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 482

_id 39fb
authors Langton, C.G.
year 1996
title Artificial Life
source Boden, M. A. (1996). The Philosophy of Artificial Life, 39-94.New York and Oxford: Oxford University Press
summary Artificial Life contains a selection of articles from the first three issues of the journal of the same name, chosen so as to give an overview of the field, its connections with other disciplines, and its philosophical foundations. It is aimed at those with a general background in the sciences: some of the articles assume a mathematical background, or basic biology and computer science. I found it an informative and thought-provoking survey of a field around whose edges I have skirted for years. Many of the articles take biology as their starting point. Charles Taylor and David Jefferson provide a brief overview of the uses of artificial life as a tool in biology. Others look at more specific topics: Kristian Lindgren and Mats G. Nordahl use the iterated Prisoner's Dilemma to model cooperation and community structure in artificial ecosystems; Peter Schuster writes about molecular evolution in simplified test tube systems and its spin-off, evolutionary biotechnology; Przemyslaw Prusinkiewicz presents some examples of visual modelling of morphogenesis, illustrated with colour photographs; and Michael G. Dyer surveys different kinds of cooperative animal behaviour and some of the problems synthesising neural networks which exhibit similar behaviours. Other articles highlight the connections of artificial life with artificial intelligence. A review article by Luc Steels covers the relationship between the two fields, while another by Pattie Maes covers work on adaptive autonomous agents. Thomas S. Ray takes a synthetic approach to artificial life, with the goal of instantiating life rather than simulating it; he manages an awkward compromise between respecting the "physics and chemistry" of the digital medium and transplanting features of biological life. Kunihiko Kaneko looks to the mathematics of chaos theory to help understand the origins of complexity in evolution. In "Beyond Digital Naturalism", Walter Fontana, Guenter Wagner and Leo Buss argue that the test of artificial life is to solve conceptual problems of biology and that "there exists a logical deep structure of which carbon chemistry-based life is a manifestation"; they use lambda calculus to try and build a theory of organisation.
series other
last changed 2003/04/23 15:14

_id 765f
authors Adam, Holger
year 2002
title Reinterpretation or replacement? The effects of the information and communication technologies on urban space
source CORP 2002, Vienna, pp. 345-349
summary The timid question “Virtual spaces or real places?” forms the core of many debates within the spatial sciences addressing theconsequences of the rapid development of information and communication technologies1 on existing spatial structures. So far several opinions rival each other for the interpretation of current and the prediction of future spatial developments. The spacelessness ofcomputer networks and the possibility to transmit data in real-time have lead visionaries to predict a far-reaching devaluation of timeand space, so questioning the future importance of traditional spatial structures: The “annihilation of distance and time constraints [incomputer networks] could undermine the very rationale for the existence of the city by dissolving the need for physical proximity”(Graham and Marvin 1996: 318). The disappearance of the city into the net, therefore, seems to become a distinct possibility.
series other
email
more www.corp.at
last changed 2003/11/21 15:15

_id e29d
authors Arvesen, Liv
year 1996
title LIGHT AS LANGUAGE
source Full-Scale Modeling in the Age of Virtual Reality [6th EFA-Conference Proceedings]
summary With the unlimited supply of electric light our surroundings very easily may be illuminated too strongly. Too much light is unpleasant for our eyes, and a high level of light in many cases disturbs the conception of form. Just as in a forest, we need shadows, contrasts and variation when we compose with light. If we focus on the term compose, it is natural to conceive our environment as a wholeness. In fact, this is not only aesthetically important, it is true in a physical context. Inspired by old windows several similar examples have been built in the Trondheim Full-scale Laboratory where depth is obtained by constructing shelves on each side of the opening. When daylight is fading, indirect artificial light from above gradually lightens the window. The opening is perceived as a space of light both during the day and when it is dark outside.

Another of the built examples at Trondheim University which will be presented, is a doctor's waitingroom. It is a case study of special interest because it often appears to be a neglected area. Let us start asking: What do we have in common when we are waiting to come in to a doctor? We are nervous and we feel sometimes miserable. Analysing the situation we understand the need for an interior that cares for our state of mind. The level of light is important in this situation. Light has to speak softly. Instead of the ordinary strong light in the middle of the ceiling, several spots are selected to lighten the small tables separating the seats. The separation is supposed to give a feeling of privacy. By the low row of reflected planes we experience an intimate and warming atmosphere in the room. A special place for children contributes to the total impression of calm. In this corner the inside of some shelves are lit by indirect light, an effect which puts emphasis on the small scale suitable for a child. And it also demonstrates the good results of variation. The light setting in this room shows how light is “caught” two different ways.

keywords Model Simulation, Real Environments
series other
type normal paper
more http://info.tuwien.ac.at/efa/
last changed 2004/05/04 14:34

_id diss_ddssar0211
id diss_ddssar0211
authors Brandt, Eva
year 2001
title Event driven product development – collaboration and learning
source Dept. of Technology and Social Sciences, Technical University of Denmark
summary This dissertation is the result of the research project “Event-Driven Product Development: Collaboration and Learning”. It is an industrial Ph.D. project carried out in collaboration between the company Danfoss A/S, and the Institute of Technology and Social Sciences at the Technical University of Denmark; now the Department of Manufacturing Engineering and Management. The research was funded partly by Danfoss A/S and partly by the Danish Academy of Technical Sciences (ATV), who have named the project EF 609. The research project began in February 1996. I have had three supervisors: Thomas Binder and Jacob Buur both of whom represent Danfoss, and Lauge Baungaard Rasmussen from the Institute of Technology and Social Sciences at the Technical University of Denmark.
series thesis:PhD
email
more http://space.interactiveinstitute.se/staff/Eva.Brandt/phd.html
last changed 2003/12/15 14:31

_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 f5ee
authors Erhorn, H., De Boer, J. and Dirksmueller, M.
year 1997
title ADELINE, an Integrated Approach to Lighting Simulation
source Proceedings of Right Light 4, 4th European Conference on Energy-Efficient Lighting, pp.99-103
summary The use of daylighting and artificial lighting simulation programs to calculate complex systems and models in the design practice often is impeded by the fact that the operation of these programs, especially the model input, is extremely complicated and time-consuming. Programs that are easier to use generally do not show the calculation capabilities required in practice. A second obstacle arises as the lighting calculations often do not allow any statements regarding the interactions with the energetic and thermal building performance. Both problems are mainly due to a lacking integration of the design tools of other building design practitioners as well as due to insufficient user interfaces. The program package ADELINE (Advanced Daylight and Electric Lighting Integrated New Environment) being available since May 1996 as completely revised version 2.0 presents a promising approach to solve these problems. This contribution describes the approaches and methods used within the international project IEA Task 21 for a further development of the ADELINE system. Aim of this work is a further improvement of user interfaces based on the inclusion of new dialogs and on a portation of the program system from MS-DOS to the Windows NT platform. Additional focus is laid on the use of recent developments in the field of information technology and experiences gained in other projects on integrated building design systems, like for example EU-COMBINE, in a pragmatical way. An integrated building design system with open standardized interfaces is to be achieved inter alia by using ISOSTEP formats, database technologies and a consequent, object-oriented design.
series other
last changed 2003/04/23 15:50

_id 0c78
authors Flood, I. and Christophilos, P.
year 1996
title Modeling construction processes using artificial neural networks
source Automation in Construction 4 (4) (1996) pp. 307-320
summary The paper evaluates a neural network approach to modeling the dynamics of construction processes that exhibit both discrete and stochastic behavior, providing an alternative to the more conventional method of discrete-event simulation. The incentive for developing the technique is its potential for (i) facilitating model development in situations where there is limited theory describing the dependence between component processes; and (ii) rapid execution of a simulation through parallel processing. The alternative ways in which neural networks can be used to model construction processes are reviewed and their relative merits are identified. The most promising approach, a recursive method of dynamic modeling, is examined in a series of experiments. These involve the application of the technique to two classes of earthmoving system, the first comprising a push-dozer and a fleet of scrapers, and the second a loader and fleet of haul trucks. The viability of the neural network approach is demonstrated in terms of its ability to model the discrete and stochastic behavior of these classes of construction processes. The paper concludes with an indication of some areas for further development of the technique.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:22

_id 68e3
authors Fuchs, Wladek and Martinico, Anthony
year 1996
title THE V.C.NET - A DIGITAL STUDY IN ARCHITECTURE
source Design Computation: Collaboration, Reasoning, Pedagogy [ACADIA Conference Proceedings / ISBN 1-880250-05-5] Tucson (Arizona / USA) October 31 - November 2, 1996, pp. 23-29
doi https://doi.org/10.52842/conf.acadia.1996.023
summary The "V.C.net" project is an Internet-based educational and communication tool for the architectural community. Its goal is to encourage students from architecture programs across the country and around the world to examine problems and collaborate in the exploration of ideas through the World Wide Web. The central concept of the project involves the creation of a simulated, vital urban environment constructed from various forms of digital data. This "virtual city" will be comprised of projects executed by students of architecture and urban design in the U.S. and abroad. Projects will be proposed for specific sites and will reflect real-world questions as they are minored in the virtual world. The city exists as a heuristic tool and is not intended as a copy of any existing human habitat. The ultimate goal of the project is to create a dynamic platform to study the interrelationship of various forces effecting urban development: architecture, planning, civil engineering, economics, social sciences etc. The project originates at the School of Architecture of the University of Detroit Mercy and is intended to be truly interdisciplinary.
series ACADIA
type normal paper
last changed 2022/06/07 07:50

_id b04c
authors Goerger, S., Darken, R., Boyd, M., Gagnon, T., Liles, S., Sullivan, J. and Lawson, J.
year 1996
title Spatial Knowledge Acquisition from Maps and Virtual Environments in Complex Architectural Space
source Proc. 16 th Applied Behavioral Sciences Symposium, 22-23 April, U.S. Airforce Academy, Colorado Springs, CO., 1996, 6-10
summary It has often been suggested that due to its inherent spatial nature, a virtual environment (VE) might be a powerful tool for spatial knowledge acquisition of a real environment, as opposed to the use of maps or some other two-dimensional, symbolic medium. While interesting from a psychological point of view, a study of the use of a VE in lieu of a map seems nonsensical from a practical point of view. Why would the use of a VE preclude the use of a map? The more interesting investigation would be of the value added of the VE when used with a map. If the VE could be shown to substantially improve navigation performance, then there might be a case for its use as a training tool. If not, then we have to assume that maps continue to be the best spatial knowledge acquisition tool available. An experiment was conducted at the Naval Postgraduate School to determine if the use of an interactive, three-dimensional virtual environment would enhance spatial knowledge acquisition of a complex architectural space when used in conjunction with floor plan diagrams. There has been significant interest in this research area of late. Witmer, Bailey, and Knerr (1995) showed that a VE was useful in acquiring route knowledge of a complex building. Route knowledge is defined as the procedural knowledge required to successfully traverse paths between distant locations (Golledge, 1991). Configurational (or survey) knowledge is the highest level of spatial knowledge and represents a map-like internal encoding of the environment (Thorndyke, 1980). The Witmer study could not confirm if configurational knowledge was being acquired. Also, no comparison was made to a map-only condition, which we felt is the most obvious alternative. Comparisons were made only to a real world condition and a symbolic condition where the route is presented verbally.
series other
last changed 2003/04/23 15:50

_id a115
authors Hanna, R.
year 1996
title A Computer-based Approach for Teaching Daylighting at the Early Design Stage
source Education for Practice [14th eCAADe Conference Proceedings / ISBN 0-9523687-2-2] Lund (Sweden) 12-14 September 1996, pp. 181-190
doi https://doi.org/10.52842/conf.ecaade.1996.181
summary This paper has reviewed the literature on the teaching of daylight systems design in architectural education, and found that traditionally such teaching has evolved around the prediction of the Daylight Factor (DF%), i.e. illuminance, via two methods one studio-based and another laboratory based. The former relies on graphical and/or mathematical techniques, e.g. the BRE Protractors, the BRE Tables, Waldram Diagrams, the Pepper-pot diagrams and the BRE formula. The latter tests scale models of buildings under artificial sky conditions (CIE sky). The paper lists the advantages and disadvantages of both methods in terms of compatibility with the design process, time required, accuracy, energy-consumption facts, and visual information.

This paper outlines a proposal for an alternative method for teaching daylight and artificial lighting design for both architectural students and practitioners. It is based on photorealistic images as well as numbers, and employs the Lumen Micro 6.0 programme. This software package is a complete indoor lighting design and analysis programme which generates perspective renderings and animated walk-throughs of the space lighted naturally and artificially.

The paper also presents the findings of an empirical case study to validate Lumen Micro 6.0 by comparing simulated output with field monitoring of horizontal and vertical illuminance and luminance inside the highly acclaimed GSA building in Glasgow. The monitoring station was masterminded by the author and uses the Megatron lighting sensors, Luscar dataloggers and the Easylog analysis software. In addition photographs of a selected design studio inside the GSA building were contrasted with computer generated perspective images of the same space.

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

_id 4fc4
authors Jakimowicz, Adam
year 1996
title Towards Affective Architectural Computing: An Additional Element in CAAD
source CAD Creativeness [Conference Proceedings / ISBN 83-905377-0-2] Bialystock (Poland), 25-27 April 1996 pp. 121-135
summary The sphere of computing, in general, is the sphere of confusion. First, computers', thanks to (or because o) the indirect way of communicating "with" them, have not become yet the obvious and natural extension of human abilities - as TV set, radio or cars already have. It is probably because of the feeling, that they are, more or less, for specialists and that they require special knowledge or skills. In a way it is true, but surely it will change within a few years, when they become everyday tools of education at schools or just toys for children. Second, there is also the feeling or wish, that every computer is able to do everything we want - from, lets say, writing a letter, washing the dishes to very complex things as, for example, designing architecture. This is the dream of universal artificial intelligence, which should be a perfect servant, which not only listens to, but also predicts our wishes.
series plCAD
email
last changed 2003/05/17 10:01

_id 4a62
authors Leake, D.B. (ed.)
year 1996
title Case-Based Reasoning: Experiences, Lessons, and Future Directions
source The MIT Press
summary Case-based reasoning (CBR) is now a mature subfield of artificial intelligence. The fundamental principles of case-based reasoning have been established, and numerous applications have demonstrated its role as a useful technology. Recent progress has also revealed new opportunities and challenges for the field. This book presents experiences in CBR that illustrate the state of the art, the lessons learned from those experiences, and directions for the future. True to the spirit of CBR, this book examines the field in a primarily case-based way. Its chapters provide concrete examples of how key issues---including indexing and retrieval, case adaptation, evaluation, and application of CBR methods---are being addressed in the context of a range of tasks and domains. These issue-oriented case studies of experiences with particular projects provide a view of the principles of CBR, what CBR can do, how to attack problems with case-based reasoning, and how new challenges are being addressed. The case studies are supplemented with commentaries from leaders in the field providing individual perspectives on the state of CBR and its future impact. This book provides experienced CBR practitioners with a reference to recent progress in case-based reasoning research and applications. It also provides an introduction to CBR methods and the state of the art for students, AI researchers in other areas, and developers starting to build case-based reasoning systems. It presents experts and non-experts alike with visions of the most promising directions for new progress and for the roles of the next generation of CBR systems.
series other
last changed 2003/04/23 15:14

_id 82a5
authors Leclercq, P.
year 1996
title From an architectural sketch to its semantic representation
source The Int. Journal of Construction IT 4(2), pp. 67-84
summary This paper presents an essay on the needs and viability of the semantic harnessing of architectural sketches in the framework of integrated computer design. A symbolic and relation representation is proposed as the shared architectural model. This is structured with the practical proposals of cognitive sciences about knowledge creation and manipulation. An experiment is described which observes and analyses the composition of professional sketches. Its results are taken as directives to build the architectural model content. Two computer software are presented as prototypes for managing a case base of architectural knowledge and deducing the semantic concepts from sketches. Back to Search Results
series journal paper
last changed 2003/05/15 21:45

_id 905d
authors Maltret, J.-L. and Zoller, J.
year 1996
title Simulation of architectural and urban morphology
source OEEPE Workshop on 3D-city models, Bonn, October 1996.
summary The Remus project aims at conceiving a simulation tool for both architectural and urban morphology, building a computer system using artificial intelligence tools, and computer graphics. Remus is made of a base of architectural knowledge, an expert system, and an interactive graphical environment for generating and displaying architectural objects. In this paper are presented new developments concerning evolution toward virtual reality models.
series other
last changed 2003/04/23 15:50

_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 149d
authors Rosenman, M.A.
year 1996
title The generation of form using an evolutionary approach
source J.S. Gero and F. Sudweeks (eds), Artificial Intelligence in Design Ģ96, 643-662
summary Design is a purposeful knowledge-based human activity whose aim is to create form which, when realized, satisfies the given intended purposes.1 Design may be categorized as routine or non-routine with the latter further categorized as innovative or creative. The lesser the knowledge about existing relationships between the requirements and the form to satisfy those requirements, the more a design problem tends towards creative design. Thus, for non-routine design, a knowledge-lean methodology is necessary. Natural evolution has produced a large variety of forms well-suited to their environment suggesting that the use of an evolutionary approach could provide meaningful design solutions in a non-routine design environment. This work investigates the possibilities of using an evolutionary approach based on a genotype which represents design grammar rules for instructions on locating appropriate building blocks. A decomposition/aggregation hierarchical organization of the design object is used to overcome combinatorial problems and to maximize parallelism in implementation.
series other
last changed 2003/04/23 15:50

_id 2819
authors Streich, Bernd
year 1996
title Computer Aided Architectural Composition by Media Experiment Design Work
source Approaches to Computer Aided Architectural Composition [ISBN 83-905377-1-0] 1996, pp. 185-201
summary There are many ways to realize computer aided compositions in architecture. In the past, many of the design methods could be characterized as Cartesian design methods, e.g. Christopher Alexander's well- known hierarchical design method presented in the early sixties. Recently, methods of artificial intelligence increased flexibility in searching for design solutions, but all these methods were still restricted by the program's logic itself. What is lacking is a means of realizing artistic possibilities intended by the designer. In view of this situation, a new approach called "media experimental design work" seems to meet designer's need. This paper begins by looking in general at experimental work in architectural design. Discussion of the theoretical background is then followed by some examples of media experimental design work, one of the current research topics in computer aided architectural design at the University of Kaiserslautern. The idea of this approach is to explore design solutions by experimental use of certain media which can evoke design associations and possibly stimulate the designer's inspirations. The use of sophisticated techniques together with the possibility of extensive manipulations can help to find outstanding design solutions. In view of their imaginative and creative power, digital media have a greater stimulating potential than traditional media in experimental design work.
series other
last changed 1999/04/08 17:16

_id 0ef8
authors Völker, H., Sariyildiz, S., Schwenck, M. and Durmisevic, S.
year 1996
title THE NEXT GENERATION OF ARCHITECTURE WITHIN COMPUTER SCIENCES
source Full-Scale Modeling in the Age of Virtual Reality [6th EFA-Conference Proceedings]
summary Considering architecture as a mixture of exact sciences and the art, we can state that as in all other sciences, every technical invention and development has resulted in advantages and disadvantages for the well-being and prosperity of mankind. Think about the developments in the fields of nuclear energy or space travel. Besides bringing a lot of improvements in many fields, it also has danger for the well-being of a mankind. The development of the advanced computer techniques has also influence on architecture, which is inevitable. How did the computer science influence architecture till now, and what is going to be the future of the architecture with this ongoing of computer science developments? The future developments will be both in the field of conceptual design (form aspect) and also in the area of materialization of the design process.

These all are dealing with the material world, for which the tools of computer science are highly appropriate. But what will happen to the immaterial world? How can we put these immaterial values into a computers model? Or can the computer be creative as a human being? Early developments of computer science in the field of architecture involved two-dimensional applications, and subsequently the significance of the third dimension became manifest. Nowadays, however, people are already speaking of a fourth dimension, interpreting it as time or as dynamics. And what, for instance, would a fifth, sixth or X-dimension represent?

In the future we will perhaps speak of the fifth dimension, comprising the tangible qualities of the building materials around us. And one day a sixth dimension might be created, when it will be possible to establish direct communication with computers, because direct exchange between the computer and the human brain has been realised. The ideas of designers can then be processed by the computer directly, and we will no longer be hampered by obstacles such as screen and keyboard. There are scientist who are working to realize bio-chips. If it will work, perhaps we can realise all these speculations. It is nearly sure that the emergence of new technologies will also affect our subject area, architecture and this will create fresh challenges, fresh concepts, and new buildings in the 21st century. The responsibility of the architects must be, to bear in mind that we are dealing with the well-being and the prosperity of mankind.

keywords Model Simulation, Real Environments
series other
type normal paper
email
more http://info.tuwien.ac.at/efa/
last changed 2004/05/04 14:43

_id e946
authors Wood, William H. and Agogino, Alice M
year 1996
title Case-based conceptual design information server for concurrent engineering
source Computer-Aided Design, Vol. 28 (5) (1996) pp. 361-369
summary Conceptual design requires processing information from diverse sources in order to define the functional requirements, operating constraints, and evaluation criteria pertinent to accomplishing a prescribed goal.Historically, the design process focused on the functionality of an artifact for the end customer. Concurrent engineering broadens this focus to account for the concerns of `customers' not previously considered --those along the entire life cycle of an artifact, i.e. marketing, design, manufacture, distribution, operation and disposal. Expanding the design focus to include all of these customers places far greater informationaldemands on the designer. Case-based reasoning applies experience stored in a computerized form to solving similar problems in slightly altered contexts. It has been applied successfully to routine design whereboth the form and the content of design information can be encoded symbolically and manipulated using artificial intelligence techniques. Concurrent conceptual design presents unique problems for such anapproach because design information must be considered at many levels of abstraction and from many viewpoints.We describe an approach that provides the designer with case-based conceptual design information stored in the richly expressive medium of hypermedia (hypertext incorporating multimedia). Design cases ofindustry `best practices' in concurrent engineering are indexed to provide access through multiple interfaces, allowing the user to browse, explore, or pinpoint design case information. The Conceptual DesignInformation Server (CDIS) is implemented using emerging internet standards, such as those associated with the World Wide Web (WWW) and Wide Area Information Service (WAIS), coupled to a robustStructured Query Language (SQL) database and traditional cad packages.
keywords Conceptual Design, Case-Based Reasoning, Hypermedia Information Systems
series journal paper
last changed 2003/05/15 21:33

_id avocaad_2001_16
id avocaad_2001_16
authors Yu-Ying Chang, Yu-Tung Liu, Chien-Hui Wong
year 2001
title Some Phenomena of Spatial Characteristics of Cyberspace
source AVOCAAD - ADDED VALUE OF COMPUTER AIDED ARCHITECTURAL DESIGN, Nys Koenraad, Provoost Tom, Verbeke Johan, Verleye Johan (Eds.), (2001) Hogeschool voor Wetenschap en Kunst - Departement Architectuur Sint-Lucas, Campus Brussel, ISBN 80-76101-05-1
summary "Space," which has long been an important concept in architecture (Bloomer & Moore, 1977; Mitchell, 1995, 1999), has attracted interest of researchers from various academic disciplines in recent years (Agnew, 1993; Benko & Strohmayer, 1996; Chang, 1999; Foucault, 1982; Gould, 1998). Researchers from disciplines such as anthropology, geography, sociology, philosophy, and linguistics regard it as the basis of the discussion of various theories in social sciences and humanities (Chen, 1999). On the other hand, since the invention of Internet, Internet users have been experiencing a new and magic "world." According to the definitions in traditional architecture theories, "space" is generated whenever people define a finite void by some physical elements (Zevi, 1985). However, although Internet is a virtual, immense, invisible and intangible world, navigating in it, we can still sense the very presence of ourselves and others in a wonderland. This sense could be testified by our naming of Internet as Cyberspace -- an exotic kind of space. Therefore, as people nowadays rely more and more on the Internet in their daily life, and as more and more architectural scholars and designers begin to invest their efforts in the design of virtual places online (e.g., Maher, 1999; Li & Maher, 2000), we cannot help but ask whether there are indeed sensible spaces in Internet. And if yes, these spaces exist in terms of what forms and created by what ways?To join the current interdisciplinary discussion on the issue of space, and to obtain new definition as well as insightful understanding of "space", this study explores the spatial phenomena in Internet. We hope that our findings would ultimately be also useful for contemporary architectural designers and scholars in their designs in the real world.As a preliminary exploration, the main objective of this study is to discover the elements involved in the creation/construction of Internet spaces and to examine the relationship between human participants and Internet spaces. In addition, this study also attempts to investigate whether participants from different academic disciplines define or experience Internet spaces in different ways, and to find what spatial elements of Internet they emphasize the most.In order to achieve a more comprehensive understanding of the spatial phenomena in Internet and to overcome the subjectivity of the members of the research team, the research design of this study was divided into two stages. At the first stage, we conducted literature review to study existing theories of space (which are based on observations and investigations of the physical world). At the second stage of this study, we recruited 8 Internet regular users to approach this topic from different point of views, and to see whether people with different academic training would define and experience Internet spaces differently.The results of this study reveal that the relationship between human participants and Internet spaces is different from that between human participants and physical spaces. In the physical world, physical elements of space must be established first; it then begins to be regarded as a place after interaction between/among human participants or interaction between human participants and the physical environment. In contrast, in Internet, a sense of place is first created through human interactions (or activities), Internet participants then begin to sense the existence of a space. Therefore, it seems that, among the many spatial elements of Internet we found, "interaction/reciprocity" Ń either between/among human participants or between human participants and the computer interface Š seems to be the most crucial element.In addition, another interesting result of this study is that verbal (linguistic) elements could provoke a sense of space in a degree higher than 2D visual representation and no less than 3D visual simulations. Nevertheless, verbal and 3D visual elements seem to work in different ways in terms of cognitive behaviors: Verbal elements provoke visual imagery and other sensory perceptions by "imagining" and then excite personal experiences of space; visual elements, on the other hand, provoke and excite visual experiences of space directly by "mapping".Finally, it was found that participants with different academic training did experience and define space differently. For example, when experiencing and analyzing Internet spaces, architecture designers, the creators of the physical world, emphasize the design of circulation and orientation, while participants with linguistics training focus more on subtle language usage. Visual designers tend to analyze the graphical elements of virtual spaces based on traditional painting theories; industrial designers, on the other hand, tend to treat these spaces as industrial products, emphasizing concept of user-center and the control of the computer interface.The findings of this study seem to add new information to our understanding of virtual space. It would be interesting for future studies to investigate how this information influences architectural designers in their real-world practices in this digital age. In addition, to obtain a fuller picture of Internet space, further research is needed to study the same issue by examining more Internet participants who have no formal linguistics and graphical training.
series AVOCAAD
email
last changed 2005/09/09 10:48

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