing (McLuhan 1964). The basis for this theoretical assumption is that space is not a void left by solid matter but instead an emergent quality of action and interaction between individuals and groups with a physical environment (Hillier 1996). In this way it can be described as a parallel distributed system, a self-organising entity. Extrapolating from Luhmann’s theory of social systems (Luhmann 1984), a spatial system is autonomous from its progenitors, people, but remains intangible to a human observer due to its abstract nature and therefore has to be analysed by computed entities, synthetic cognisers, with the capacity to perceive. This poster shows an attempt to use another complex system, a distributed connected algorithm based on Kohonen’s self-organising feature maps – SOM (Kohonen 1997), as a “perceptual aid” for creating geometric mappings of these spatial systems that will shed light on our understanding of space by not representing space through our usual mechanics but by constructing artificial spatial cognisers with abilities to make spatial representations of their own. This allows us to be shown novel representations that can help us to see new differences and similarities in spatial configurations.
keywords architectural design, neural networks, cognition, representation
series other
type poster
email
more http://www.springer.com/computer/ai/book/978-1-4020-2392-7
last changed 2012/09/17 21:13

_id 819d
authors Eiteljorg, H.
year 1988
title Computing Assisted Drafting and Design: new technologies for old problems
source Center for the study of architecture, Bryn Mawr, Pennsylvania
summary In past issues of the Newsletter, George Tressel and I have written about virtual reality and renderings. We have each discussed particular problems with the technology, and both of us mentioned how compelling computer visualizations can be. In my article ("Virtual Reality and Rendering," February, 1995, Vol. 7, no. 4), I indicated my concerns about the quality of the scholarship and the level of detail used in making renderings or virtual worlds. Mr. Tressel (in "Visualizing the Ancient World," November, 1996, Vol. IX, no. 3) wrote about the need to distinguish between real and hypothetical parts of a visualization, the need to differentiate materials, and the difficulties involved in creating the visualizations (some of which were included in the Newsletter in black-and-white and on the Web in color). I am returning to this topic now, in part because the quality of the images available to us is improving so fast and in part because it seems now that neither Mr. Tressel nor I treated all the issues raised by the use of high-quality visualizations. The quality may be illustrated by new images of the older propylon that were created by Mr. Tressel (Figs. 1 - 3); these images are significantly more realistic than the earlier ones, but they do not represent the ultimate in quality, since they were created on a personal computer.
series other
last changed 2003/04/23 15:50

_id 0a80
authors Gero, J.S.
year 1996
title Creativity, emergence and evolution in design: concepts and framework
source Knowledge-Based Systems 9(7): 435-448
summary This paper commences by outlining notions of creativity before examining the role of emergence in creative design. Various process models of emergence are presented; these are based on notions of additive and substitutive variables resulting in additive and substitutive schemas. Frameworks for both representation and process for a computational model of creative design are presented. The representational framework is based on design prototypes whilst the process framework is based on an evolutionary model. The computational model brings both representation and process together.
series other
email
last changed 2003/04/06 07:32

_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 sigradi2014_290
id sigradi2014_290
authors Molinas, Isabel Sabina
year 2014
title Contra la distinción: la libertad de las formas en la experiencia estética contemporánea [Against distinction: the freedom of the shapes in the contemporary esthetic experience]
source SiGraDi 2014 [Proceedings of the 18th Conference of the Iberoamerican Society of Digital Graphics - ISBN: 978-9974-99-655-7] Uruguay - Montevideo 12 - 14 November 2014, pp. 446-449
summary In the field of Contemporary Esthetics is resumed the question of what is art and which are the readability conditions (reading). The questions relate to the displacement between representation and experimentation, beauty and esthetic experience, among others. In this context, we address the technology of poetry (Nancy (2012 [2013]) as technological exhibition that lets your experience the being of the object and become subjects. The corpus includes film and video (Kopystiansky 1996-97; Alys 2011 y Jaar 2013). The objective is to outline an analytical framework for thinking about the esthetic freedom of creation and the practical freedom of their recognition. (Wagner 2004).
keywords Art; Technology; Esthetics; Design; Freedom
series SIGRADI
email
last changed 2016/03/10 09:55

_id 8d64
authors Penttilä, Hannu
year 1999
title Top 5 Themes to Promote Architectural Information Technology and Top 5 Obstacles to Decelerate it
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 6-10
doi https://doi.org/10.52842/conf.ecaade.1999.006
summary The objective of this paper is to scan a few interesting themes, features and ideas of current information and communication technology (ICT) to promote their wise use within the fields of architectural practice and architectural education. The core idea is to prepare for the future by understanding the future relevance of the dominating themes. The meaning and significance of the selected and presented common ideas is evaluated to strengthen a realistic future basis for the design discipline. The author finds organizing, structuring and sharing architectural design data with digital tools the most future-relevant ICT-theme, that should be supported with R&D-activities and taught in architectural ICT-education. The obstacles of digitalization to produce negative impacts to architectural profession seem to be of mental nature rather than technical. The human mind, juridical agreements and long-lived design traditions are possibly the most threatening and restrictive obstacles in the future. The selected top 5 methods in evaluating existing trends and features has been used for instance in futures studies as one systematical approach to chart history and current times as informants of the future (Bell, 1996). A pragmatic and personal approach has been used in selecting the themes.
keywords Architectural Information and Communication Technology (ICT), ICT-trends, Future Studies, Future Relevance
series eCAADe
type normal paper
email
last changed 2022/06/07 08:00

_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 acadia07_284
id acadia07_284
authors Robinson, Kirsten; Gorbet, Robert; Beesley, Philip
year 2007
title Evolving Cooperative Behaviour in a Reflexive Membrane
source Expanding Bodies: Art • Cities• Environment [Proceedings of the 27th Annual Conference of the Association for Computer Aided Design in Architecture / ISBN 978-0-9780978-6-8] Halifax (Nova Scotia) 1-7 October 2007, 284-293
doi https://doi.org/10.52842/conf.acadia.2007.284
summary This paper describes the integration of machine intelligence into an immersive architectural sculpture that interacts dynamically with users and the environment. The system is conceived to function as an architectural envelope that might transfer air using a distributed array of components. The sculpture includes a large array of interconnected miniature structural and kinetic elements, each with local sensing, actuation, and machine intelligence. We demonstrate a model in which these autonomous, interconnected agents develop cooperative behaviour to maximize airflow. Agents have access to sensory data about their local environment and ‘learn’ to move air through the working of a genetic algorithm. Introducing distributed and responsive machine intelligence builds on work done on evolving embodied intelligence (Floreano et al. 2004) and architectural ‘geotextile’ sculptures by Philip Beesley and collaborators (Beesley et al. 1996-2006). The paper contributes to the general field of interactive art by demonstrating an application of machine intelligence as a design method. The objective is the development of coherent distributed kinetic building envelopes with environmental control functions. A cultural context is included, discussing dynamic paradigms in responsive architecture.
series ACADIA
type normal paper
email
last changed 2022/06/07 08:00

_id ddss9851
id ddss9851
authors Torre, Carmelo and Selicato, Francesco
year 1998
title Consequences of Interdisciplinary Approaches in the Construction ofKnowledge-Bases
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 The character of interdisciplinarity in planning approaches create a new, intriguing, emerging complexity (Funtowitcz and Ravetz, 1994) in problems and in knowledge-structuring of contexts of planning practices. The key-role played by information systems (IS) implicates a re-consideration ofcharacter of knowledge to be used in knowledge-bases. The necessity of considering knowledge domains coming from social, cultural, economical, technical, physical and naturalistic approaches means dealing with different scales of value, with non homogenous parameters. The necessity ofmanaging flexible knowledge rises on the fore as fundamental issue for future information system oriented to supporting decisions. Might information systems be useful in this interdisciplinary approach ? It is necessary to contain in a knowledge-base both quantitative and qualitativeinformation ? Three alternatives are available for a conceptual discussion :the possibility of identify new approaches, in order to develop information systems able in managing new knowledge; the necessity of adding new support systems oriented to manage soft knowledge, to traditionalgeographic information systems (GIS); the possibility of non using support systems coming from a technological vision of problem for nontechnical knowledge (Latouche 1996). The first two paragraphs are due to F. Selicato. The third and the fourth paragraph are due to C. Torre.
series DDSS
last changed 2003/08/07 16:36

_id sigradi2003_030
id sigradi2003_030
authors Valderrama, Ana
year 2003
title Matéricosweb (Matericosweb)
source SIGraDi 2003 - [Proceedings of the 7th Iberoamerican Congress of Digital Graphics] Rosario Argentina 5-7 november 2003
summary In 1996, the Taller Galli precariously initiated the diffusion and communication of it academic production and researches as well as the artistic and creative thoughts in relationship to other subjects, placing us on a wider space for the cultural, urbanistic and architectural debate towards the community in general. That was how we decided to start this independent and self-managed editorial project. The Matéricos Periféricos web site (www.matericosweb.com) emerged when the produced material had overdone the diffusion and debate frequency and expectation of the paper magazine. We construct a complementary space to the paper magazine that can spread faster, interactively and widely everything that is published on the paper magazine and other subjects that could not be published for monetary reasons or simply due to real time. Nowadays, Matéricos Periféricos is a net that is trying to install a debate on the contemporary Latin-American culture.
series SIGRADI
email
last changed 2016/03/10 10:02

_id caadria2010_003
id caadria2010_003
authors Vaughan, Josephine and Michael J. Ostwald
year 2010
title Refining a computational fractal method of analysis: testing Bovill’s architectural data
source Proceedings of the 15th International Conference on Computer Aided Architectural Design Research in Asia / Hong Kong 7-10 April 2010, pp. 29-38
doi https://doi.org/10.52842/conf.caadria.2010.029
summary In 1996 Bovill applied Mandelbrot’s fractal method for calculating the approximate visual complexity of images to architecture. This method is one of only a limited number of quantifiable approaches to provide a measure of the relative complexity of an architectural form. However, the method has rarely been tested despite many scholars uncritically repeating Bovill’s conclusions. While Bovill’s original work was calculated manually, a software program, Archimage, is presently being developed by the authors as a tool to assist architectural designers and researchers to understand the visual complexity of building designs. The present research returns to Bovill’s original architectural data (elevations of famous buildings) and re-calculates the results published therein using Archimage and the commercial software Benoit. These results are then compvared with those produced by Bovill (1996) and Lorenz (2003), to determine if any consistency can be found between the sets. The level of consistency will assist in determining the validity of Bovill’s method and provide important data in the ongoing process to refine the Archimage software and the analytical method.
keywords Computational analysis tools; design analysis; visual complexity
series CAADRIA
email
last changed 2022/06/07 07:58

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