CumInCAD is a Cumulative Index about publications in Computer Aided Architectural Design
supported by the sibling associations ACADIA, CAADRIA, eCAADe, SIGraDi, ASCAAD and CAAD futures

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_id 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 096e
authors Papamichael, K., Porta, J.L., Chauvet, H., Collins, D., Trzcinski, T. , Thorpe, J. and Selkowitz, S.
year 1996
title The Building Design Advisor
source Design Computation: Collaboration, Reasoning, Pedagogy [ACADIA Conference Proceedings / ISBN 1-880250-05-5] Tucson (Arizona / USA) October 31 - November 2, 1996, pp. 85-97
doi https://doi.org/10.52842/conf.acadia.1996.085
summary The Building Design Advisor (BDA) is a software environment that supports the integrated use of multiple analysis and visualization tools throughout the building design process, from the initial, schematic design phases to the detailed specification of building components and systems. Based on a comprehensive design theory, the BDA uses an object-oriented representation of the building and its context, and acts as a data manager and process controller to allow building designers to benefit from the capabilities of multiple tools.

The BDA provides a graphical user interface that consists of two main elements: the Building Browser and the Decision Desktop. The Browser allows building designers to quickly navigate through the multitude of descriptive and performance parameters addressed by the analysis and visualization tools linked to the BDA. Through the Browser the user can edit the values of input parameters and select any number of input and/or output parameters for display in the Decision Desktop. The Desktop allows building designers to compare multiple design alternatives with respect to any number of parameters addressed by the tools linked to the BDA.

The BDA is implemented as a Windows-based application for personal computers. Its initial version is linked to a Schematic Graphic Editor (SGE), which allows designers to quickly and easily specify the geometric characteristics of building components and systems. For every object created in the SGE, the BDA supplies “smart” default values from a Prototypical Values Database (PVD) for all non-geometric parameters required as input to the analysis and visualization tools linked to the BDA. In addition to the SGE and the PVD, the initial version of the BDA is linked to a daylight analysis tool, an energy analysis tool, and a multimedia Case Studies Database (CSD). The next version of the BDA will be linked to additional tools, such as a photo-accurate rendering program and a cost analysis program. Future versions will address the whole building life-cycle and will be linked to construction, commissioning and building monitoring tools.

series ACADIA
email
last changed 2022/06/07 08:00

_id 3151
authors Sanders, K.
year 1996
title The Digital Architect
source New York, NY, John Wiley &Sons
summary Written by an architect for design professionals, The Digital Architect is a gold mine of commonsense advice and guidance on the realities of using computer technology in design practice. Ken Sanders, AIA, takes you beyond the hyperbole to discover the practical reality of using computers today. He explains their strengths and weaknesses; what these tools do and what they don't do; and how they can be used strategically and tactically to improve quality, productivity, and profits in design firms of all sizes. Drawing on his own experiences and those of colleagues from across the nation whose comments appear throughout, he provides a wealth of valuable insights and advice on: * Choosing technology that leverages your professional value * Integrating technology seamlessly into your firm * Implementing cost-effective technology training and education * Managing the digital office, including liability, privacy, and security issues * Organizing the knowledge base of your firm * Using the Internet's World Wide Web as a global information resource * Hardware platforms, operating systems, and networks * Software tools and applications, including CAD, word processing, spreadsheets, multimedia, visualization, animation, virtual reality, on-line services, and more * The latest releases of major software products, including Windows 95TM and AutoCAD(r) Release 13(r) The only guide of its kind, The Digital Architect is a valuable tool for architects, engineers, designers, and all those who participate in creating the built environment.
series other
last changed 2003/04/23 15:14

_id 5fc4
authors Fruchter, R.
year 1996
title Conceptual Collaborative Building Design Through Shared Graphics
source IEEE Expert special issue on Al in Civil Engineering, June vol. 33-41
summary The Interdisciplinary Communication Medium computer environment integrates a shared graphic modeling environment with network-based services to accommodate many perspectives in an architecture/engineering/construction team. Communication is critical for achieving better cooperation and coordination among professionals in a multidisciplinary building team. The complexity of large construction projects, the specialization of the project participants, and the different forms of synchronous and asynchronous collaborative work increase the need for intensive information sharing and exchange. Architecture/engineering/construction (A/E/C) professionals use computers to perform a specific discipline's tasks, but they still exchange design decisions and data using paper drawings and documents. Each project participant investigates and communicates alternative solutions through representational idioms that are private to that member's profession. Other project participants must then interpret, extract, and reenter the relevant information using the conventional idioms of their disciplines and in the format required by their tools. The resulting communication difficulties often affect the quality of the final building and the time required to achieve design consensus. This article describes a computer environment, the Interdisciplinary Communication Medium (ICM), that supports conceptual, collaborative building design. The objective is to help improve communication among professionals in a multidisciplinary team. Collaborative teamwork is an iterative process of reaching a shared understanding of the design and construction domains, the requirements, the building to be built, and the necessary commitments. The understanding emerges over time, as team members begin to grasp their own part of the project, and as they provide information that lets others progress. The fundamental concepts incorporated in ICM include A communication cycle for collaborative teamwork that comprises propose-interpret-critique-explain-change notifications. An open system-integration architecture. A shared graphic modeling environment for design exploration and communication. A Semantic Modeling Extension (SME), which introduces a structured way to capture design intent. A change-notification mechanism that documents notes on design changes linked to the graphic models, and routes change notifications. Thus, the process involves communication, negotiation, and team learning.
series journal paper
last changed 2003/04/23 15:14

_id 89ca
authors Garcia, Renato
year 1996
title Sound Structure: Using Data Sonification to Enhance Building Structures CAI
source CAADRIA ‘96 [Proceedings of The First Conference on Computer Aided Architectural Design Research in Asia / ISBN 9627-75-703-9] Hong Kong (Hong Kong) 25-27 April 1996, pp. 109-117
doi https://doi.org/10.52842/conf.caadria.1996.109
summary Although sound is now extensively used to enrich multimedia applications in the form of simple audio signals, earcons, musical passages and speech, it has unfortunately been under-utilized as a means of data representation. Sound, having many characteristics which enable it to convey multi-dimensional information, provides a broad channel for dynamically presenting data in a learning environment. This paper looks into how teaching concepts of building structures to students of architecture and engineering through computers and multimedia can be enhanced by enlisting the use of appropriate sound parameters. Sound is useful in presenting redundant or supplementary information such as in portraying building structural response to static and dynamic external loading. This process of audiolization, which refers to the use of sounds to present data, can alleviate much of the cognitive load that usually burdens visual displays and has been used to some degree of success in various studies on scientific representation. Where appropriate, audiolization can be synchronized to more established visualization processes to provide more effective multi-modal multimedia systems for the study of building structures.
series CAADRIA
email
last changed 2022/06/07 07:50

_id 8804
authors QaQish, R. and Hanna, R.
year 1997
title A World-wide Questionnaire Survey on the Use of Computers in Architectural Education
source Challenges of the Future [15th eCAADe Conference Proceedings / ISBN 0-9523687-3-0] Vienna (Austria) 17-20 September 1997
doi https://doi.org/10.52842/conf.ecaade.1997.x.c8o
summary The paper reports on a study which examines the impact on architectural education needs arising from the changes brought about by the implications of CAD teaching/learning (CAI/CAL). The findings reflect the views of fifty-one (51) architecture schools through a world-wide questionnaire survey conducted in mid 1996. The survey was structured to cover four continents represented by seven countries, namely the USA, UK, Israel, Australia, Canada, Sweden and the Netherlands. Structurally the main findings of this study are summarised under five areas, namely: 1) General Information, 2) Program of Study (curriculum) and CAD course, 3) CAD Laboratories: Hardware, Software, 4) Departmental Current and Future Policies, 5) Multi-media and Virtual Reality. Principally, there were three main objectives for using the computers survey. Firstly, to accommodate a prevalent comprehension of CAD integration into the curriculum of architecture schools world wide. Secondly, to identify the main key factors that control the extent of association between CAD and architectural curriculum. Thirdly, to identify common trends of CAD teaching in Architecture schools world-wide and across the seven countries to establish whether there are any association between them. Several variables and factors that were found to have an impact on AE were examined, namely: the response rate, the conventional methods users and the CAD methods users amongst students, CAD course employment in the curriculum, age of CAD employment, the role of CAD in the curriculum, CAD training time in the Curriculum, CAD laboratories/Hardware & Software, computing staff and technicians, department policies, Multi-Media (MM) and Virtual-Reality (VR). The statistical analysis of the study revealed significant findings, one of which indicates that 35% of the total population of students at the surveyed architecture schools are reported as being CAD users. Out of the 51 architecture schools who participated in this survey, 47 have introduced CAD courses into the curriculum. The impact of CAD on the curriculum was noted to be significant in several areas, namely: architectural design, architectural presentation, structural engineering, facilities management, thesis project and urban design. The top five CAD packages found to be most highly used across universities were, namely, AutoCAD (46), 3DStudio (34), Microstation (23), Form Z (17), ArchiCAD (17). The findings of this study suggest some effective and efficient future directions in adopting some form of effective CAD strategies in the curriculum of architecture. The study also serves as an evaluation tool for computing teaching in the design studio and the curriculum.

 

keywords CAD Integration, Employment, Users and Effectiveness
series eCAADe
email
more http://info.tuwien.ac.at/ecaade/proc/qaqish/qaqish.htm
last changed 2022/06/07 07:50

_id c37f
authors Resnick, M., Bruckman, A. and Martin, F.
year 1996
title Pianos Not Stereos: Creating Computational Construction Kits
source Interactions, 3 (6)
summary The stereo has many attractions: it is easier to play and it provides immediate access to a wide range of music. But "ease of use" should not be the only criterion. Playing the piano can be a much richer experience. By learning to play the piano, you can become a creator (not just a consumer) of music, expressing yourself musically in ever-more complex ways. As a result, you can develop a much deeper relationship with (and deeper understanding of) music. So too with computers. In the field of educational technology, there has been too much emphasis on the equivalent of stereos and CDs, and not enough emphasis on computational pianos. In our research group at the MIT Media Lab, we are developing a new generation of "computational construction kits" that, like pianos, enable people to express themselves in ever-more complex ways, deepening their relationships with new domains of knowledge.
series journal paper
last changed 2003/04/23 15:50

_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 ae9f
authors Damer, B.
year 1996
title Inhabited Virtual Worlds: A New Frontier for Interaction Design
source Interactions, Vol.3, No.5 ACM
summary In April of 1995 the Internet took a step into the third dimension with the introduction of the Virtual Reality Modeling Language (VRML) as a commercial standard. Another event that month caused fewer headlines but in retrospect was just as significant. A small company from San Francisco, Worlds Incorporated, launched WorldsChat, a three dimensional environment allowing any Internet user to don a digital costume, or avatar, and travel about and converse with other people inhabiting the space. WorldsChat was appropriately modeled on a space station complete with a central hub, hallways, sliding doors, windows, and escalators to outlying pods.
series journal paper
last changed 2003/04/23 15:50

_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 3451
authors Harrison, Beverly L.
year 1996
title The Design and Evaluation of Transparent User Interfaces. From Theory to Practice
source University of Toronto, Toronto
summary The central research issue addressed by this dissertation is how we can design systems where information on user interface tools is overlaid on the work product being developed with these tools. The interface tools typically appear in the display foreground while the data or work space being manipulated typically appear in the perceptual background. This represents a trade-off in focused foreground attention versus focused background attention. By better supporting human attention we hope to improve the fluency of work, where fluency is reflected in a more seamless integration between task goals, user interface tool manipulations to achieve these goals, and feedback from the data or work space being manipulated. This research specifically focuses on the design and evaluation of transparent user interface 'layers' applied to graphical user interfaces. By allowing users to see through windows, menus, and tool palettes appearing in the perceptual foreground, an improved awareness of the underlying workspace and preservation of context are possible. However, transparent overlapping objects introduce visual interference which may degrade task performance, through reduced legibility. This dissertation explores a new interface technique (i.e., transparent layering) and, more importantly, undertakes a deeper investigation into the underlying issues that have implications for the design and use of this new technique. We have conducted a series of experiments, progressively more representative of the complex stimuli from real task domains. This enables us to systematically evaluate a variety of transparent user interfaces, while remaining confident of the applicability of the results to actual task contexts. We also describe prototypes and a case study evaluation of a working system using transparency based on our design parameters and experimental findings. Our findings indicate that similarity in both image color and in image content affect the levels of visual interference. Solid imagery in either the user interface tools (e.g., icons) or in the work space content (e.g., video, rendered models) are highly interference resistant and work well up to 75% transparent (i.e., 25% of foreground image and 75% of background content). Text and wire frame images (or line drawings) perform equally poorly but are highly usable up to 50% transparent, with no apparent performance penalty. Introducing contrasting outlining techniques improves the usability of transparent text menu interfaces up to 90% transparency. These results suggest that transparency is a usable and promising interface alternative. We suggest several methods of overcoming today's technical challenges in order to integrate transparency into existing applications.  
series thesis:PhD
email
last changed 2003/02/12 22:37

_id c8c8
authors Hendricx, A., Neuckermans, H., Vandevyvere, H. and Nuyts, K.
year 1996
title CAAD in Pedagogical Practice
source Education for Practice [14th eCAADe Conference Proceedings / ISBN 0-9523687-2-2] Lund (Sweden) 12-14 September 1996, pp. 199-210
doi https://doi.org/10.52842/conf.ecaade.1996.199
summary The course on CAAD at the KU Leuven is part of the course on design methodology and theory from which it is the most recent and natural extension. Attached to this course a series of assignments has been developed which bring the students in 45 hours to a non-trivial level of acquaintance with CAAD. Our assignments are primarily directed towards practice. They are built on top of AutoCAD to which we have added in-house developments in order to focus on specific pedagogical goals within a very limited time. After a general introduction on Windows (file management) and AutoCAD (basics) students make the following assignments (main pedagogical goals in between brackets). colophon (working with blocks), detail (2D-drawing, hatching, editing), facade design using a built-in system of proportion (slides, scriptfile), extraction (linking alphanumerical and graphical entities), container (level of detail, icon menus, viewports), surface modelling (modelling 3D-objects with surfaces), fractal tree (recursion in Autolisp), solid modelling (Leicester engineering building), lighting (integration of drawing and computation of illumination levels), pressure lines in an arc (interactive design of an arc), demos. The paper presents and comments these assignments and shows results from the last 2 years.

series eCAADe
email
last changed 2022/06/07 07:49

_id 18bd
authors Herkommer, F. and Bley, B.
year 1996
title CAD/CAM for the prefabrication of brickwork
source Automation in Construction 4 (4) (1996) pp. 321-329
summary Applying automated methods to the building of brickwork houses means savings in both time and cost. In principle, two different methods compete with each other: "Robots on site" and "factory prefabrication of wall elements". However, prefabrication has already proved its advantages with a number of different manufacturers, where robots on site have not yet succeeded beyond the prototype stage. This article describes a new flexible computer program, for the planning and manufacturing of wall elements, incorporating CAD interface possibilities. The program developed is a completely object orientated Microsoft Windows application which adopts a modular concept, thereby allowing adaptation or inclusion of the modules to other applications. The existence of such a program is regarded as a very important requirement for masonry automation.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:22

_id ce5c
authors Scianna, Andrea
year 1996
title What Software for Instruction in Architecture: Today Features and Needs for the Future
source Education for Practice [14th eCAADe Conference Proceedings / ISBN 0-9523687-2-2] Lund (Sweden) 12-14 September 1996, pp. 391-402
doi https://doi.org/10.52842/conf.ecaade.1996.391
summary In the last years the computer technology has evolved very fast; new tendencies were also exploded in computer programming, such as object oriented programming, but the world of Computer Science still records other news as the introduction in the market of new graphic environments or operating systems such as Windows 95. As results of this evolution all the applications currently used in CAAD teaching and for practice, were heavily updated; so they have acquired new power for the immediate use but some other features, interesting for CAAD instruction, were lost. Today, the creation inside some CAD programs of those little applications that are one of the highest moment of "learning by doing" method, starts to require more knowledge of some computer science techniques and of the operating systems too.

series eCAADe
email
last changed 2022/06/07 07:56

_id ddssup9618
id ddssup9618
authors Stamps, Arthur E.
year 1996
title Significant visual impact: Is it or isn't it?
source Timmermans, Harry (Ed.), Third Design and Decision Support Systems in Architecture and Urban Planning - Part two: Urban Planning Proceedings (Spa, Belgium), August 18-21, 1996
summary Thirty-eight countries, from all continents except Antarctica, have formal environmental impact review procedures. These impact procedures typically require distinctions between "significant impacts" and "non-significant" impacts. For some issues, such as visual quality, distinguishing the major from the trivial impacts is especially difficult. This paper outlines a theory of visual impacts, shows how the theory can be implemented, and illustrates the theory with three cases histories and a survey of research on the effects of various planning policies. The case histories are examples of statutory and discretionary design review in California and include specifying bay windows on houses, specifying contextual fit, and a before and after study of decisions of a review board. The talk concludes with a discussion of the ranges over which the theory will or will not be applicable and of the opportunities for future cooperative international research.
series DDSS
email
last changed 2003/08/07 16:36

_id 846c
authors Achten, Henri
year 1996
title Generic Representations: Intermediate Structures in Computer Aided Architectural Composition.
source Approaches to Computer Aided Architectural Composition [ISBN 83-905377-1-0] 1996, pp. 9-24
summary The paper discusses research work on typological and generic knowledge in architectural design. Architectural composition occurs predominantly through drawings as a medium. Throughout the process, architects apply knowledge. The paper discusses the question how to accommodate this process in computers bearing in mind the medium of drawings and the application of knowledge. It introduces generic representations as one particular approach and discusses its implications by the concept of intermediate structures. The paper concludes with an evaluation of the presented ideas.
keywords
series other
email
last changed 1999/04/08 17:16

_id 4b55
authors Af Klercker, J. , Ekholm, A. and Fridqvist, S. (Ed.)
year 1996
title Education for Practice [Conference Proceedings]
source 14th eCAADe Conference Proceedings / ISBN 0-9523687-2-2 / Lund (Sweden) 12-14 September 1996, 425 p.
doi https://doi.org/10.52842/conf.ecaade.1996
summary There are many of us trying to make place for CAAD in a natural way in the Curriculum of the Architect school. We would like to make CAAD useful to the students already during their studies. Even if we have the support of our collegues for running courses there is very often no space in the timetable. And even if we have all the entusiasm of our students it is hard to practice your CAAD knowledge on projects where it is not asked for.

The education of architects in the use of computers has lead me to try to find "the roots of education of architects" in general. A collegue of mine in a bookshelf of course litterature in Informatics found and put into my hands "Educating the reflective practitioner" by Donald Schön. It lead to an interesting process of personal reflection and discussion within our CAAD team.

We think by the way that the theme of the conference points to the heart of the message in Donald Schöns book and we are inviting him as a key note speaker at the Conference.

series eCAADe
type normal paper
email
more http://www.caad.lth.se/ECAADE/
last changed 2022/06/07 07:49

_id 0ec9
authors Agranovich-Ponomareva. E., Litvinova, A. And Mickich, A.
year 1996
title Architectural Computing in School and Real Designing
source Education for Practice [14th eCAADe Conference Proceedings / ISBN 0-9523687-2-2] Lund (Sweden) 12-14 September 1996, pp. 25-28
doi https://doi.org/10.52842/conf.ecaade.1996.025
summary The existing system of architectural education ( including computer ) as has shown practice has appeared not absolutly perfect. It not capable to dynamic changes, active introduction of a new engineering and computer technologies, to realization about of the inquiries of a modern time. It suggest of a way of search of new models of computer training. The computer education is represented by us as certain a universal system, which permits to solve the problem of arcitectural education at a higher level. The opportunities of computers and computer technologies at such approach are used as means of increase of efficiency teaching and training. The orientation goes on final result: a opportunity to generate of the creative decisions by learnees, based on attraction of received knowledge and use for their realization of arsenal of practical skills and skills. The system represents not only certain set of experiences elements, necessary and final result sufficient for achievement, but also quite certain interrelation between them. It means, that the knowledge from a initial rate " The Introduction in computer training" must be secured and transformed for utilization in special rates and through them- in practice. The functional nucleus of the software package of such universal system is under construction as opened, apparatus an independent system. A central part of a system is a database, the structure of which is uniform for all other modules and side of enclosures. The conceptual model of a system is under construction on principles structure idea, visualization, multimedia. The listed principles are realized in model so that to encourage the user to independent creative work.

series eCAADe
last changed 2022/06/07 07:54

_id 89de
authors Asanowicz, Aleksander and Sawicky, Bogumil (Eds.)
year 1996
title CAD Creativeness
source 4th International Conference on Computers in Architectural Design / ISBN 83-905377-0-2] Bialystock (Poland), 25-27 April 1996, 299 p.
series plCAD
email
last changed 2003/05/17 10:01

_id 6c97
authors Asanowicz, Aleksander
year 1996
title Using the Computer in Analysis of Architectural Form
source Approaches to Computer Aided Architectural Composition [ISBN 83-905377-1-0] 1996, pp. 25-34
summary One of the most important aspects of the designing process is: the design activity is usually conducted with incomplete information. Another important aspect of designing activity is: designing activity is usually based on past experience. As a matter of fact looking at designers in the early conceptual phases, one thing that appears clear is, instead starting from scratch, they spend a part of their time thinking about existing designing experience, reviewing the literature, and so on. That is why explicit representation of designing knowledge is needed if computers are to be used as the aid of design education and practice. Composition knowledge data base will be helpful during an architectural form analysis process as well. It makes possible to provide answers and explanations as well as allowing to view tutorials illustrating the particular problem. On its basic level such a program will present analysis of architectural objects and abstract forms based on subjective criteria. On its upper level allowing further exploration of various architectural composition attributes, as well as their influence on emotional- aesthetic judgements being formed during the process of analysis the architectural form.
series other
last changed 1999/04/08 17:16

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