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

PDF papers
References

Hits 1 to 20 of 552

_id ga9815
id ga9815
authors Annunziato, M.
year 1998
title The Nagual Experiment
source International Conference on Generative Art
summary This paper refers to an experiment about the use of artificial life structures in order to simulate/evocate natural or artificial patterns. These patterns are the effect of the self-organisation of a population of individuals during their process of development and growth. Although the local dynamics and interactions have a chaotic (partially random) behaviour, the global dynamics of the population produces interesting and well structured patterns. The graphic images generated with these procedures show a wide variety of structures in terms of life (growth) simulations and graphic geometries.
series other
email
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id a136
authors Blaise, J.Y., Dudek, I. and Drap, P.
year 1998
title Java collaborative interface for architectural simulations A case study on wooden ceilings of Krakow
source International Conference On Conservation - Krakow 2000, 23-24 November 1998, Krakow, Poland
summary Concern for the architectural and urban preservation problems has been considerably increasing in the past decades, and with it the necessity to investigate the consequences and opportunities opened for the conservation discipline by the development of computer-based systems. Architectural interventions on historical edifices or in preserved urban fabric face conservationists and architects with specific problems related to the handling and exchange of a variety of historical documents and representations. The recent development of information technologies offers opportunities to favour a better access to such data, as well as means to represent architectural hypothesis or design. Developing applications for the Internet also introduces a greater capacity to exchange experiences or ideas and to invest on low-cost collaborative working platforms. In the field of the architectural heritage, our research addresses two problems: historical data and documentation of the edifice, methods of representation (knowledge modelling and visualisation) of the edifice. This research is connected with the ARKIW POLONIUM co-operation program that links the MAP-GAMSAU CNRS laboratory (Marseilles, France) and the Institute HAiKZ of Kraków's Faculty of Architecture. The ARKIW programme deals with questions related to the use of information technologies in the recording, protection and studying of the architectural heritage. Case studies are chosen in order to experience and validate a technical platform dedicated to the formalisation and exchange of knowledge related to the architectural heritage (architectural data management, representation and simulation tools, survey methods, ...). A special focus is put on the evolution of the urban fabric and on the simulation of reconstructional hypothesis. Our contribution will introduce current ARKIW internet applications and experiences: The ARPENTEUR architectural survey experiment on Wieża Ratuszowa (a photogrammetrical survey based on an architectural model). A Gothic and Renaissance reconstruction of the Ratusz Krakowski using a commercial modelisation and animation software (MAYA). The SOL on line documentation interface for Kraków's Rynek G_ówny. Internet analytical approach in the presentation of morphological informations about Kraków's Kramy Bogate Rynku Krakowskiego. Object-Orientation approach in the modelling of the architectural corpus. The VALIDEUR and HUBLOT Virtual Reality modellers for the simulation and representation of reconstructional hypothesis and corpus analysis.
series other
last changed 2003/04/23 15:14

_id 0471
authors Bruton, B.
year 1998
title Grammars and Pedagogy - Towards new Media Art and Design Education Strategies
doi https://doi.org/10.52842/conf.caadria.1998.385
source CAADRIA ‘98 [Proceedings of The Third Conference on Computer Aided Architectural Design Research in Asia / ISBN 4-907662-009] Osaka (Japan) 22-24 April 1998, pp. 385-394
summary The impact of computational grammatical design on pedagogy has received little attention in art education due to the dominant modes of traditional approaches to art and design education. This paper explores the pedagogical implications of grammatical strategies using computers for judgements of design within an art educational setting. Grammatical strategies are studied for their effect on the judgements of novice artists in a new media educational context. It is argued that concepts of grammar and views of contingency are used in a variety of senses in the conception and form making of artists; that finding methods for discussing and utilising complex visual information is aided by grammatical formalisation; that these strategies are evidently effective at both early and mature stages of the realisation of a project. The research explores the relation between computer and art on three levels in which grammar is used: as a sense of grammar, as a computational paradigm and as a description of a kind of computer program. Grammatical formalism is apparent in two dimensional linear and non-linear animations using Photoshop, Premiere and Director, and in solid modelling programs such as Extreme 3D, Form Z, Strata Studio Pro, 3D Studio Max and SoftImage. Web site construction also impacts on the judgements of 2D and 3D design. Computational grammatical programs generate forms that reflect alternative understandings of art and design. Art practise is defined in terms of developing consistent and appropriate design language for the contingency at hand. Form making using grammatical tools, both recursive and array types, is discussed in terms of their applicability and educative value. Reference is made to formal qualities for critique and strategic capability of alternative pedagogy for generation of forms. Examples provided show how simple rule sets develop into complex derivational sequences that challenge traditional strategies for computer imaging. The paper demonstrates the value of a sense of grammars for novice art and design practitioners by using first hand examples of experimental work at the South Australian School of Art, University of South Australia. For novice artists and designers, grammars in conjunction with reflective practice is offered as a useful mind set that supports an interest in actively defining a new kind of art. Illustrations provided show the utility of a contingent sense of grammar for pedagogy and highlights the significant role of grammar in pedagogy.
keywords Grammar, Pedagogy, Computer, Art, Design
series CAADRIA
email
more http://www.caadria.org
last changed 2022/06/07 07:54

_id 40db
authors Chambers, Tom and Wood, John B.
year 1998
title Information Technology in the Building Design Engineering Studio
doi https://doi.org/10.52842/conf.ecaade.1998.026
source Computerised Craftsmanship [eCAADe Conference Proceedings] Paris (France) 24-26 September 1998, pp. 26-30
summary This paper reports on the activities of CADET in the design studio environment and in a variety of community contexts with the objective of developing a strategy for teaching design within the context of design, art, architecture and engineering. It begins with an outline of earlier design projects, in a variety of traditional media and in CAAD at several levels within the Undergraduate programme at the University of Strathclyde together with community organisations. It then outlines a model with a number of strands that explore the principles of visual communication which are fundamental to both the development and communication of design ideas. The report will place these activities in the context of developments in education and the wider sphere of cultural heritage, which ultimately inform understanding and knowledge of our architectural and design heritage. It will highlight and explore some important ideas that inform our judgment of aesthetic forms and refer students to relevant texts and precedents in art, design, engineering and architecture.
series eCAADe
more http://www.paris-valdemarne.archi.fr/archive/ecaade98/html/29chambers/index.htm
last changed 2022/06/07 07:56

_id a96f
id a96f
authors Clayton, M., Johnson, R., Song, Y and Al-Qawasmi, J.
year 1998
title Delivering Facility Documentation using Intranet Technology
doi https://doi.org/10.52842/conf.acadia.1998.240
source Digital Design Studios: Do Computers Make a Difference? [ACADIA Conference Proceedings / ISBN 1-880250-07-1] Québec City (Canada) October 22-25, 1998, pp. 240-253
summary Intranet technologies present new opportunities for delivering facility documentation for use in facility management. After the design stage, building documentation is reused to support construction and then facility operation. However, a common perception is that construction documents and as-built drawings are less than optimal for reuse to support operations. We have conducted a study of facility management processes and the information content of facility documentation in the context of information technologies that are emerging into the marketplace. The study provides guidance for facility managers who are implementing and fielding new information technology systems. A better understanding of information needs during operations may also help designers to better structure their own documents for reuse. An analysis of documents that are used throughout the life cycle of facilities has led us to a characterization of operations documents that are distinct from design drawings, record drawings or as-built drawings. From an analysis of facility management processes, we have identified different roles for facility documentation in those processes. Facility documentation may be used as a resource, as input, or as output. Furthermore, from interviews of facility management personnel, we identified facility information that was rated high in importance and low in satisfaction that might be targeted when implementing a facility information system. We prepared software demonstrations that show how the information may be extracted from drawings, entered into databases and then retrieved via Web and CAD interfaces. We suggest that operations documents consist of a variety of information types and require several kinds of information tools, including databases, CAD drawings and hypertext. Intranet technologies, databases and CAD software can be integrated to achieve facility management systems that address shortcomings in current facility management operations. In particular, intranet technologies provide improved accessibility to information for facility management customers and occasional users of the systems. Our study has produced recommendations based upon utility and ease-of-implementation for delivery of information from the design team to the owner, and among personnel during operation of the facility.

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

_id 5477
authors Donath, D., Kruijff, E., Regenbrecht, H., Hirschberg, U., Johnson, B., Kolarevic, B. and Wojtowicz, J.
year 1999
title Virtual Design Studio 1998 - A Place2Wait
doi https://doi.org/10.52842/conf.ecaade.1999.453
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 453-458
summary This article reports on the recent, geographically and temporally distributed, intercollegiate Virtual Design Studio based on the 1998 implementation Phase(x) environment. Students participating in this workshop had to create a place to wait in the form of a folly. This design task was cut in five logical parts, called phases. Every phase had to be finished within a specific timeframe (one day), after which the results would be stored in a common data repository, an online MSQL database environment which holds besides the presentations, consisting of text, 3D models and rendered images, basic project information like the descriptions of the phases and design process visualization tools. This approach to collaborative work is better known as memetic engineering and has successfully been used in several educational programs and past Virtual Design Studios. During the workshop, students made use of a variety of tools, including modeling tools (specifically Sculptor), video-conferencing software and rendering programs. The project distinguishes itself from previous Virtual Design Studios in leaving the design task more open, thereby focusing on the design process itself. From this perspective, this paper represents both a continuation of existing reports about previous Virtual Design Studios and a specific extension by the offered focus. Specific attention will be given at how the different collaborating parties dealt with the data flow and modification, the crux within a successful effort to cooperate on a common design task.
keywords Collaborative design, Design Process, New Media Usage, Global Networks
series eCAADe
email
last changed 2022/06/07 07:55

_id ga9811
id ga9811
authors Feuerstein, Penny L.
year 1998
title Collage, Technology, and Creative Process
source International Conference on Generative Art
summary Since the turn of the twentieth century artists have been using collage to suggest new realities and changing concepts of time. Appropriation and simulation can be found in the earliest recycled scraps in Cubist collages. Picasso and Braque liberated the art world with cubism, which integrated all planes and surfaces of the artists' subjects and combined them into a new, radical form. The computer is a natural extension of their work on collage. The identifying characteristics of the computer are integration, simultaneity and evolution which are inherent in collage. Further, the computer is about "converting information". There is something very facinating about scanning an object into the computer, creating a texture brush and drawing with the object's texture. It is as if the computer not only integrates information but different levels of awareness as well. In the act of converting the object from atoms to bits the object is portrayed at the same conscious level as the spiritual act of drawing. The speed and malleability of transforming an image on the computer can be compared to the speed and malleability of thought processes of the mind. David Salle said, "one of the impulses in new art is the desire to be a mutant, whether it involves artificial intelligence, gender or robotic parts. It is about the desire to get outside the self and the desire to trandscend one's place." I use the computer to transcend, to work in different levels of awareness at the same time - the spiritual and the physical. In the creative process of working with computer, many new images are generated from previous ones. An image can be processed in unlimited ways without degradation of information. There is no concept of original and copy. The computer alters the image and changes it back to its original in seconds. Each image is not a fixed object in time, but the result of dynamic aspects which are acquired from previous works and each new moment. In this way, using the computer to assist the mind in the creative processes of making art mirrors the changing concepts of time, space, and reality that have evolved as the twentieth century has progressed. Nineteenth-century concepts of the monolithic truth have been replaced with dualism and pluralism. In other words, the objective world independent of the observer, that assumes the mind is separate from the body, has been replaced with the mind and body as inseparable, connected to the objective world through our perception and awareness. Marshall Mcluhan said, "All media as extensions of ourselves serve to provide new transforming vision and awareness." The computer can bring such complexities and at the same time be very calming because it can be ultrafocused, promoting a higher level of awareness where life can be experienced more vividly. Nicholas Negroponte pointed out that "we are passing into a post information age, often having an audience of just one." By using the computer to juxtapose disparate elements, I create an impossible coherence, a hodgepodge of imagery not wholly illusory. Interestingly, what separates the elements also joins them. Clement Greenberg states that "the collage medium has played a pivotal role in twentieth century painting and sculpture"(1) Perspective, developed by the renaissance archetect Alberti, echoed the optically perceived world as reality was replaced with Cubism. Cubism brought about the destruction of the illusionist means and effects that had characterized Western painting since the fifteenth century.(2) Clement Greenberg describes the way in which physical and spiritual realities are combined in cubist collages. "By pasting a piece of newspaper lettering to the canvas one called attention to the physical reality of the work of art and made that reality the same as the art."(3) Before I discuss some of the concepts that relate collage to working with computer, I would like to define some of the theories behind them. The French word collage means pasting, or gluing. Today the concept may include all forms of composite art and processes of photomontage and assemblage. In the Foreword on Katherine Hoffman's book on Collage Kim Levin writes: "This technique - which takes bits and pieces out of context to patch them into new contexts keeps changeng, adapting to various styles and concerns. And it's perfectly apt that interpretations of collage have varied according to the intellectual inquiries of the time. From our vantage point near the end of the century we can now begin to see that collage has all along carried postmodern genes."(4) Computer, on the other hand is not another medium. It is a visual tool that may be used in the creative process. Patrick D. Prince's views are," Computer art is not concrete. There is no artifact in digital art. The images exist in the computer's memory and can be viewed on a monitor: they are pure visual information."(5) In this way it relates more to conceptual art such as performance art. Timothy Binkley explains that,"I believe we will find the concept of the computer as a medium to be more misleading than useful. Computer art will be better understood and more readily accepted by a skeptical artworld if we acknowledge how different it is from traditional tools. The computer is an extension of the mind, not of the hand or eye,and ,unlike cinema or photography, it does not simply add a new medium to the artist's repertoire, based on a new technology.(6) Conceptual art marked a watershed between the progress of modern art and the pluralism of postmodernism(7) " Once the art is comes out of the computer, it can take a variety of forms or be used with many different media. The artist does not have to write his/her own program to be creative with the computer. The work may have the thumbprint of a specific program, but the creative possibilities are up to the artist. Computer artist John Pearson feels that,"One cannot overlook the fact that no matter how technically interesting the artwork is it has to withstand analysis. Only the creative imagination of the artist, cultivated from a solid conceptual base and tempered by a sophisticsated visual sensitivity, can develop and resolve the problems of art."(8) The artist has to be even more focused and selective by using the computer in the creative process because of the multitude of options it creates and its generative qualities.
series other
email
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id a959
authors Glanville, Ranulph
year 1998
title Cybernetic Realities
source Cyber-Real Design [Conference Proceedings / ISBN 83-905377-2-9] Bialystock (Poland), 23-25 April 1998, pp. 101-116
summary In a meeting that focuses on the opportunities offered us by what the organisers call the "Cyber-Real", it is, perhaps, fitting to return to the root word on the so-called "CyberCulture", Cybernetics, and to reflect what the concepts and understandings it has developed and deals with offer us, especially in the light of the "Cyber-Real". To that end, I explore some features of current Cybernetic thinking in order to develop a view of Cybernetic Realities, and to use those to elucidate just what might be "Cyber-Real". The reader may well ask why this paper is called "Cybernetic Realities" when, all through, I talk of Cybernetic Reality. The reason comes from a key argument in this paper: each of us constructs our own Cybernetic Reality. The result is singularly plural.
series plCAD
email
last changed 2003/05/17 10:01

_id 4266
authors Hong, Namhee Kim and Hong, Sunggul
year 1998
title Entity-Based Models for Computer-Aided Design Systems
source Journal of Computing in Civil Engineering -- January 1998 -- Volume 12, Issue 1, pp. 30-41
summary Integrated computer-aided design systems manage, communicate, and process the information created by and used in a variety of planning and design activities. Formal models of both the design product and thedesign process are important conceptual steps in the development of an integrated system. This paper outlines an entity-based approach for representing both design information and activities in a consistent way.The entity-based approach is based on the concepts of semantic data models (i.e., entity-based concepts) and related abstraction mechanisms. In this paper the concept of an entity that was originally applied todesign information has been extended to include design activities. That is, entity-based product and process models in this paper organize design information and activities into corresponding entities. The formalmodeling concepts developed in this paper can be used as consistent formal tools for describing and organizing design information and activities in the development of new integrated computer-aided designsystems.
series journal paper
last changed 2003/05/15 21:45

_id 6875
authors Kosco, I., Tucny, J. and Dobson, A.
year 1998
title Around the Table on the Net: Intranet and Internet Design Studios and Teaching
doi https://doi.org/10.52842/conf.ecaade.1998.083
source Computers in Design Studio Teaching [EAAE/eCAADe International Workshop Proceedings / ISBN 09523687-7-3] Leuven (Belgium) 13-14 November 1998, pp. 83-89
summary New technologies like Computer Aided Design and network facilities are affecting the building procurement, design and construction processes very rapidly, in the education, design studio teaching as well as in the practice. Network technologies are giving us a variety of possibilities: quick and simple access to information, quick and easy communication, exchange of data in different formats (texts, data, drawings, images, animations, hypertext or multimedia products, etc.) or access to differently located computer and work on it. As the result the communication or collaboration in a design and construction process and management could be used not only in the CAD based design studio but, what is more important, between geographically dispersed members of design teams (dispersed in different places, towns, regions, countries or even continents). There is a lot of advantages: quick and easy communication and exchange of information, free choice of a team, easy revisions of a documentation, collaborative work on the same drawings, costs savings in travelling, issuing, copying and shipping, etc. On the other hand the long-distance education on an international base appears like a modern teaching tool. Paper reflects the experiences from International collaborative studio work via computer network, Internet and World Wide Web.
series eCAADe
email
more http://www.eaae.be/
last changed 2022/06/07 07:51

_id 10f9
authors Kvan, Th., West, R. and Vera, A.
year 1998
title Tools and Channels of Communication
source International Journal of Virtual Reality, 3:3, 1998, pp. 21-33
summary This paper proposes a methodology to evaluate the effects of computer-mediated communication on collaboratively solving design problems. When setting up a virtual design community; choices must be made between a variety of tools; choices dictated by budget; bandwidth; ability and availability. How do you choose between the tools; which is useful and how will each affect the outcome of the design exchanges you plan? A commonly used method is to analyze the work done and to identify tools which support this type of work. In general; research on the effects of computer-mediation on collaborative work has concentrated mainly on social-psychological factors such as deindividuation and attitude polarization; and used qualitative methods. In contrast; we propose to examine the process of collaboration itself; focusing on separating those component processes which primarily involve individual work from those that involve genuine interaction. Extending the cognitive metaphor of the brain as a computer; we view collaboration in terms of a network process; and examine issues of control; coordination; and delegation to separate sub-processors. Through this methodology we attempt to separate the individual problem-solving component from the larger process of collaboration.
keywords Expertise; Collaboration; Novice
series journal paper
email
last changed 2002/11/15 18:29

_id 2edf
authors Levy, Pierre
year 1998
title Becoming Virtual, Reality in the Digital Age
source Plenum Trade, New York
summary Pierre Levy takes a fresh look at the whole idea of what is virtual. He's responding to the widespread belief, and sometimes even panic, that a digital society with emphasis on virtual interactions is necessarily depersonalizing. He takes particular exception to the notion that "virtual" and "real" are opposites. Instead, Levy argues that virtuality is one of four modes of existence, the rest of which he describes as reality, possibility, and actuality. Each is defined in terms of its relationship with its environment. In following Levy's world view, you may find that he interprets some or all of those terms in ways you're not used to, but the result is an interesting new approach to what it means to be part of an increasingly digital world. He examines the virtualization of several elements our society: the corporal body, text, the economy, language, technology, contracts, intelligence, subjects, and objects. What he finds is not a destruction of the personal so much as a transformation. Virtualization adds to, but does not replace, the real, the possible, and the actual. By understanding what virtualization means and involves, Levy believes that society will gain a greater variety of options for interaction in all areas. Becoming Virtual is a serious philosophical work, dense with ideas.
series other
last changed 2003/04/23 15:14

_id a616
authors Mallot - Hanspeter, A. and Gillner, S.
year 1998
title Navigation and acquisition of spatial knowledge in a virtual maze
source Journal of Cognitive Neuro-Science, 10, pp. 445-463
summary Spatial behavior in humans and animals includes a wide variety of behavioral competences and makes use of a large number of sensory cues. Here we studied the ability of human subjects to search locations, to find shortcuts and novel paths, to estimate distances between remembered places, and to draw sketch maps of the explored environment; these competences are related to goal-independent memory of space, or cognitive maps. Information on spatial relations was restricted to two types: a visual motion sequence generated by simulated movements in a virtual maze and the subject's own movement decisions defining the path through the maze. Visual information was local (i.e., no global landmarks or compass information was provided). Other position and movement information (vestibular or proprioceptive) was excluded. The amount of visual information provided was varied over four experimental conditions. The results indicate that human subjects are able to learn a virtual maze from sequences of local views and movements. The information acquired is local, consisting of recognized positions and movement decisions associated to them. Although simple associations of this type can be shown to be present in some subjects, more complete configurational knowledge is acquired as well. The results are discussed in a view-based framework of navigation and the representation of spatial knowledge by means of a view graph.
series journal paper
last changed 2003/04/23 15:50

_id 59
authors Ozel, Filiz
year 1998
title Geometric Modeling intThe Simulation of Fire - Smoke Spread in Buildings
source II Seminario Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings / ISBN 978-97190-0-X] Mar del Plata (Argentina) 9-11 september 1998, pp. 438-445
summary Since the performance simulation of buildings, such as fire/smoke spread, energy loss/gain, acoustics, etc. greatly rely on building geometry, the way the physical environment is modeled can substantially effect the reliability of the predictions made by such simulations. Most computer models that simulate fire and smoke spread in buildings limit the computer representation of the building to simpler geometries and define rooms as rectangular spaces or as spaces with uniform crossections. Such a definition does not account for the variety of building elements that can exist in a building such as large overhangs, half height walls, etc. Existing simulations are typically developed as mathematical models and use the principles of thermodynamics to represent the spread of the elements of fire through space over a given time period. For example, in zone models each room is defined as a two tier space with heat and smoke exchange between lower and upper tiers as the fire progresses. On the other hand, field models divide the space into small contiguous units where thermodynamic state of each unit is calculated as the simulated fire progresses. Dynamic processes such as fire and smoke spread must recognize both intangible (i.e. voids) and tangible (i.e. solids such as walls, balconies, ceiling, etc.) architectural entities. This paper explores the potential of solid modeling techniques in generating geometric definitions for both solid and void architectural entities that can interact With mathematical models of fire/smoke spread in buildings. The implications of cellular spatial partitioning techniques for zone or field models of fire/smoke spread are investigated, and the methods of creating cellular decomposftion models for architectural spaces as well as for spatial boundaries such as walls are explored. The size of each cellular partition, i.e. the resolution of the partition, and the material and heat transfer attributes of each cell were found to be very critical in modeling the spread fire through voids as well as through solids in a building.
series SIGRADI
email
last changed 2016/03/10 09:57

_id 58f6
authors Pinet, Céline
year 1998
title Acadia’s Browser: A Virtual Studio, and Much More
doi https://doi.org/10.52842/conf.acadia.1998.024
source ACADIA Quarterly, vol. 17, no. 4, pp. 24-25
summary Once upon a time, in a land far, far away... Oh come on, the Netherlands isn’t that far away. Anyone familiar with the Internet knows how it can make distances become irrelevant. The site reviewed today did just that by projecting me into someone else’s classroom, across the ocean, through a virtual studio. What more - this is only one part of the site. It also contains many juicy digital drawings and explores a variety of architectural subjects.
series ACADIA
email
last changed 2022/06/07 08:00

_id 2557
authors Reisig, W.
year 1998
title Elements of Distributed Algorithms: Modeling and Analysis with Petri Nets
source Springer Verlag, Berlin
summary A variety of distributed algorithms are presented and proven correct in this book. A (Petri net based) technique to model and to analyze distributed algorithms is coincidently presented. This technique focusses on local states, independent actions, and synchronization of distributed threads of control. This book's scope is modest, as it sticks to a choice of small and medium size distributed algorithms. Compositionality, stepwise refinement, interface specification, abstraction, etc., are not covered. Nevertheless, this book's claims are ambitious: Just as PASCAL-like programming structures and Hoare-style proof techniques appear optimal for a wide class of sequential algorithms, this book's formalism is suggested to be optimal for a wide class of distributed algorithms. Particular preliminary knowledge is not assumed in this text, besides basics in formal concepts and a general intuitive understanding of computer science. The text provides a basis for university courses and can help the practitioner to design distributed algorithms. The hurried reader may just study the pictures.
series other
last changed 2003/04/23 15:14

_id ga9812
id ga9812
authors Riley, Howard
year 1998
title The Genetic Code of Drawing: A systemic – functional approach to the semiotics of visual language
source International Conference on Generative Art
summary The many varied drawing conventions, invented by human cultures world-wide to depict experience of their world on a two-dimensional surface, all derive from the two fundamental processes of selection and combination of marks and surfaces. Here is the DNA of drawing – a dialectically entwined pair from which spirals the luxuriant diversity of human visual representation. Recent work by visual semioticians Michael O’Toole, Gunther Kress and Theo van Leeuwen has extended earlier insights of the linguist Michael Halliday to arrive at a powerful means of analysing painting, sculpture, architecture and graphics. Such analysis is known as systemic-functional semiotics because it identifies from within a visual grammar and vocabulary the systems of choices which enable the social functions of all human communication to be articulated. Those functions are: 1. to represent aspects of our physical and emotional experiences of the world. 2. to afford both artist and viewer the means for expressing or adopting personal attitudes and moods towards those experiences. An interpersonal function. Of course, a third function is required to make the previous two visible: 3. the functon of composition in material form. This kind of semiotics recognise that ideological constraints within a society can determine the choices of visual elements and the rules of their combination; it also recognises, dialectically, that the visual work thus produced may in turn affect the society’s ideological constructs. The paper breaks new ground by extending the concept of social semiotics into the field of Drawing. It goes on to explain an ecological approach to understanding visual perception, and attempts to synthesise aspects of this perception theory and semiotic theory. The resulting synthesis becomes a way of mapping the varieties of drawing which are generated from what may be termed the ?genetic code? of drawing. But this new theoretical model proposed here not only allows us to make contextual sense of existing drawing; it also provides a means of generating new ways of drawing.
series other
email
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id 0e42
authors Rouse, W., Geddes, N. and Curry, R.
year 1998
title An Architecture for Intelligent Interfaces: Outline of an Approach to Supporting Operators of Complex Systems Articles
source Human-Computer Interaction 1987-1988 v.3 n.2 pp. 87-122
summary The conceptual design of a comprehensive support system for operators of complex systems is presented. Key functions within the support system architecture include information management, error monitoring, and adaptive aiding. One of the central knowledge sources underlying this functionality is an operator model that involves a combination of algorithmic and symbolic models for assessing and predicting an operator's activities, awareness, intentions, resources, and performance. Functional block diagrams are presented for the overall architecture as well as the key elements within this architecture. A variety of difficult design issues are discussed, and ongoing efforts aimed at resolving these issues are noted.
series other
last changed 2002/07/07 16:01

_id 6311
authors Rychter, Zenon
year 1998
title Event Driven Turtle as Pattern Generator
source Cyber-Real Design [Conference Proceedings / ISBN 83-905377-2-9] Bialystock (Poland), 23-25 April 1998, pp. 163-176
summary Computer programming is a powerful exploratory design tool. A simple algorithm can produce results of unexpected complexity, variety, and appeal. By mimicking evolution in nature, rich global states are gradually developed over time by iteration of elementary local rules. Fractal images and life-game simulations are two well known examples. This paper presents a pattern-generating application based on the walking turtle metaphor. The turtle has an intelligence of its own, can be randomly disturbed or directed interactively by the user. Several snapshots are shown of amazingly diverse patterns left by the turtle walking in various modes. Advantages of object-oriented visual programming environments for rapid application development are discussed.
series plCAD
last changed 1999/04/08 17:16

_id d166
authors Shin, Yongjae and Han, Soon-Hung
year 1998
title Data enhancement for sharing of ship design models
source Computer-Aided Design, Vol. 30 (12) (1998) pp. 931-941
summary Within a shipyard, many designers each having their own design objective cooperate in a complex design situation where a variety of software tools run on differenthardware platforms. The exchange of design data models among these heterogeneous CAD systems is a difficult task because the systems involved have different datastructures optimized for their own functions. CAD geometric models are represented by different schemes such as 2D graphic entities, 3D wireframe, 3D surface model,and solid B-Rep/CSG model. A data exchange usually requires topological modifications of CAD data. This paper presents a strategy of CAD data enhancement for thepurpose of data exchange that includes topological changes of geometric models. As a practical example, a shipbuilding product model with shipbuilding features isimplemented according to the STEP methodology. Its geometric data is enhanced through a non-manifold modeler to a data set valuable to downstream applications suchas a FEM solver or a detail design system. The ACIS modeler that supports a non-manifold data structure is used for low-level geometric operations.
keywords CAD Data Exchange, STEP, Feature, Non-Manifold Model, Ship Structure
series journal paper
last changed 2003/05/15 21:33

For more results click below:

this is page 0show page 1show page 2show page 3show page 4show page 5... show page 27HOMELOGIN (you are user _anon_884861 from group guest) CUMINCAD Papers Powered by SciX Open Publishing Services 1.002