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

PDF papers
References

Hits 1 to 20 of 514

_id b3b1
authors Ebrahim, Mostafa Abdel-Bary
year 1997
title Application and evaluation of digital image techniques in close range photogrammetry
source University of Innsbruck
summary Most of the orthomapping techniques that are used in the present are restricted to surfaces that arise from a function of 'ground co- ordinates' z = f (x, y) , so-called 2.5D objects. Some techniques are also restricted to surfaces with kind of smooth shape or even to regular surfaces, but all of them are established to rectify images (although increasingly digitally). A new approach has been established for digital restitution and orthomapping of close range objects of almost any shape and size and with almost no restriction to images or objects. The idea of this approach is an inversion of the photographic technique and is (on the contrary to the 'rectification approach') strictly object oriented. All of the objects are regarded to be describable in their geometrical shape by a number of particular faces that can be regular or irregular but can anyway be created in a CAD environment. The data needed to get this surface can come from any photogrammetric, tachometric or other source with any particular one wants to have for the results. All the details that lie on that surface don't have to be restituted by analog or analytical point measurement but can after that be projected onto this surface from any photo, from any side and with any camera they have been taken. A 'Digital Projector' does the projection of the photos from the same positions and with the same inner orientation as of photographic camera. Using this approach any measurements of any details on the facades can be done easily. No details of the object can be neglected, none can be forgotten, no prior filtering of details has preceded this using. The full information of the original photos is available in the results. The results of the restitution can be presented in many ways. One of them is create orthoimages in any scale. Other results are any perspective or parallel view of the object. Other use of the strict 3D map-covered object for visualization (e.g. in architecture and archaeology application) is possible  
keywords Digital Image; Digital Projector; Close Range Photogrammetry; Architectural Photogrammetry; 2.5d Objects; Visualization
series thesis:PhD
email
more http://www.arcs.ac.at/dissdb/rn027356
last changed 2003/02/12 22:37

_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 536e
authors Bouman, Ole
year 1997
title RealSpace in QuickTimes: architecture and digitization
source Rotterdam: Nai Publishers
summary Time and space, drastically compressed by the computer, have become interchangeable. Time is compressed in that once everything has been reduced to 'bits' of information, it becomes simultaneously accessible. Space is compressed in that once everything has been reduced to 'bits' of information, it can be conveyed from A to B with the speed of light. As a result of digitization, everything is in the here and now. Before very long, the whole world will be on disk. Salvation is but a modem away. The digitization process is often seen in terms of (information) technology. That is to say, one hears a lot of talk about the digital media, about computer hardware, about the modem, mobile phone, dictaphone, remote control, buzzer, data glove and the cable or satellite links in between. Besides, our heads are spinning from the progress made in the field of software, in which multimedia applications, with their integration of text, image and sound, especially attract our attention. But digitization is not just a question of technology, it also involves a cultural reorganization. The question is not just what the cultural implications of digitization will be, but also why our culture should give rise to digitization in the first place. Culture is not simply a function of technology; the reverse is surely also true. Anyone who thinks about cultural implications, is interested in the effects of the computer. And indeed, those effects are overwhelming, providing enough material for endless speculation. The digital paradigm will entail a new image of humankind and a further dilution of the notion of social perfectibility; it will create new notions of time and space, a new concept of cause and effect and of hierarchy, a different sort of public sphere, a new view of matter, and so on. In the process it will indubitably alter our environment. Offices, shopping centres, dockyards, schools, hospitals, prisons, cultural institutions, even the private domain of the home: all the familiar design types will be up for review. Fascinated, we watch how the new wave accelerates the process of social change. The most popular sport nowadays is 'surfing' - because everyone is keen to display their grasp of dirty realism. But there is another way of looking at it: under what sort of circumstances is the process of digitization actually taking place? What conditions do we provide that enable technology to exert the influence it does? This is a perspective that leaves room for individual and collective responsibility. Technology is not some inevitable process sweeping history along in a dynamics of its own. Rather, it is the result of choices we ourselves make and these choices can be debated in a way that is rarely done at present: digitization thanks to or in spite of human culture, that is the question. In addition to the distinction between culture as the cause or the effect of digitization, there are a number of other distinctions that are accentuated by the computer. The best known and most widely reported is the generation gap. It is certainly stretching things a bit to write off everybody over the age of 35, as sometimes happens, but there is no getting around the fact that for a large group of people digitization simply does not exist. Anyone who has been in the bit business for a few years can't help noticing that mum and dad are living in a different place altogether. (But they, at least, still have a sense of place!) In addition to this, it is gradually becoming clear that the age-old distinction between market and individual interests are still relevant in the digital era. On the one hand, the advance of cybernetics is determined by the laws of the marketplace which this capital-intensive industry must satisfy. Increased efficiency, labour productivity and cost-effectiveness play a leading role. The consumer market is chiefly interested in what is 'marketable': info- and edutainment. On the other hand, an increasing number of people are not prepared to wait for what the market has to offer them. They set to work on their own, appropriate networks and software programs, create their own domains in cyberspace, domains that are free from the principle whereby the computer simply reproduces the old world, only faster and better. Here it is possible to create a different world, one that has never existed before. One, in which the Other finds a place. The computer works out a new paradigm for these creative spirits. In all these distinctions, architecture plays a key role. Owing to its many-sidedness, it excludes nothing and no one in advance. It is faced with the prospect of historic changes yet it has also created the preconditions for a digital culture. It is geared to the future, but has had plenty of experience with eternity. Owing to its status as the most expensive of arts, it is bound hand and foot to the laws of the marketplace. Yet it retains its capacity to provide scope for creativity and innovation, a margin of action that is free from standardization and regulation. The aim of RealSpace in QuickTimes is to show that the discipline of designing buildings, cities and landscapes is not only a exemplary illustration of the digital era but that it also provides scope for both collective and individual activity. It is not just architecture's charter that has been changed by the computer, but also its mandate. RealSpace in QuickTimes consists of an exhibition and an essay.
series other
email
last changed 2003/04/23 15:14

_id 2e5a
authors Matsumoto, N. and Seta, S.
year 1997
title A history and application of visual simulation in which perceptual behaviour movement is measured.
source Architectural and Urban Simulation Techniques in Research and Education [3rd EAEA-Conference Proceedings]
summary For our research on perception and judgment, we have developed a new visual simulation system based on the previous system. Here, we report on the development history of our system and on the current research employing it. In 1975, the first visual simulation system was introduced, witch comprised a fiberscope and small-scale models. By manipulating the fiberscope's handles, the subject was able to view the models at eye level. When the pen-size CCD TV camera came out, we immediately embraced it, incorporating it into a computer controlled visual simulation system in 1988. It comprises four elements: operation input, drive control, model shooting, and presentation. This system was easy to operate, and the subject gained an omnidirectional, eye-level image as though walking through the model. In 1995, we began developing a new visual system. We wanted to relate the scale model image directly to perceptual behavior, to make natural background images, and to record human feelings in a non-verbal method. Restructuring the above four elements to meet our equirements and adding two more (background shooting and emotion spectrum analysis), we inally completed the new simulation system in 1996. We are employing this system in streetscape research. Using the emotion spectrum system, we are able to record brain waves. Quantifying the visual effects through these waves, we are analyzing the relation between visual effects and physical elements. Thus, we are presented with a new aspect to study: the relationship between brain waves and changes in the physical environment. We will be studying the relation of brain waves in our sequential analysis of the streetscape.
keywords Architectural Endoscopy, Endoscopy, Simulation, Visualisation, Visualization, Real Environments
series EAEA
email
more http://www.bk.tudelft.nl/media/eaea/eaea97.html
last changed 2005/09/09 10:43

_id c5a0
authors Bradford, J., Wong, W.S., Tang, A.H.F. and Yeung, C.S.K.
year 1997
title A Virtual Reality Building Block Composer for Architecture
doi https://doi.org/10.52842/conf.caadria.1997.051
source CAADRIA ‘97 [Proceedings of the Second Conference on Computer Aided Architectural Design Research in Asia / ISBN 957-575-057-8] Taiwan 17-19 April 1997, pp. 51-59
summary Design is a complex and time consuming process. One way to simplify the design process is to use pre-build blocks for commonly known parts instead of creating them again with CAD. To give the designer an immediate 3D view of the design, designing in virtual reality is a good choice. This paper presents a virtual reality interface tool which allows a user to assemble an architecture structure from a library of pre-built blocks. The library is a distributed client-server database.
series CAADRIA
email
last changed 2022/06/07 07:54

_id b8a4
authors Dani, Tushar H and Gadh, Rajit
year 1997
title Creation of concept shape designs via a virtual reality interface
source Computer-Aided Design, Vol. 29 (8) (1997) pp. 555-563
summary This paper describes an approach for creating concept shape designs in a virtual reality environment--COVIRDS (COnceptual VIRtual Design System. Conceptdesign refers to the ab initio design of a product or part. In concept design, the product details such as shape features and exact dimensions are not rigidly definedand the designer has some freedom in determining the shape and dimensions of the product. Current CAD require the designer to specify shape and dimensions tocreate CAD models of products even though these are probably not necessary at the concept development stage. COVIRDS overcomes these drawbacks by providing abi-modal voice and hand-tracking based user interface to the VR-based CAD modeling environment. This interface allows rapid concept design creation withoutrequiring time consuming shape description and the tedious specifications of exact dimensions.
keywords Concept Shape Design, Virtual Reality Interfaces, Geometric Modeling
series journal paper
last changed 2003/05/15 21:33

_id 389b
authors Do, Ellen Yi-Luen
year 2000
title Sketch that Scene for Me: Creating Virtual Worlds by Freehand Drawing
doi https://doi.org/10.52842/conf.ecaade.2000.265
source Promise and Reality: State of the Art versus State of Practice in Computing for the Design and Planning Process [18th eCAADe Conference Proceedings / ISBN 0-9523687-6-5] Weimar (Germany) 22-24 June 2000, pp. 265-268
summary With the Web people can now view virtual threedimensional worlds and explore virtual space. Increasingly, novice users are interested in creating 3D Web sites. Virtual Reality Modeling Language gained ISO status in 1997, although it is being supplanted by the compatible Java3D API and alternative 3D Web technologies compete. Viewing VRML scenes is relatively straightforward on most hardware platforms and browsers, but currently there are only two ways to create 3D virtual scenes: One is to code the scene directly using VRML. The other is to use existing CAD and modeling software, and save the world in VRML format or convert to VRML from some other format. Both methods are time consuming, cumbersome, and have steep learning curves. Pen-based user interfaces, on the other hand, are for many an easy and intuitive method for graphics input. Not only are people familiar with the look and feel of paper and pencil, novice users also find it less intimidating to draw what they want, where they want it instead of using a complicated tool palette and pull-down menus. Architects and designers use sketches as a primary tool to generate design ideas and to explore alternatives, and numerous computer-based interfaces have played on the concept of "sketch". However, we restrict the notion of sketch to freehand drawing, which we believe helps people to think, to envision, and to recognize properties of the objects with which they are working. SKETCH employs a pen interface to create three-dimensional models, but it uses a simple language of gestures to control a three-dimensional modeler; it does not attempt to interpret freehand drawings. In contrast, our support of 3D world creation using freehand drawing depend on users’ traditional understanding of a floor plan representation. Igarashi et al. used a pen interface to drive browsing in a 3D world, by projecting the user’s marks on the ground plane in the virtual world. Our Sketch-3D project extends this approach, investigating an interface that allows direct interpretation of the drawing marks (what you draw is what you get) and serves as a rapid prototyping tool for creating 3D virtual scenes.
keywords Freehand Sketching, Pen-Based User Interface, Interaction, VRML, Navigation
series eCAADe
email
more http://www.uni-weimar.de/ecaade/
last changed 2022/06/07 07:55

_id 2a09
authors Donath, Judith Stefania
year 1997
title Inhabiting the virtual city : the design of social environments for electronic communities
source Massachusetts Institute of Technology, Program in Media Arts & Sciences
summary The goal of this work is to develop an approach to the design of on-line social environments. My thesis is that, in order to foster the development of vibrant and viable online communities, the environment - i.e. the technical infrastructure and user interface - must provide the means to communicate social cues and information: the participants must be able to perceive the social patterns of activity and affiliation and the community must be able to evolve a fluid and subtle cultural vocabulary. The theoretical foundation for the research is drawn from traditional studies of society and culture and from observations of contemporary on-line systems. Starting with an analysis of the fundamental differences between real and virtual societies - most notably, the presence and absence of the body - the first section examines the ways social cues are communicated in the real world, discusses the limits imposed on on-line communities due to their mediated and bodiless nature, and explores directions that virtual societies can take that are impossible for physical ones. These ideas form the basis for the main part of the thesis, a design platform for creating sociable virtual environments. The focus of the discussion is on the analysis of a set of implemented design experiments that explore three areas of the platform: the visual representations of social phenomena, the role of information spaces as contexts for communication, and the presentation of self in the virtual world.
series thesis:PhD
email
more http://smg.media.mit.edu/people/Judith/Thesis/
last changed 2003/02/12 22:37

_id 43b8
authors Orth, Maggie
year 1997
title Interface to Architecture: Integrating Technology into the Environment in the Brain Opera
source Proceedings of DIS'97: Designing Interactive Systems: Processes, Practices, Methods, & Techniques 1997 pp. 265-275
summary This paper concretely presents the design processes and results of Composer Tod Machover's Brain Opera, an interactive, multi-media, traveling opera. It will present the importance of successful collaboration between artists and scientists at the functional intersection of their research -- design. It will discuss the opposing design strategies necessary for integrating technology into the physical environment at various levels of scale, from architecture to interface. At the level of architecture flexibility in design is stressed. In interface design, the needs for specificity and detail, new materials and manufacturing processes are presented. The paper will demonstrate how the aesthetic goals of the Brain Opera's visual designers, creating an organic, humorous and unexpected technology environment, influenced audience interaction. The conflict between artistic control and interactivity will also be examined through the specific results of acoustic design in the project. The influences of quickly changing technology and funding on the design of the Brain Opera are also revealed. The prominence of the proscenium arch stage in existing music venues and its influence on new media projects is presented. Successful and unsuccessful models for audience participation are also presented. Concrete interface examples are used to counter the notion of intuitive interface design. Finally, the Brain Opera is presented as a design model for an interactive research laboratory.
keywords Design; Environment; Interface; Furniture; Physical Interface; Theater; Sensor; Collaboration; Architecture; Opera
series other
last changed 2002/07/07 16:01

_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 4308
authors Salisbury, M., Wong, M., Hughes, J. and Salesin, D.
year 1997
title Orientable Textures for Image Based Pen-and-Ink Illustration
source Computer Graphics Proceedings, Annual Conference Series 1997. ACM SIGGRAPH, pp. 401-406
summary We've built a system for creating pen-and-ink illustrations that uses three components: darkness, texture, and orientation. Previous systems have used the first two. To allow the user to specify the third one, orientation, we have built an interactive direction field editor in which the user effectively 'paints' directions onto the illustration. The system then automatically creates the illustration at the requested output scale.
series journal paper
last changed 2003/04/23 15:50

_id d549
authors Shih, N.
year 1997
title Modelling wall finishes
source Automation in Construction 6 (2) (1997) pp. 139-146
summary The purpose of this paper is to present a method to apply finishes to walls to meet the different modelling requirements in a computer-aided environment for architectural design. The method is applicable to wall finishes which are directly applied. The method considers wall and finish as two architectural components, instead of one. Advantages and disadvantages of integrated and differentiated approaches are compared based on the definition of building components, the number of the combinative variety of walls and finishes, the possibility of design inspection, the availability of applications, the stages involved in design, the management of the database, the process regarding drawing production, and the working process of creating and joining new types of walls at the same location. Although both components are usually applied in an integrated manner in most applications, this paper concludes that the number of combinations may become so large that finish and wall have to be defined separately in order to provide flexibility in assigning different depths and applying various materials. An application method is illustrated.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:23

_id c32b
authors Tanijiri, H., Ishiguro, B., Arai, T., Yoshitake, R., Kato, M., Morishima, Y. and Takasaki, N.
year 1997
title Development of automated weather-unaffected building construction system
source Automation in Construction 6 (3) (1997) pp. 215-227
summary An automated weather-unaffected building system has been developed which aims at creating a system for producing an attractive building system for the next generation. This system makes improvements with regards to problems pertaining to labor productivity, and creates a comfortable production environment for the new type of engineers of the future. It can provide high quality building at a low cost. This system is based on the procedure that after the uppermost floor of the building is assembled on the ground level, various automated mechanical devices necessary for structural work are installed. The structural body of the building is constructed one floor at a time and each part in sequence under weather proof working conditions. Each is raised to the uppermost floor by means of a jack system. This paper reports the summary and execution of the above automated weather-unaffected building construction system.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:23

_id sigradi2006_e131c
id sigradi2006_e131c
authors Ataman, Osman
year 2006
title Toward New Wall Systems: Lighter, Stronger, Versatile
source SIGraDi 2006 - [Proceedings of the 10th Iberoamerican Congress of Digital Graphics] Santiago de Chile - Chile 21-23 November 2006, pp. 248-253
summary Recent developments in digital technologies and smart materials have created new opportunities and are suggesting significant changes in the way we design and build architecture. Traditionally, however, there has always been a gap between the new technologies and their applications into other areas. Even though, most technological innovations hold the promise to transform the building industry and the architecture within, and although, there have been some limited attempts in this area recently; to date architecture has failed to utilize the vast amount of accumulated technological knowledge and innovations to significantly transform the industry. Consequently, the applications of new technologies to architecture remain remote and inadequate. One of the main reasons of this problem is economical. Architecture is still seen and operated as a sub-service to the Construction industry and it does not seem to be feasible to apply recent innovations in Building Technology area. Another reason lies at the heart of architectural education. Architectural education does not follow technological innovations (Watson 1997), and that “design and technology issues are trivialized by their segregation from one another” (Fernandez 2004). The final reason is practicality and this one is partially related to the previous reasons. The history of architecture is full of visions for revolutionizing building technology, ideas that failed to achieve commercial practicality. Although, there have been some adaptations in this area recently, the improvements in architecture reflect only incremental progress, not the significant discoveries needed to transform the industry. However, architectural innovations and movements have often been generated by the advances of building materials, such as the impact of steel in the last and reinforced concrete in this century. There have been some scattered attempts of the creation of new materials and systems but currently they are mainly used for limited remote applications and mostly for aesthetic purposes. We believe a new architectural material class is needed which will merge digital and material technologies, embedded in architectural spaces and play a significant role in the way we use and experience architecture. As a principle element of architecture, technology has allowed for the wall to become an increasingly dynamic component of the built environment. The traditional connotations and objectives related to the wall are being redefined: static becomes fluid, opaque becomes transparent, barrier becomes filter and boundary becomes borderless. Combining smart materials, intelligent systems, engineering, and art can create a component that does not just support and define but significantly enhances the architectural space. This paper presents an ongoing research project about the development of new class of architectural wall system by incorporating distributed sensors and macroelectronics directly into the building environment. This type of composite, which is a representative example of an even broader class of smart architectural material, has the potential to change the design and function of an architectural structure or living environment. As of today, this kind of composite does not exist. Once completed, this will be the first technology on its own. We believe this study will lay the fundamental groundwork for a new paradigm in surface engineering that may be of considerable significance in architecture, building and construction industry, and materials science.
keywords Digital; Material; Wall; Electronics
series SIGRADI
email
last changed 2016/03/10 09:47

_id 2e3b
authors Kvan, Thomas and Kvan, Erik
year 1997
title Is Design Really Social
source Creative Collaboration in Virtual Communities 1997, ed. A. Cicognani. VC'97. Sydney: Key Centre of Design Computing, Department of Architectural and Design Science, University of Sydney, 8 p.
summary There are many who will readily agree with Mitchell’s assertion that “the most interesting new directions (for computer-aided design) are suggested by the growing convergence of computation and telecommunication. This allows us to treat designing not just as a technical process... but also as a social process.” [Mitchell 1995]. The assumption is that design was a social process until users of computer-aided design systems were distracted into treating it as a merely technical process. Most readers will assume that this convergence must and will lead to increased communication between design participants; that better social interaction leads to be better design. The unspoken assumption appears to be that putting the participants into an environment with maximal communication channels will result in design collaboration. The tools provided; therefore; must permit the best communication and the best social interaction. We think it essential to examine the foundations and assumptions on which software and environments are designed to support collaborative design communication. Of particular interest to us in this paper is the assumption about the “social” nature of design. Early research in computer-assisted design collaborations has jumped immediately into conclusions about communicative models which lead to high-bandwidth video connections as the preferred channel of collaboration. The unstated assumption is that computer-supported design environments are not adequate until they replicate in full the sensation of being physically present in the same space as the other participants (you are not there until you are really there). It is assumed that the real social process of design must include all the signals used to establish and facilitate face-to-face communication; including gestures; body language and all outputs of drawing (e.g. Tang [1991]). In our specification of systems for virtual design communities; are we about to fall into the same traps as drafting systems did?
keywords CSCW; Virtual Community; Architectural Design; Computer-Aided Design
series other
email
last changed 2002/11/15 18:29

_id 07ae
authors Sook Lee, Y. and Mi Lee, S.
year 1997
title Analysis of mental maps for ideal apartments to develop and simulate an innovative residential interior space.
source Architectural and Urban Simulation Techniques in Research and Education [3rd EAEA-Conference Proceedings]
summary Even though results of applied research have been ideally expected to be read and used by practitioners, written suggestions have been less persuasive especially, in visual field such as environmental design, architecture, and interior design. Therefore, visualization of space has been frequently considered as an ideal alternative way of suggestions and an effective method to disseminate research results and help decision makers. In order to make the visualized target space very solid and mundane, scientific research process to define the characteristics of the space should be precedent. This presentation consists of two parts : first research part ; second design and simulation part. The purpose of the research was to identify the ideal residential interior characteristics on the basis of people's mental maps for ideal apartments. To achieve this goal, quantitative content analysis was used using an existing data set of floor plans drawn by housewives. 2,215 floorplans were randomly selected among 3,012 floorplans collected through nation-wide housing design competition for ideal residential apartments. 213 selected variables were used to analyze the floorplans. Major contents were the presentational characteristics of mental maps and the characteristics of design preference such as layout, composition, furnishing etc. As a result, current and future possible trends of ideal residence were identified. On the basis of the result, design guidelines were generated. An interior spatial model for small size unit using CAD was developed according to the guidelines. To present it in more effective way, computer simulated images were made using 3DS. This paper is expected to generate the comparison of various methods for presenting research results such as written documents, drawings, simulated images, small scaled model for endoscopy and full scale modeling.
keywords Architectural Endoscopy, Endoscopy, Simulation, Visualisation, Visualization, Real Environments
series EAEA
email
more http://www.bk.tudelft.nl/media/eaea/eaea97.html
last changed 2005/09/09 10:43

_id ddss9829
id ddss9829
authors De Hoog, J., Hendriks, N.A. and Rutten, P.G.S.
year 1998
title Evaluating Office Buildings with MOLCA(Model for Office Life Cycle Assessment)
source Timmermans, Harry (Ed.), Fourth Design and Decision Support Systems in Architecture and Urban Planning Maastricht, the Netherlands), ISBN 90-6814-081-7, July 26-29, 1998
summary MOLCA (Model for Office Life Cycle Assessment) is a project that aims to develop a tool that enables designers and builders to evaluate the environmental impact of their designs (of office buildings) from a environmental point of view. The model used is based on guidelinesgiven by ISO 14000, using the so-called Life Cycle Assessment (LCA) method. The MOLCA project started in 1997 and will be finished in 2001 resulting in the aforementioned tool. MOLCA is a module within broader research conducted at the Eindhoven University of Technology aiming to reduce design risks to a minimum in the early design stages.Since the MOLCA project started two major case-studies have been carried out. One into the difference in environmental load caused by using concrete and steel roof systems respectively and the role of recycling. The second study focused on biases in LCA data and how to handle them. For the simulations a computer-model named SimaPro was used, using the world-wide accepted method developed by CML (Centre for the Environment, Leiden, the Netherlands). With this model different life-cycle scenarios were studied and evaluated. Based on those two case studies and a third one into an office area, a first model has been developed.Bottle-neck in this field of study is estimating average recycling and re-use percentages of the total flow of material waste in the building sector and collecting reliable process data. Another problem within LCA studies is estimating the reliability of the input data and modelling uncertainties. All these topics will be subject of further analysis.
keywords Life-Cycle Assessment, Office Buildings, Uncertainties in LCA
series DDSS
last changed 2003/08/07 16:36

_id 2070
authors Forgber, U., Kohler, N., Koch, N., Schmidt, F. and Haller. R.
year 1997
title Integration of Sustainable Approaches in the Building Design Process
source Firenze International Conference for Teachers of Architecture, 16.-18. October 1997, Firenze, Italy
summary Sustainable approaches in the choice of building components require attentive control of the building design and complex analyses of the behavior of chosen components and their ecological balance. One strategy to support sustainable approaches is the technique of integrated planing. Integrated planing comprises both, horizontal (interdisciplinary teams) and vertical (building life cycle oriented) integration. Its realization requires the ability to view a building under different aspects (e.g. views of domain experts) and at different stages over time (preliminary design, design, construction, operation, demolition). These different views can only be considered at once, if different approaches in various areas such as computer aided design (CAD), modeling (PDM), and cooperation (CORBA) are integrated into one working environment. Over the last decade, the Institut für Industrielle Bauproduktion (ifib), University of Karlsruhe, Germany and the Institut für Kernenergetik und Energiesysteme (IKE), University of Stuttgart (Germany), have investigated various tools and techniques, supporting the implementation of these approaches. Several research projects were subject to experiments in this context.
series other
email
last changed 2003/02/26 18:58

_id f5f8
id f5f8
authors Goldman, Glen
year 1997
title ARCHITECTURAL GRAPHICS: TRADITIONAL AND DIGITAL COMMUNICATION
source Prentice Hall (ISBN: 0-13-341967)
summary The media used to create architectural drawings are now more varied than ever before. Basic principles of drawing types, from two-dimensional orthographic projections (plans, elevations, etc.) to perspective to axonometrics are media independent. While "what the images are" may be constant, the way in which they are created and modified is, at time, media dependent and therefore variable. Because we can only modify what we create, the way an image or model is created (and therefore the media employed) affects its future uses and possibilities. Architectural Graphics is written from the point of view of today's architects - one who must be comfortable working in a variety of media. A variety of diagrams, photos, and simple drawings combine with well-executed finished samples to illustrate the basic principles of graphic communication, as well as the specific characteristics of both traditional and digital media.
series other
type normal paper
last changed 2004/09/18 19:06

_id 041e
authors Hall, Theodore W.
year 1997
title Hand-Eye Coordination in Virtual Reality, Using a Desktop Display, Stereo Glasses and a 3-D Mouse
doi https://doi.org/10.52842/conf.caadria.1997.073
source CAADRIA ‘97 [Proceedings of the Second Conference on Computer Aided Architectural Design Research in Asia / ISBN 957-575-057-8] Taiwan 17-19 April 1997, pp. 73-82
summary Many virtual-reality displays augment the user’s view of the real world but do not completely mask it out or replace it. Intuitive control and realistic interaction with these displays depend on accurate hand-eye coordination: the projected image of a 3-D cursor in virtual space should align visually with the real position of the 3-D input device that controls it. This paper discusses some of the considerations and presents algorithms for coordinating the physical and virtual worlds.
series CAADRIA
email
last changed 2022/06/07 07:50

For more results click below:

this is page 0show page 1show page 2show page 3show page 4show page 5... show page 25HOMELOGIN (you are user _anon_36880 from group guest) CUMINCAD Papers Powered by SciX Open Publishing Services 1.002