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 8e5c
authors Khemlani, Lachmi and Kalay, Yehuda E.
year 1997
title An Integrated Computing Environment for Collaborative, Multi-Disciplinary Building Design
source CAAD Futures 1997 [Conference Proceedings / ISBN 0-7923-4726-9] München (Germany), 4-6 August 1997, pp. 389-416
summary The increasing complexity of the built environment requires that more knowledge and experience be brought to bear on its design, construction and maintenance. The commensurate growth of knowledge in the participating disciplines-architecture, engineering, construction management, facilities management, and others-has tended to diversify each one into many sub-specializations. The resulting fragmentation of the design-built-use process is potentially detrimental to the overall quality of built environment. An efficient system of collaboration between all the specialist participants is needed to offset the effects of fragmentation. It is here that computers, with their ubiquitous presence in all disciplines, can serve as a medium of communication and form the basis of a collaborative, multi- disciplinary design environment. This paper describes the ongoing research on the development of such an integrated computing environment that will provide the basis for design and evaluation tools ranging across the many building-related disciplines. The bulk of the discussion will focus on the problem of a building representation that can be shared by all these disciplines, which, we posit, lies at the core of such an environment. We discuss the criteria that characterize this shared building representation, and present our solution to the problem. The proposed model has been adapted from geometric modeling, and addresses explicitly the difficult Problem of generality versus completeness of the represented information. The other components of the integrated environment that are under development are also described. The paper concludes with some implementation details and a brief look at two evaluation tools that use the proposed building representation for their task.
series CAAD Futures
email
last changed 1999/04/06 09:19

_id 01e7
authors Kvan, Thomas
year 1997
title Studio Teaching Without Meeting: Pedagogical Aspects of a Virtual Design Studio
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. 163-177
doi https://doi.org/10.52842/conf.caadria.1997.163
summary Virtual Design Studios are proliferating. Schools of architecture are eagerly experimenting with the technology of the Internet. Discussions about Virtual Design Studios typically focus on technological issues – which hardware, what software – or environments – MOOs, ftp. Recently, some papers have been written on the perceptual issues and the social aspects of remote design collaborations, thus contributing to some of the contextual issues within which virtual studios are conducted. This paper contributes another perspective, presenting a review of the pedagogical issues raised in a VDS. It examines the difficulties and opportunities which present themselves in teaching a Virtual Design Studio. Based on reviews of problem-based learning and examinations of architectural studio learning, including several experiences in conducting virtual studios, the author considers the particularities of conducting a studio in the virtual world, the motivations for these studios, the experiences of students and the results obtained. From this background, the author identifies benefits and drawbacks of teaching in this manner, leading then to guidelines for framing and conducting effective and successful Virtual Design Studios and raises issues for further discussion.
series CAADRIA
email
last changed 2022/06/07 07:52

_id a9f5
authors Maher, Mary Lou
year 1997
title Sam: A Multimedia Case Library of Structural Designs
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. 5-13
doi https://doi.org/10.52842/conf.caadria.1997.005
summary Recent developments in multimedia and case-based reasoning provide the basis for developing teaching aids for architecture students that present technology and science learning materials as design cases. Case-based reasoning tools can provide assistance in the identification of a relevant design case and the modification of a case for the current design problem. We have developed multimedia library of buildings to support a case-based reasoning approach to teaching structural design. The design cases are linked through a network of concepts that follow a specific learning area, for example, the structural design of tall buildings is linked through the concept of lateral load resistance. The multimedia environment provides an active learning tool that the student uses to generate design solutions.
series CAADRIA
email
last changed 2022/06/07 07:59

_id 6496
authors Chen, Y.Z. and Maver, T.W.
year 1997
title Integrating Design Tools within a Human Collaborative Working
source The Int. Journal of Construction IT 5(2), pp. 47-73
summary This paper stresses the importance of establishing a collaborative working context as the basis for design integration. Within a virtual studio environment framework, a hybrid architecture for design tool integration is presented. Each design tool is wrapped as an autonomous service provider with its own data store; thus the project design data is physically distributed with the design tools. A global product model, which is augmented with meta-data description, is employed to provide a common vocabulary for communications and to assist the management of the distributed resources and activities. Collaboration-aware information is modelled and structured through the meta-data model and a tool model. Based on this, mechanisms for tool service coodination in varying modes are developed. It is then illustrated, through an implemented prototype system, how the integrated design tools might be used in human design work.
series journal paper
last changed 2003/05/15 21:45

_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 b4c4
authors Carrara, G., Fioravanti, A. and Novembri, G.
year 2000
title A framework for an Architectural Collaborative Design
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. 57-60
doi https://doi.org/10.52842/conf.ecaade.2000.057
summary The building industry involves a larger number of disciplines, operators and professionals than other industrial processes. Its peculiarity is that the products (building objects) have a number of parts (building elements) that does not differ much from the number of classes into which building objects can be conceptually subdivided. Another important characteristic is that the building industry produces unique products (de Vries and van Zutphen, 1992). This is not an isolated situation but indeed one that is spreading also in other industrial fields. For example, production niches have proved successful in the automotive and computer industries (Carrara, Fioravanti, & Novembri, 1989). Building design is a complex multi-disciplinary process, which demands a high degree of co-ordination and co-operation among separate teams, each having its own specific knowledge and its own set of specific design tools. Establishing an environment for design tool integration is a prerequisite for network-based distributed work. It was attempted to solve the problem of efficient, user-friendly, and fast information exchange among operators by treating it simply as an exchange of data. But the failure of IGES, CGM, PHIGS confirms that data have different meanings and importance in different contexts. The STandard for Exchange of Product data, ISO 10303 Part 106 BCCM, relating to AEC field (Wix, 1997), seems to be too complex to be applied to professional studios. Moreover its structure is too deep and the conceptual classifications based on it do not allow multi-inheritance (Ekholm, 1996). From now on we shall adopt the BCCM semantic that defines the actor as "a functional participant in building construction"; and we shall define designer as "every member of the class formed by designers" (architects, engineers, town-planners, construction managers, etc.).
keywords Architectural Design Process, Collaborative Design, Knowledge Engineering, Dynamic Object Oriented Programming
series eCAADe
email
more http://www.uni-weimar.de/ecaade/
last changed 2022/06/07 07:55

_id c1ad
authors Cheng, Nancy Yen-wen
year 1997
title Teaching CAD with Language Learning Methods
source Design and Representation [ACADIA ‘97 Conference Proceedings / ISBN 1-880250-06-3] Cincinatti, Ohio (USA) 3-5 October 1997, pp. 173-188
doi https://doi.org/10.52842/conf.acadia.1997.173
summary By looking at computer aided design as design communication we can use pedagogical methods from the well-developed discipline of language learning. Language learning breaks down a complex field into attainable steps, showing how learning strategies and attitudes can enhance mastery. Balancing the linguistic emphases of organizational analysis, communicative intent and contextual application can address different learning styles. Guiding students in learning approaches from language study will equip them to deal with constantly changing technology.

From overall curriculum planning to specific exercises, language study provides a model for building a learner-centered education. Educating students about the learning process, such as the variety of metacognitive, cognitive and social/affective strategies can improve learning. At an introductory level, providing a conceptual framework and enhancing resource-finding, brainstorming and coping abilities can lead to threshold competence. Using kit-of-parts problems helps students to focus on technique and content in successive steps, with mimetic and generative work appealing to different learning styles.

Practicing learning strategies on realistic projects hones the ability to connect concepts to actual situations, drawing on resource-usage, task management, and problem management skills. Including collaborative aspects in these projects provides the motivation of a real audience and while linking academic study to practical concerns. Examples from architectural education illustrate how the approach can be implemented.

series ACADIA
email
last changed 2022/06/07 07:55

_id 77bc
authors Cohen, S., Elber, G. and Bar-Yehuda, R.
year 1997
title Matching of freeform curves
source Computer-Aided Design, Vol. 29 (5) (1997) pp. 369-378
summary Freeform parametric curves are extensively employed in various fields such as computer graphics, computer vision, robotics, and geometric modeling. While manyapplications exploit and combine univariate freeform entities into more complex forms such as sculptured surfaces, the problem of a fair or even optimal relativeparameterization of freeforms, under some norm, has been rarely considered. In this work, we present a scheme that closely approximates the optimal relativematching between two or even n given freeform curves, under a user's prescribed norm that is based on differential properties of the curves. This matching iscomputed as a reparameterization of n - 1 of the curves that can be applied explicitly using composition. The proposed matching algorithm is completely automaticand has been successfully employed in different applications with several demonstrated herein: metamorphosis of freeform curves with feature preservations, keyframe interpolation for animation, self-intersection free ruled surface construction, and automatic matching of rail curves of blending surfaces.
keywords Dynamic Programming, Tangent/Gauss Map, Feature Recognition, Fairness
series journal paper
last changed 2003/05/15 21:33

_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 2006_506
id 2006_506
authors Fioravanti, Antonio and Rinaldo Rustico
year 2006
title x-House game - A Space for simulating a Collaborative Working Environment in Architecture
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. 506-511
doi https://doi.org/10.52842/conf.ecaade.2006.506
summary The research consists of the set up of a game simulating a e Collaborative Working Environment – CWE – in Architectural Design. The use of a game is particularly useful as it makes it possible to simplify the complex terms of the problem and, through the game itself, makes it easier to study knowledge engineering tools, communication protocols and the areas of an ICT implementation of a general model of collaborative design. In the following several characteristics of the game are given (also with reference to other games) such as; participating actors (Wix 1997), the “pieces” (construction components) used, the modular space employed, the PDWs/SDW dialectics, the screenshot of the interface prototype, the score.
keywords Architectural Design; CWE; Game; Representation Model; KBs
series eCAADe
email
last changed 2022/06/07 07:50

_id cc87
authors Johnson, Scott
year 1997
title What's in a Representation, Why Do We Care, and What Does It Mean? Examining Evidence from Psychology
source Design and Representation [ACADIA ‘97 Conference Proceedings / ISBN 1-880250-06-3] Cincinatti, Ohio (USA) 3-5 October 1997, pp. 5-15
doi https://doi.org/10.52842/conf.acadia.1997.005
summary This paper examines psychological evidence on the nature and role of representations in cognition. Both internal (mental) and external (physical or digital) representations are considered. It is discovered that both types of representation are deeply linked to thought processes. They are linked to learning, the ability to use existing knowledge, and problem solving strategies. The links between representations, thought processes, and behavior are so deep that even eye movements are partly governed by representations. Choice of representations can affect limited cognitive resources like attention and short-term memory by forcing a person to try to utilize poorly organized information or perform "translations" from one representation to another. The implications of this evidence are discussed. Based on these findings, a set of guidelines is presented, for digital representations which minimize drain of cognitive resources. These guidelines describe what sorts of characteristics and behaviors a representation should exhibit, and what sorts of information it should contain in order to accommodate and facilitate design. Current attempts to implement such representations are discussed.

series ACADIA
email
last changed 2022/06/07 07:52

_id 7e15
authors Kvan, Thomas
year 1997
title Chips, chunks and sauces
source International Journal of Design Computing, 1, 1997 (Editorial)
summary I am sure there is an art in balancing the chunks to use with your chips. Then there is the sauce that envelops them both. I like my chips chunky and not too saucy. Not that I am obsessed with food but I don't think you can consider design computing without chunks. It's the sauce I'm not sure about. The chunks of which I write are not of course those in your salsa picante but those postulated by Chase and Simon (1973) reflecting on good chess players; the chunks of knowledge with which an expert tackles a problem in their domain of expertise. The more knowledge an expert has of complex and large configurations of typical problem situations (configurations of chess pieces), the greater range of solutions the expert can bring a wider to a particular problem. Those with more chunks have more options and arrive at better solutions. In other words, good designs come from having plenty of big chunks available. There has been a wealth of research in the field of computer-supported collaborative work in the contexts of writing, office management, software design and policy bodies. It is typically divided between systems which support decision making (GDSS: group decision support systems) and those which facilitate joint work (CSCW: computer-based systems for co-operative work) (see Dennis et al. (1988) for a discussion of the distinctions and their likely convergence). Most implementations in the world of design have been on CSCW systems, few have looked at trying to make a group design decision support system (GDDSS?). Most of the work in CSCD has been grounded in the heritage of situated cognition - the assumption that collaborative design is an act that is intrinsically grounded in the context within which it is carried out, that is, the sauce in which we find ourselves swimming daily. By sauce, therefore, I am referring to anything that is not knowledge in the domain of expertise, such as modes of interaction, gestures, social behaviours.
series journal paper
email
last changed 2003/05/15 10:29

_id ad21
authors Laptali, E., Bouchlaghem, N. and Wild, S.
year 1997
title Planning and estimating in practice and the use of integrated computer models
source Automation in Construction 7 (1) (1997) pp. 71-76
summary Research into IT applications in the construction industry has been going on for many years, most of this work took the form of system development aimed at assisting construction practitioners and aimed at improving processes in order to reduce the cost of building. Most of these developments tended to identify a problem in a sector of the industry and focused on using a certain technology in IT to provide a solution. This was often done without a proper investigation into the suitability and the acceptability of the technology to the end users (construction practitioners). Furthermore, most of the work was too focused on solving problems in isolation and did not consider the overall organisational framework and structure of the industry. This paper discusses and presents the results of a survey conducted to investigate the planning and estimating work practices in the industry in order to establish the important issues for the development of an integrated planning and estimating computer model. The survey established the important issues for the acceptability of computer models, the technical aspect to be addressed and a better working practice for estimating and planning. The technical aspect on which the computer model was based is the optimisation of the time and cost of building and the best work practice used is the integration of estimating and planning.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:22

_id c2d8
id c2d8
authors Ozel, Filiz
year 1997
title Representing Design Decisions: An Object Oriented Approach
source Design and Representation [ACADIA ‘97 Conference Proceedings / ISBN 1-880250-06-3] Cincinatti, Ohio (USA) 3-5 October 1997, pp. 37-49
doi https://doi.org/10.52842/conf.acadia.1997.037
summary During the course of a design project numerous design decisions are made, usually with little attention paid to documenting them or keeping track of them. Systematic documentation and representation of design decisions can not only be invaluable in learning from past design experiences, but can also be good tools in teaching architectural design. By using abstraction and analogy to analyze a design precedent, a problem/sub-problem hierarchy can be built where similarities and differences between the precedent problem and the target problem, goals, constraints and solutions are identified for each level of the hierarchy. Each one of these can be represented as objects in an object oriented programming environment, allowing the construction of a hierarchic structure. This model was incorporated into a computer assisted learning system called "DesignRep" which was created by using Toolbook (Asymetrix Co.) object oriented development environment.
series ACADIA
email
last changed 2022/06/07 08:00

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

_id fe7f
authors Schofield, A.J., Stonham, T.J. and Mehta, P.A.
year 1997
title Automated people counting to aid lift control
source Automation in Construction 6 (5-6) (1997) pp. 437-445
summary It has been suggested that the efficiency of elevator systems could be improved if lift controllers had access to accurate counts of the number of passengers waiting at each floor. Video cameras and image processing techniques represent a convenient and non-intrusive solution to the people counting problem and can produce reasonably accurate counts for moderate cost. This paper addresses the problem of people counting using video techniques not the problem of lift control. For a video based counting system to be of use it must distinguish people from other (background) objects in the field of view; the principle difficulty being due to variations in the background scene caused by changes in lighting and the movement of objects. The system discussed here uses neural networks to distinguish between parts of the background scene and non-background objects (people). This system is able to form a compact representation of multiple background images and hence deal with variations in the scene under analysis without requiring large amounts of memory or processing time.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:23

_id 9
authors Stipech, Alfredo
year 1998
title Un Nuevo Horizonte Arquitectonico, Productivo e Intelectual (A New Architectural, Productive and Intelectual Horizon)
source II Seminario Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings / ISBN 978-97190-0-X] Mar del Plata (Argentina) 9-11 september 1998, pp. 76-83
summary This work presents the pedagogical experience of a Design Workshop that investigated the impact of the digital and analogic means on the architectonic design process This work was based on the research of Dr. Arch. Julio BermÝdez who also directed this workshop in 1997. This class was part of the Training Program organized by the "Centro de Informatica y Diseho" (CID) at the "Universidad Nacional del Litoral" FADU (Facultad de Arquitectura Diseho y Urbanismo) Santa Fe, Argentina and made possible by the ongoing International Program of Academic Exchange between the FADU and the (University of Utah Graduate School of Architecture (IPAE Project NO 4). The experimental studio utilized an architectural problem to study the procedural, technical, interpretative and theoretical issues associated with the relationship of contemporary media and design process. The pedagogical vehicle was a program that expresses in itself the meeting or collision between two cultures competing for dominance at the end of the millennium: the immemorial material culture (corporeal, tectonic) and the new and everyday more influent virtual culture (information, nets, media, simulation). The premise for the design process, communication and criticism was the constant migration between the digital and analog representation systems. Within this theoretical-practical context semantic aspects containing different representation modalities were used such as physical and electronic models along with systematic and sensitive drawings (manuals, pixels and with CAD). Hybrid interfaces took a leading role in the process since they allowed the communication between analog and digital media through the creative and technical interaction between scanner, video and computer. This architectural and media context generated an intense pedagogic environment fostering the development of creativity and a critical attitude while allowing concrete breakthroughs in the teaching process and format design. Our work reflects on these results showing examples of stud-go works and providing a final evaluation of this unique experience in Argentina.
series SIGRADI
email
last changed 2016/03/10 10:01

_id 060b
authors Af Klercker, J.
year 1997
title A National Strategy for CAAD and IT-Implementation in the Construction Industry the Construction Industry
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.o8u
summary The objective of this paper is to present a strategy for implementation of CAD and IT in the construction and building management#1 industry in Sweden. The interest is in how to make the best use of the limited resources in a small country or region, cooperating internationally and at the same time avoiding to be totally dominated by the great international actors in the market of information technology.

In Sweden representatives from the construction and building management industry have put forward a research and development program called: "IT-Bygg#2 2002 - Implementation". It aims at making IT the vehicle for decreasing the building costs and at the same time getting better quality and efficiency out of the industry.

The presented strategy is based on a seminar with some of the most experienced researchers, developers and practitioners of CAD in Sweden. The activities were recorded and annotated, analyzed and put together afterwards.

The proposal in brief is that object oriented distributed CAD is to be used in the long perspective. It will need to be based on international standards such as STEP and it will take at least another 5 years to get established.

Meanwhile something temporary has to be used. Pragmatically a "de facto standard" on formats has to be accepted and implemented. To support new users of IT all software in use in the country will be analyzed, described and published for a national platform for IT-communication within the construction industry.

Finally the question is discussed "How can architect schools then contribute to IT being implemented within the housing sector at a regional or national level?" Some ideas are presented: Creating the good example, better support for the customer, sharing the holistic concept of the project with all actors, taking part in an integrated education process and international collaboration like AVOCAAD and ECAADE.

 

keywords CAAD, IT, Implementation, Education, Collaboration
series eCAADe
type normal paper
email
more http://info.tuwien.ac.at/ecaade/proc/afklerck/afklerck.htm
last changed 2022/06/07 07:50

_id 83a5
authors Bock, Thomas
year 1997
title CAD-So What?
source CAAD Futures 1997 [Conference Proceedings / ISBN 0-7923-4726-9] München (Germany), 4-6 August 1997, pp. 15-43
summary Computers were applied in construction towards the end of the 50s. In the meantime CA-X technologies rapidly evolved in areas such as integration of application software, 3D modelling and simulation, multimedia systems, artificial intelligence, CAD/CAM, robotics, and computer-based integration of design, construction and facility management. The structural changes under way in the construction industry ask for a transition from mere CAD, where "D" stands for design and drafting, towards CAC, where the second "C" represents construction , thus farther processing the previously generated CAD data .
series CAAD Futures
email
last changed 2003/11/21 15:16

_id 80f7
authors Carrara, G., Fioravanti, A. and Novembri, G.
year 2001
title Knowledge-based System to Support Architectural Design - Intelligent objects, project net-constraints, collaborative work
source Architectural Information Management [19th eCAADe Conference Proceedings / ISBN 0-9523687-8-1] Helsinki (Finland) 29-31 August 2001, pp. 80-85
doi https://doi.org/10.52842/conf.ecaade.2001.080
summary The architectural design business is marked by a progressive increase in operators all cooperating towards the realization of building structures and complex infrastructures (Jenckes, 1997). This type of design implies the simultaneous activity of specialists in different fields, often working a considerable distance apart, on increasingly distributed design studies. Collaborative Architectural Design comprises a vast field of studies that embraces also these sectors and problems. To mention but a few: communication among operators in the building and design sector; design process system logic architecture; conceptual structure of the building organism; building component representation; conflict identification and management; sharing of knowledge; and also, user interface; global evaluation of solutions adopted; IT definition of objects; inter-object communication (in the IT sense). The point of view of the research is that of the designers of the architectural artefact (Simon, 1996); its focus consists of the relations among the various design operators and among the latter and the information exchanged: the Building Objects. Its primary research goal is thus the conceptual structure of the building organism for the purpose of managing conflicts and developing possible methods of resolving them.
keywords Keywords. Collaborative Design, Architectural And Building Knowledge, Distributed Knowledge Bases, Information Management, Multidisciplinarity
series eCAADe
email
last changed 2022/06/07 07:55

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