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

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Hits 1 to 20 of 518

_id 08eb
authors Glanville, Ranulph
year 1997
title The Value when Cybernetics is added to CAAD
source AVOCAAD First International Conference [AVOCAAD Conference Proceedings / ISBN 90-76101-01-09] Brussels (Belgium) 10-12 April 1997, pp. 39-56
summary In this paper it is argued that cybernetics gives added value to design in general and to CAAD in particular. Essential cybernetic concepts are introduced, and are then shown to reflect design. These reflections are shown to be potentially amplifiable by the use of computers through CAAD, if we will and dare it.
series AVOCAAD
last changed 2005/09/09 10:48

_id e941
authors Sariyildiz, Sevil, Durmisevic, Sanja and Ploco, Jasmina
year 1997
title Pattern Grammar within the Language of Architecture
source AVOCAAD First International Conference [AVOCAAD Conference Proceedings / ISBN 90-76101-01-09] Brussels (Belgium) 10-12 April 1997, pp. 299-311
summary Technology plays an important role in the design and designing process, influencing the architectural expressions and giving an impulse to new developments of architectural language. It has been allways the stimulating push for the generation of new concepts, spaces and technics in architectural design. Especially the developments, in the field of material technology and construction industry. Lately, Information and Communication Technology (ICT) pledge to have an important impact on designing practice as well as a part of the technological developments. In order to widen the application of CAAD in designers realm, it is necessary to interpose new design tools and methods. This means introducing CAAD more as a "designing tool" and making its employment feasible from the very first stages of design process - during the conceptual phase. Pattern Grammars, which we will introduce in this paper is such a method that provides support to designers, architects and urban planners. These patterns, based on complex 3D spatial geometrical polyhedra and polytopes, when generated, have form and structure at the same time. Parallel with geometry creation, aspects such as accessibility, functionality and integrity of a building should be taken in consideration as well. Working with pattern grammar within CAAD environment, enables faster generating of concepts and examination of spatial qualities, offering at the same time higher standards of design flexibility and enormous variety. It also introduces new design approaches to stimulate the innovative ideas concerning the design. This, altogether, represents an added value of CAAD.
keywords CAAD Tools, Pattern Grammar, Substitution Method
series AVOCAAD
last changed 2005/09/09 10:48

_id b3f6
authors Goodwin, G.
year 1997
title Software and hardware summary
source Automation in Construction 6 (1) (1997) pp. 29-31
summary With the rate of change accelerating in both technological development and in the spread of global markets, very few cost cutting businesses will survive in a value added marketplace. Information sharing over networks has a lot to offer the Industry by way of eliminating delays from the construction process and inventory from the Supply Chain. The most significant change by 2005 will be in networking and communications. Discovering design flaws at the design stage rather than when the building is in use must be very attractive to clients of the Construction Industry. Construction firms must have some sort of IT Strategy or clear view of how to exploit IT to support their businesses. Large companies need to act as coaches and mentors to smaller ones. The Industry cannot maximise its IT benefits unless all the players participate.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:22

_id c59c
authors Kokosalakis, Jen
year 1997
title C AD VANTAGE for Communities, Professionals and Students
source AVOCAAD First International Conference [AVOCAAD Conference Proceedings / ISBN 90-76101-01-09] Brussels (Belgium) 10-12 April 1997, pp. 235-254
summary I propose to consider how added value for professionals, and the consumers of their buildings and students of these processes might be attained. Through the vehicle of new technologies including the humble 'CAD' system a fuller collaboration in design decision- making is aided through representation of 3 dimensional design ideas and their comprehension from different 'vantage' points. Thus computing may enhance opportunity for more informed dialogue involving verbal and visual responses between the intentions of the architect and client and promise to open up more of the architectural design process to participation by the building consumers, bringing advantage' to all actors in the design process. More liberated sketching at the system is becoming evident as programmers, and users' skills adapt to the search for more enabling, creative and easier tools, procedures and interfaces freeing responsiveness to consumer wishes. Reflection from clients and practitioners brings hope that a more informed dialogue is enabled through computer supported designing. The beginnings of CAAD support to community groups acts as a facilitator. Contacting and working with community groups follows effective 'Community Development' precedents established in the Liverpool of the sixties; to contact, activate, enable and provide necessary skill supports for community-driven striving for resolution of housing problems. Results of this, ploughed back into CAD teaching for Environmental Planners, brings increased awareness and visualisation of environmental, architectural and human issues and promises to begin a new cycle of more informed participation for citizens, architects, planners and consultants.
series AVOCAAD
last changed 2005/09/09 10:48

_id 81af
id 81af
authors Maver, T.W.
year 1997
title Added Value for CAAD in Education - Highlights of an Exciting 25 years
source AVOCAAD First International Conference [AVOCAAD Conference Proceedings / ISBN 90-76101-01-09] Brussels (Belgium) 10-12 April 1997, pp. 67-81
summary The history of CAAD is just 25 years. In that short span of time the subject has advanced from the minority time hobby of a very few academics to a multi-billion ECU industry. This presentation highlights four areas of application of Information Technology to the education of architects and anticipates how these applications will impact on practice.
series AVOCAAD
type normal paper
email
last changed 2015/02/20 11:24

_id 8ec9
authors Asanowicz, Alexander
year 1997
title Incompatible Pencil - Chance for Changing in Design Process
source AVOCAAD First International Conference [AVOCAAD Conference Proceedings / ISBN 90-76101-01-09] Brussels (Belgium) 10-12 April 1997, pp. 93-101
summary The existing Caad systems limit designers creativity by constraining them to work with prototypes provided by the system's knowledge base. Most think of computers as drafting machines and consider CAAD models as merely proposals for future buildings. But this kind of thinking (computers as simple drafting machines) seems to be a way without future. New media demands new process and new process demands new media. We have to give some thougt to impact of CAAD on the design process and in which part of it CAAD can add new value. In this paper there will be considered two ways of using of computers. First - creation of architectural form in an architect's mind and projects visualisation with using renderings, animation and virtual reality. In the second part - computer techniques are investigated as a medium of creation. Unlike a conventional drawing the design object within computer has a life of its own. In computer space design and the final product are one. Computer creates environments for new kind of design activities. In fact, many dimensions of meaning in cyberspace have led to a cyberreal architecture that is sure to have dramatic consequences for the profession.
series AVOCAAD
last changed 2005/09/09 10:48

_id a726
authors Belblidia, S. and Perrin, J.P.
year 1997
title Level-of-Detail Visualization of Architectural Models
source CAAD Futures 1997 [Conference Proceedings / ISBN 0-7923-4726-9] München (Germany), 4-6 August 1997, pp. 831-836
summary The work presented in this paper aims to use level-of-detail representation in realizing interactive walkthroughs or ignoring useless details in large architectural models. In order to choose the right representation of a model, we have to evaluate the error committed when using a simplified version instead of the full description of an object. This error depends on the object deformation during the simplification process but also on the importance of this object in the current viewing conditions. This "visible" error is used with different visualization strategies to find the model representation which satisfies either a quality criterion or a cost condition.
series CAAD Futures
email
last changed 2003/11/21 15:16

_id avocaad_2001_02
id avocaad_2001_02
authors Cheng-Yuan Lin, Yu-Tung Liu
year 2001
title A digital Procedure of Building Construction: A practical project
source AVOCAAD - ADDED VALUE OF COMPUTER AIDED ARCHITECTURAL DESIGN, Nys Koenraad, Provoost Tom, Verbeke Johan, Verleye Johan (Eds.), (2001) Hogeschool voor Wetenschap en Kunst - Departement Architectuur Sint-Lucas, Campus Brussel, ISBN 80-76101-05-1
summary In earlier times in which computers have not yet been developed well, there has been some researches regarding representation using conventional media (Gombrich, 1960; Arnheim, 1970). For ancient architects, the design process was described abstractly by text (Hewitt, 1985; Cable, 1983); the process evolved from unselfconscious to conscious ways (Alexander, 1964). Till the appearance of 2D drawings, these drawings could only express abstract visual thinking and visually conceptualized vocabulary (Goldschmidt, 1999). Then with the massive use of physical models in the Renaissance, the form and space of architecture was given better precision (Millon, 1994). Researches continued their attempts to identify the nature of different design tools (Eastman and Fereshe, 1994). Simon (1981) figured out that human increasingly relies on other specialists, computational agents, and materials referred to augment their cognitive abilities. This discourse was verified by recent research on conception of design and the expression using digital technologies (McCullough, 1996; Perez-Gomez and Pelletier, 1997). While other design tools did not change as much as representation (Panofsky, 1991; Koch, 1997), the involvement of computers in conventional architecture design arouses a new design thinking of digital architecture (Liu, 1996; Krawczyk, 1997; Murray, 1997; Wertheim, 1999). The notion of the link between ideas and media is emphasized throughout various fields, such as architectural education (Radford, 2000), Internet, and restoration of historical architecture (Potier et al., 2000). Information technology is also an important tool for civil engineering projects (Choi and Ibbs, 1989). Compared with conventional design media, computers avoid some errors in the process (Zaera, 1997). However, most of the application of computers to construction is restricted to simulations in building process (Halpin, 1990). It is worth studying how to employ computer technology meaningfully to bring significant changes to concept stage during the process of building construction (Madazo, 2000; Dave, 2000) and communication (Haymaker, 2000).In architectural design, concept design was achieved through drawings and models (Mitchell, 1997), while the working drawings and even shop drawings were brewed and communicated through drawings only. However, the most effective method of shaping building elements is to build models by computer (Madrazo, 1999). With the trend of 3D visualization (Johnson and Clayton, 1998) and the difference of designing between the physical environment and virtual environment (Maher et al. 2000), we intend to study the possibilities of using digital models, in addition to drawings, as a critical media in the conceptual stage of building construction process in the near future (just as the critical role that physical models played in early design process in the Renaissance). This research is combined with two practical building projects, following the progress of construction by using digital models and animations to simulate the structural layouts of the projects. We also tried to solve the complicated and even conflicting problems in the detail and piping design process through an easily accessible and precise interface. An attempt was made to delineate the hierarchy of the elements in a single structural and constructional system, and the corresponding relations among the systems. Since building construction is often complicated and even conflicting, precision needed to complete the projects can not be based merely on 2D drawings with some imagination. The purpose of this paper is to describe all the related elements according to precision and correctness, to discuss every possibility of different thinking in design of electric-mechanical engineering, to receive feedback from the construction projects in the real world, and to compare the digital models with conventional drawings.Through the application of this research, the subtle relations between the conventional drawings and digital models can be used in the area of building construction. Moreover, a theoretical model and standard process is proposed by using conventional drawings, digital models and physical buildings. By introducing the intervention of digital media in design process of working drawings and shop drawings, there is an opportune chance to use the digital media as a prominent design tool. This study extends the use of digital model and animation from design process to construction process. However, the entire construction process involves various details and exceptions, which are not discussed in this paper. These limitations should be explored in future studies.
series AVOCAAD
email
last changed 2005/09/09 10:48

_id 2a5e
authors Does, J. van der and Giró, H.
year 1997
title Design communication and image processing
source Architectural and Urban Simulation Techniques in Research and Education [Proceedings of the 3rd European Architectural Endoscopy Association Conference / ISBN 90-407-1669-2]
summary In the proceedings of the first EAEA conference, 1993, I mentioned our first study focused on refining endoscopic video images of a detailed architectural model and drawings. The study was based on work with 900 subjects, of which 200 were professional architects. It has led to a number of technical improvements. In the second study we compared computer-aided design techniques with two techniques from the first study, endoscopic video recordings and coloured and black and white elevations and perspective drawings. Four different groups of 50 subjects took part in this research. We found that computer images are invariably judged to be of moderate value, while drawings yielded consistently high scores. Endoscopic video recordings of the scale model received high scores as far as emotional response is concerned, and moderate scores when the participants were questioned on the actual content of the recordings.
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 3979
authors Hellgardt, Michael and Kundu, Sourav
year 1997
title A Frame for Experimentation with Shape- grammars in Architectural Education
source AVOCAAD First International Conference [AVOCAAD Conference Proceedings / ISBN 90-76101-01-09] Brussels (Belgium) 10-12 April 1997, pp. 187-198
summary ATN's (Augmented Transition Networks) are an appropriate tool for the representation of architectural shape grammars. The application of this frame in stages of shape grammar codification is resumed. Problems of rule definition and of the connection to existing CAD software are raised. The paper is evaluated in the light of problems raised in the introduction and of what is understood in this respect by an Added Value of Computer Aided Architectural Design.
series AVOCAAD
last changed 2005/09/09 10:48

_id ab99
authors Hendricx, Ann and Heylighen, Ann
year 1997
title From Literacy to Creativity in CAAD
source AVOCAAD First International Conference [AVOCAAD Conference Proceedings / ISBN 90-76101-01-09] Brussels (Belgium) 10-12 April 1997, pp. 213-226
summary The course on CAAD at the K.U. Leuven is part of the course on design methodology and theory from which it is the most recent and natural extension. Attached to this course a series of assignments has been developed which bring the students in 45 hours to a non-trivial level of acquaintance with CAAD. Rather then mimic the traditional pencil- and paper approach, the exercises encourage students to explore additional design opportunities that a drawing board cannot offer. In this way, the practical part goes beyond a mere preparation for practice. The assignments are built on top of AutoCAD to which we have added in-house developments in order to focus on specific educational goals within a very limited time. The paper presents and comments these assignments and shows results from the last 2 years.
series AVOCAAD
email
last changed 2005/09/09 10:48

_id dba1
authors Hirschberg, Urs and Wenz, Florian
year 2000
title Phase(x) - memetic engineering for architecture
source Automation in Construction 9 (4) (2000) pp. 387-392
summary Phase(x) was a successful teaching experiment we made in our entry level CAAD course in the Wintersemester 1996/1997. The course was entirely organized by means of a central database that managed all the students' works through different learning phases. This set-up allowed that the results of one phase and one author be taken as the starting point for the work in the next phase by a different author. As students could choose which model they wanted to work with, the whole of Phase(x) could be viewed as an organism where, as in a genetic system, only the "fittest" works survived. While some discussion of the technical set-up is necessary as a background, the main topics addressed in this paper will be the structuring in phases of the course, the experiences we had with collective authorship, and the observations we made about the memes2 that developed and spread in the students' works. Finally we'll draw some conclusions in how far Phase(x) is relevant also in a larger context, which is not limited to teaching CAAD. Since this paper was first published in 1997, we have continued to explore the issues described here in various projects3 together with a growing number of other interested institutions worldwide. While leaving the paper essentially in its original form, we added a section at the end, in which we outline some of these recent developments.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:22

_id ab84
authors Li, Thomas S.P. and Will, Barry F.
year 1997
title A Computer-Aided Evaluation Tool for the Visual Aspects in Architectural Design for High-Density and High- Rise Buildings
source CAAD Futures 1997 [Conference Proceedings / ISBN 0-7923-4726-9] München (Germany), 4-6 August 1997, pp. 345-356
summary The field of view, the nature of the objects being seen, the distances between the objects and the viewer, daylighting and sunshine are some major factors affecting perceived reactions when viewing through a window. View is one major factor that leads to the satisfaction and comfort of the users inside the building enclosure. While computer technologies are being widely used in the field of architecture, designers still have to use their own intelligence, experience and preferences in judging their designs with respect to the quality of view. This paper introduces an alternative approach to the analysis of views by the use of computers. The prototype of this system and its underlying principles were first introduced in the C A A D R I A 1997 conference. This paper describes the further development of this system where emphasis has been placed on the high- rise and high-density environments. Architects may find themselves facing considerable limitations for improving their designs regarding views out of the building under these environmental conditions. This research permits an interactive real-time response to altering views as the forms and planes of the building are manipulated.
series CAAD Futures
email
last changed 2001/05/27 18:39

_id 15c7
authors Madrazo, Leandro
year 1997
title The Added Value of CAAD for Education
source AVOCAAD First International Conference [AVOCAAD Conference Proceedings / ISBN 90-76101-01-09] Brussels (Belgium) 10-12 April 1997, pp. 11-37
summary This paper summarize a teaching project carried out at the Chair of Architecture and CAAD, ETH Zurich; its aim has been to integrate computers into architectural design education. Here the theoretical bases of the different courses are outlined and the exercises described. Some reflections based on the experience of teaching these courses are also presented. In all, this pedagogic work demonstrates the need to create an appropriate conceptual framework so that computers can be used in a meaningful way throughout architectural design education.
keywords Composition, Construction, Space, Object, Type, System, Method, Representation
series AVOCAAD
last changed 2005/09/09 10:48

_id c79d
authors Pinet, Celine
year 1997
title Design Evaluation Based on Virtual Representation of Spaces
doi https://doi.org/10.52842/conf.acadia.1997.111
source Design and Representation [ACADIA ‘97 Conference Proceedings / ISBN 1-880250-06-3] Cincinatti, Ohio (USA) 3-5 October 1997, pp. 111-120
summary When spaces are evaluated, clients and architects often discuss design proposals by looking down at scale models. This overhead perspective forces viewers to imagine themselves looking and moving about within the model. Misperceptions may well result from such a point of view. With the advancement in virtual reality (VR) technology, and with its rising popularity in architecture, it is becoming plausible to consider using VR to evaluate design projects.

The projects presented here are of three types: (1.) The first project compares people's evaluation of several slightly modified virtual models of a space. (2.) The second project compares how people evaluate a foam core model of a space to how they evaluate a virtual representation of the same space (3.) The third project compares people's evaluation of a real space to that of a virtual representation of this space. //

The wide range of results presented provides one argument in support of using VR simulations to study spaces and how they are perceived. For example, results shows that a virtual window serves to alleviate perceived crowding and that added furniture serves to make a virtual room feel slightly larger and less constraining. However, problems did emerge with using virtual reality simulations to gain information about peoples' behavioral reactions to a space. Thus, not all circumstances under which VR representations are used creates valid results. Differences appear to be in the type of evaluations measured (e.g. dimensional versus behavioral). More research is needed to clarify this issue.

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 diss_ruhl
id diss_ruhl
authors Ruhl, Volker R.
year 1997
title Computer-Aided Design and Manufacturing of Complex Shaped Concrete Formwork
source Doctor of Design Thesis, Graduate School of Design, Harvard University, Cambridge, MA
summary The research presented in this thesis challenges the appropriateness of existing, conventional forming practices in the building construction industry--both in situ or in prefabrication--for building concrete "freeforms," as they are characterized by impracticality and limitations in achieved geometric/formal quality. The author's theory proposes the application of alternative, non-traditional construction methods derived from the integration of information technology, in the form of Computer-Aided Design (CAD), Engineering (CAE) and Manufacturing (CAM), into the concrete tooling and placing process. This concept relies on a descriptive shape model of a physically non-existent building element which serves as a central database containing all the geometric data necessary to completely and accurately inform design development activities as well as the construction process. For this purpose, the thesis orients itself on existing, functioning models in manufacturing engineering and explores the broad spectrum of computer-aided manufacturing techniques applied in this industry. A two-phase, combined method study is applied to support the theory. Part I introduces the phenomenon of "complexity" in the architectural field, defines the goal of the thesis research and gives examples of complex shape. It also presents the two analyzed technologies: concrete tooling and automation technology. For both, it establishes terminology, classifications, gives insight into the state-of-the-art, and describes limitations. For concrete tooling it develops a set of quality criteria. Part II develops a theory in the form of a series of proposed "non-traditional" forming processes and concepts that are derived through a synthesis of state-of-the-art automation with current concrete forming and placing techniques, and describes them in varying depth, in both text and graphics, on the basis of their geometric versatility and their appropriateness for the proposed task. Emphasis is given to the newly emerging and most promising Solid Freeform Fabrication processes, and within this area, to laser-curing technology. The feasibility of using computer-aided formwork design, and computer-aided formwork fabrication in today's standard building practices is evaluated for this particular technology on the basis of case-studies. Performance in the categories of process, material, product, lead time and economy is analyzed over the complete tooling cycle and is compared to the performance of existing, conventional forming systems for steel, wood, plywood veneer and glassfiber reinforced plastic; value s added to the construction process and/or to the formwork product through information technology are pointed out and become part of the evaluation. For this purpose, an analytical framework was developed for testing the performance of various Solid Freeform Fabrication processes as well as the "sensitivity," or the impact of various influencing processes and/or product parameters on lead time and economy. This tool allows us to make various suggestions for optimization as well as to formulate recommendations and guidelines for the implementation of this technology. The primary objective of this research is to offer architects and engineers unprecedented independence from planar, orthogonal building geometry, in the realization of design ideas and/or design requirements for concrete structures and/or their components. The interplay between process-oriented design and innovative implementation technology may ultimately lead to an architecture conceived on a different level of complexity, with an extended form-vocabulary and of high quality.
series thesis:PhD
last changed 2005/09/09 12:58

_id avocaad_2001_19
id avocaad_2001_19
authors Shen-Kai Tang, Yu-Tung Liu, Yu-Sheng Chung, Chi-Seng Chung
year 2001
title The visual harmony between new and old materials in the restoration of historical architecture: A study of computer simulation
source AVOCAAD - ADDED VALUE OF COMPUTER AIDED ARCHITECTURAL DESIGN, Nys Koenraad, Provoost Tom, Verbeke Johan, Verleye Johan (Eds.), (2001) Hogeschool voor Wetenschap en Kunst - Departement Architectuur Sint-Lucas, Campus Brussel, ISBN 80-76101-05-1
summary In the research of historical architecture restoration, scholars respectively focus on the field of architectural context and architectural archeology (Shi, 1988, 1990, 1991, 1992, 1995; Fu, 1995, 1997; Chiu, 2000) or on architecture construction and the procedure of restoration (Shi, 1988, 1989; Chiu, 1990). How to choose materials and cope with their durability becomes an important issue in the restoration of historical architecture (Dasser, 1990; Wang, 1998).In the related research of the usage and durability of materials, some scholars deem that, instead of continuing the traditional ways that last for hundreds of years (that is to replace new materials with old ones), it might be better to keep the original materials (Dasser, 1990). However, unavoidably, some of the originals are much worn. Thus we have to first establish the standard of eliminating components, and secondly to replace identical or similar materials with the old components (Lee, 1990). After accomplishing the restoration, we often unexpectedly find out that the renewed historical building is too new that the sense of history is eliminated (Dasser, 1990; Fu, 1997). Actually this is the important factor that determines the accomplishment of restoration. In the past, some scholars find out that the contrast and conflict between new and old materials are contributed to the different time of manufacture and different coating, such as antiseptic, pattern, etc., which result in the discrepancy of the sense of visual perception (Lee, 1990; Fu, 1997; Dasser, 1990).In recent years, a number of researches and practice of computer technology have been done in the field of architectural design. We are able to proceed design communication more exactly by the application of some systematic softwares, such as image processing, computer graphic, computer modeling/rendering, animation, multimedia, virtual reality and so on (Lawson, 1995; Liu, 1996). The application of computer technology to the research of the preservation of historical architecture is comparatively late. Continually some researchers explore the procedure of restoration by computer simulation technology (Potier, 2000), or establish digital database of the investigation of historical architecture (Sasada, 2000; Wang, 1998). How to choose materials by the technology of computer simulation influences the sense of visual perception. Liu (2000) has a more complete result on visual impact analysis and assessment (VIAA) about the research of urban design projection. The main subjects of this research paper focuses on whether the technology of computer simulation can extenuate the conflict between new and old materials that imposed on visual perception.The objective of this paper is to propose a standard method of visual harmony effects for materials in historical architecture (taking the Gigi Train Station destroyed by the earthquake in last September as the operating example).There are five steps in this research: 1.Categorize the materials of historical architecture and establish the information in digital database. 2.Get new materials of historical architecture and establish the information in digital database. 3.According to the mixing amount of new and old materials, determinate their proportion of the building; mixing new and old materials in a certain way. 4.Assign the mixed materials to the computer model and proceed the simulation of lighting. 5.Make experts and the citizens to evaluate the accomplished computer model in order to propose the expected standard method.According to the experiment mentioned above, we first address a procedure of material simulation of the historical architecture restoration and then offer some suggestions of how to mix new and old materials.By this procedure of simulation, we offer a better view to control the restoration of historical architecture. And, the discrepancy and discordance by new and old materials can be released. Moreover, we thus avoid to reconstructing ¡§too new¡¨ historical architecture.
series AVOCAAD
email
last changed 2005/09/09 10:48

_id avocaad_2001_20
id avocaad_2001_20
authors Shen-Kai Tang
year 2001
title Toward a procedure of computer simulation in the restoration of historical architecture
source AVOCAAD - ADDED VALUE OF COMPUTER AIDED ARCHITECTURAL DESIGN, Nys Koenraad, Provoost Tom, Verbeke Johan, Verleye Johan (Eds.), (2001) Hogeschool voor Wetenschap en Kunst - Departement Architectuur Sint-Lucas, Campus Brussel, ISBN 80-76101-05-1
summary In the field of architectural design, “visualization¨ generally refers to some media, communicating and representing the idea of designers, such as ordinary drafts, maps, perspectives, photos and physical models, etc. (Rahman, 1992; Susan, 2000). The main reason why we adopt visualization is that it enables us to understand clearly and to control complicated procedures (Gombrich, 1990). Secondly, the way we get design knowledge is more from the published visualized images and less from personal experiences (Evans, 1989). Thus the importance of the representation of visualization is manifested.Due to the developments of computer technology in recent years, various computer aided design system are invented and used in a great amount, such as image processing, computer graphic, computer modeling/rendering, animation, multimedia, virtual reality and collaboration, etc. (Lawson, 1995; Liu, 1996). The conventional media are greatly replaced by computer media, and the visualization is further brought into the computerized stage. The procedure of visual impact analysis and assessment (VIAA), addressed by Rahman (1992), is renewed and amended for the intervention of computer (Liu, 2000). Based on the procedures above, a great amount of applied researches are proceeded. Therefore it is evident that the computer visualization is helpful to the discussion and evaluation during the design process (Hall, 1988, 1990, 1992, 1995, 1996, 1997, 1998; Liu, 1997; Sasada, 1986, 1988, 1990, 1993, 1997, 1998). In addition to the process of architectural design, the computer visualization is also applied to the subject of construction, which is repeatedly amended and corrected by the images of computer simulation (Liu, 2000). Potier (2000) probes into the contextual research and restoration of historical architecture by the technology of computer simulation before the practical restoration is constructed. In this way he established a communicative mode among archeologists, architects via computer media.In the research of restoration and preservation of historical architecture in Taiwan, many scholars have been devoted into the studies of historical contextual criticism (Shi, 1988, 1990, 1991, 1992, 1995; Fu, 1995, 1997; Chiu, 2000). Clues that accompany the historical contextual criticism (such as oral information, writings, photographs, pictures, etc.) help to explore the construction and the procedure of restoration (Hung, 1995), and serve as an aid to the studies of the usage and durability of the materials in the restoration of historical architecture (Dasser, 1990; Wang, 1998). Many clues are lost, because historical architecture is often age-old (Hung, 1995). Under the circumstance, restoration of historical architecture can only be proceeded by restricted pictures, written data and oral information (Shi, 1989). Therefore, computer simulation is employed by scholars to simulate the condition of historical architecture with restricted information after restoration (Potier, 2000). Yet this is only the early stage of computer-aid restoration. The focus of the paper aims at exploring that whether visual simulation of computer can help to investigate the practice of restoration and the estimation and evaluation after restoration.By exploring the restoration of historical architecture (taking the Gigi Train Station destroyed by the earthquake in last September as the operating example), this study aims to establish a complete work on computer visualization, including the concept of restoration, the practice of restoration, and the estimation and evaluation of restoration.This research is to simulate the process of restoration by computer simulation based on visualized media (restricted pictures, restricted written data and restricted oral information) and the specialized experience of historical architects (Potier, 2000). During the process of practicing, communicates with craftsmen repeatedly with some simulated alternatives, and makes the result as the foundation of evaluating and adjusting the simulating process and outcome. In this way we address a suitable and complete process of computer visualization for historical architecture.The significance of this paper is that we are able to control every detail more exactly, and then prevent possible problems during the process of restoration of historical architecture.
series AVOCAAD
email
last changed 2005/09/09 10:48

_id c61f
authors Stellingwerff, M.C.
year 1997
title Changing approaches to the Real World
source Published in the book : 'CAAD - Towards New Design Conventions', Technical University of Bialystok, Poland, Edited by Aleksander Asanowicz and Adam Jakimowicz. ISBN83-86272-63-5.
summary Different kinds of design media change the designers approach to the 'real world' and have an important impact on the design process and its results. Six main directions are described and evaluated: design through contemplation, design by means of traditional media, design using desktop computers, design within a virtual reality environment, design with ubiquitous computers and design through augmented interaction. A number of these directions are still developing in unexpected ways, other directions are established and seem to become less interesting for research and in design. The goal of this paper is to value and characterise each above mentioned direction, relate each direction to 'reality', 'mind' and 'media' and place each of them in a historical / futurological sequence.
keywords design, computers, interaction, reality, mind, media, future
series other
email
more http://www.bk.tudelft.nl/media/papers/approaches.html
last changed 1998/07/08 13:08

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