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 544

_id ddss9839
id ddss9839
authors Mahdavi, Ardeshir
year 1998
title A Middle Way to Integration
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 Integration in computer-aided design denotes systematic incorporation of multiple domain applications within a unified computational design support environment. At one end of the spectrum of integration efforts, there is a top-down approach involving an all-encompassing maximal building representation. On the other end, there is bottom-up approach involving the ad hoc and as-needed production of translator and mediator routines to enable various existing applications to communicate with each other. This paper describes the development of a design support system which represents a middle way to integration: while it assumes that, at a fundamental level, some shared notation of the constitutive building entities and their spatial relationships is sine qua non, it assumes that this notation is not a primary necessity, but must be tested against the requirements of the "down-the-line" manipulators of the entities encapsulated by it.
series DDSS
last changed 2003/08/07 16:36

_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fabric face conservationists and architects with specific problems related to the handling and exchange of a variety of historical documents and representations.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 55
authors Capellaro, Marcelo
year 1998
title Portabilidad de Documentos en Multiples Plataformas (Portability of Documents in Multiple Platforms)
source II Seminario Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings / ISBN 978-97190-0-X] Mar del Plata (Argentina) 9-11 september 1998, pp. 412-417
summary Exhibition with respect to handling of documents in multiple platforms and portability of files for the net and other means. Generation of documents in programs of frequent use for Digital Graphic Edition (CorelDraw, Illustrator, Freehand, PageMaker, QuarkXPress, Word, etc.) and conversion to portable documents of under capable weight to transport via modem with used sources absorbed in the document that facilitates their reading in multiple platforms. Possibility to publish and to incorporate links, audio files and video, annotations, to generate indexes of contents and margin notes. Professional use of portable documents for generation of color separations (cuatricromia, hexacromia and plane inks [Pantone or other systems colorimČtricos]) for filming of movies in preimpresiŰn offset or other graphic systems of impression. Generation of electronic notes of class dedicated to be lowered by the net for any platform that the student used, education and evaluation at distance through the net. Interactividad level in communication off line.
series SIGRADI
email
last changed 2016/03/10 09:47

_id ddss2004_d-1
id ddss2004_d-1
authors Cerovsek, T. and B. Martens
year 2004
title On the Extended Use of Citations in CAAD
source Van Leeuwen, J.P. and H.J.P. Timmermans (eds.) Developments in Design & Decision Support Systems in Architecture and Urban Planning, Eindhoven: Eindhoven University of Technology, ISBN 90-6814-155-4, p. 1-17
summary This paper discusses the extended use of the Cumulative Index of CAAD (CUMINCAD) - a digital library set up in 1998 serving the CAAD-community as an important source of scientific information with over 6.000 recorded entries published on-line. The aim of this paper is to elaborate a related Citation Index to CUMINCAD - with over 20.000 references - and to provide information on entries with an exceptional high impact in the CUMINCAD database. The importance is determined through its use (citing) in the framework of afterwards published scientific materials. By utilizing graph theory methods extensive citation analyses will be presented illustrating the impact of particular contributions in different research topics.
keywords Scientific Knowledge Management, Retrospective CAAD Research, Graph Theory, CAAD-Related Publications, Web-Based Bibliographic Database
series DDSS
last changed 2004/07/03 22:13

_id ga9803
id ga9803
authors Dehlinger, Hans E.
year 1998
title The Artist´s Intentions and Genetic Coding in Algorithmically Generated Drawings
source International Conference on Generative Art
summary Art-work, based on line drawings, is challenging for a number of reasons. It is a very much reduced art form relying on and exploiting the calligraphic qualities of lines only. It is more related to writing than to painting and it has a transient element in it, which is attributed to the movements of the pen equipped hand. With the aid of computer programs line drawings can be produced, exhibiting very specific qualities. In asking what a single line is composed of, we may draw analogies to genetic coding and generate variations within a population of lines belonging to the same family. An artist can cast his intentions into the definition of such a genetic code and the drawings produced accordingly will populate a specific domain of the universe of machine generated drawings.
series other
email
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id ddss9816
id ddss9816
authors Demirel, Füsun
year 1998
title A Research on Housing in Ankara-Turkey
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 The subject of this research contains an opinionnaire study and its results obtained from 30 houses in Ankara-TURKEY in which the people have middle and upper middle income so as to identify their favourites and criticsm about housing, regarding to their both houses and environment as well as tomake the definition of ideal houses and environment. Totally 30 subjects of which 21 are female and 9 are male which represent middle and upper middle incomed people. The average age of the subjects whose age range vary between 21 and 70 is 41. In the study, firstly, the opinionnaire questions were prepared and the housing in which the middle and upper middle incomed people live were determined as socio-economic level to be examined. Next permission and time reservation were requested fromthe owner's of housing to implement the study. During the times which have been determined by the subjects, the following procedure has been followed reading of the opinionnaire forms by myself and recording of responses of the subjects exactly, drawing of reliefs and plans of house, taking pictures of outer views and surroundings of housings. Tendencies of users' against various conditions have been transformed into numerical values from 1 to 7 in a scale with 7 column. In the light of above information; Considering the country conditions it was observed that these housing were excessivelylarge and were built for ostentation purposes, not for functional purposes. Usefulness, that is to say, design of house is in the bottom of the criteria list and it is not an important factor to choose the house, form another part of interesting findings of this study. Another significant result has been observed due to users desire about their house. Although the rising of design which was in 6th rank among the reasons to prefer a house was not an effective criteria on users' attitudes merely to have ahouse, this criteria was the 1st rank (87 %) among reasons due to the advantages that were provided for the users with respected to design and functionality as a result of meticulous studies of architects.Users' criticisms on their vicinity have shown variations according to their sexes.As a result of this research that were initiated to define the ideal house and environment concepts; interesting and detailed data about users' tendencies in the scope of both house and settling are available in "Findings" part of this study. Rising of desing criteria which was the 6 th rank amongcriteria's to choose a house, to 1st rank has brought the following conclusion: since the users are not able to act consciously due to the consideration of the properly owing action much more important,the main duty here is performed by the planner. Hence, starting from the assumption that users living in housings are extremely sensitive to their houses and especially environments, provision of public participation via this kind of opinionnaire studies while creating new environments, may contribute to create such environments in which people can live.
series DDSS
last changed 2003/08/07 16:36

_id 50a1
authors Hoffman, Donald
year 1998
title Visual Intelligence
source Norton Publishing, New York
summary After his stroke, Mr. P still had outstanding memory and intelligence. He could still read and talk, and mixed well with the other patients on his ward. His vision was in most respects normal---with one notable exception: He couldn't recognize the faces of people or animals. As he put it himself, "I can see the eyes, nose, and mouth quite clearly, but they just don't add up. They all seem chalked in, like on a blackboard ... I have to tell by the clothes or by the voice whether it is a man or a woman ...The hair may help a lot, or if there is a mustache ... ." Even his own face, seen in a mirror, looked to him strange and unfamiliar. Mr. P had lost a critical aspect of his visual intelligence. We have long known about IQ and rational intelligence. And, due in part to recent advances in neuroscience and psychology, we have begun to appreciate the importance of emotional intelligence. But we are largely ignorant that there is even such a thing as visual intelligence---that is, until it is severely impaired, as in the case of Mr. P, by a stroke or other insult to visual cortex. The culprit in our ignorance is visual intelligence itself. Vision is normally so swift and sure, so dependable and informative, and apparently so effortless that we naturally assume that it is, indeed, effortless. But the swift ease of vision, like the graceful ease of an Olympic ice skater, is deceptive. Behind the graceful ease of the skater are years of rigorous training, and behind the swift ease of vision is an intelligence so great that it occupies nearly half of the brain's cortex. Our visual intelligence richly interacts with, and in many cases precedes and drives, our rational and emotional intelligence. To understand visual intelligence is to understand, in large part, who we are. It is also to understand much about our highly visual culture in which, as the saying goes, image is everything. Consider, for instance, our entertainment. Visual effects lure us into theaters, and propel films like Star Wars and Jurassic Park to record sales. Music videos usher us before surreal visual worlds, and spawn TV stations like MTV and VH-1. Video games swallow kids (and adults) for hours on end, and swell the bottom lines of companies like Sega and Nintendo. Virtual reality, popularized in movies like Disclosure and Lawnmower Man, can immerse us in visual worlds of unprecedented realism, and promises to transform not only entertainment but also architecture, education, manufacturing, and medicine. As a culture we vote with our time and wallets and, in the case of entertainment, our vote is clear. Just as we enjoy rich literature that stimulates our rational intelligence, or a moving story that engages our emotional intelligence, so we also seek out and enjoy new media that challenge our visual intelligence. Or consider marketing and advertisement, which daily manipulate our buying habits with sophisticated images. Corporations spend millions each year on billboards, packaging, magazine ads, and television commercials. Their images can so powerfully influence our behavior that they sometimes generate controversy---witness the uproar over Joe Camel. If you're out to sell something, understanding visual intelligence is, without question, critical to the design of effective visual marketing. And if you're out to buy something, understanding visual intelligence can help clue you in to what is being done to you as a consumer, and how it's being done. This book is a highly illustrated and accessible introduction to visual intelligence, informed by the latest breakthroughs in vision research. Perhaps the most surprising insight that has emerged from vision research is this: Vision is not merely a matter of passive perception, it is an intelligent process of active construction. What you see is, invariably, what your visual intelligence constructs. Just as scientists intelligently construct useful theories based on experimental evidence, so vision intelligently constructs useful visual worlds based on images at the eyes. The main difference is that the constructions of scientists are done consciously, but those of vision are done, for the most part, unconsciously.
series other
last changed 2003/04/23 15:14

_id ddss9828
id ddss9828
authors Holmberg, Stig C.
year 1998
title Anticipation in Evaluation and Assessment of Urban and Regional Plans
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 In order to start a move toward better computer based supporting tools for the assessment of urban and regional plans, a new research and development endeavour is proposed. In so doing, anticipation andanticipatory computing, i.e. a technique applying modelling and simulation, is found to be an interesting and promising point of departure. Hence, a fuzzy cellular automata computer model (STF) for simulation and anticipation of geographical or physical space is constructed. The main idea is to map anurban plan onto the STF for its assessing. STF has a normalised and continuous, i.e. fuzzy, system variable while both the time and space dimensions take on discrete values. Further, while ordinary cellularautomata use local rules, global ones are employed in STF, i.e. there is a total interdependence among all the cells of the automata. Outcomes of STF can be interpreted more as possible future states than exact predictions. Preliminary results seem to be well in line with main characteristics of planned urban or regional geographical spaces. Further, for the managing of multi-criteria choice situations, a fuzzy procedure – the Ordered Weighted Average (OWA) procedure – with continuous control over the degree of ANDOR-ness and with independent control over the degree of tradeoff, is proposed.
keywords Geographical space, Anticipatory Computing, Cellular Automata, Spatio Temporal Fuzzy Model (STF)
series DDSS
last changed 2003/08/07 16:36

_id cc20
authors Kensing, Finn
year 1998
title Participatory Design: Issues and Concerns
source Computer Supported Cooperative Work (CSCW) 7(3): 167-185; Jan 1998
summary We characterize Participatory Design (PD) as a maturing area of research and as anevolving practice among design professionals. Although PD has been applied outside of technologydesign, here we focus on PD in relation to the introduction of computer-based systems at work.We discuss three main issues addressed by PD researchers; the politics of design; the nature ofparticipation; and method, tools and techniques for participation. We also report on the conditionsfor the transfer of “PD results” to workers, user groups, and design professionals that have characterizedPD over time and across geopolitical terrains. The topic of the sustainability of PD within anorganizational context is also considered. The article concludes with a discussion of common issuesexplored within PD and CSCWand frames directions for a continuing dialogue between researchersand practitioners from the two fields. The article draws on a review of PD and CSCW literatures aswell as on our own research and practical experiences.
keywords CSCW; Design Professionals; Participatory Design; Politics of Design; Sustainability
series other
email
last changed 2002/07/07 16:01

_id 0272
authors Kokosalakis, Jen
year 1998
title Remote File Sharing for Community-led Local Agenda 21 Sustainability with Internet, Intranets and VideoConferencing
doi https://doi.org/10.52842/conf.ecaade.1998.116
source Computerised Craftsmanship [eCAADe Conference Proceedings] Paris (France) 24-26 September 1998, pp. 116-122
summary This paper considers new opportunities for ease of remote file sharing through the Internet, Intranets and VideoConferencing, as facilitating opportunities for informed consumer intervention and greater accountability of the design. A remote file sharing experiment, [through a VideoConference link], of a 3D CAD estate model, collaboratively developed with a local resident?s association, is discussed. A different example looks at use of the Internet route by a small practice in the North West, developing QuickTime and QuickTimeVirtual Reality files for remote distribution and collaboration. The value of the full building object-orientated, data based model, [incorporating all related data and decisions from conception, client participation, project and facilities and life time management], is seen to offer an excellent vehicle for illustrating, negotiating and recording decisions. New international CAD standards for remote transfer and file sharing bring ease of use into the arena. Associated peripherals for remote file sharing through both Internet and video/teleconferencing, point to a transformation in the way we collaborate in the future. Signs from a broad band of businesses indicate that there is a clear understanding [in some circles] of the potential and the specific orientation of Web targeting, people-networking and dialogue. The key change is that those who understand this, build on the particular opportunity to contact and relate with any community of interest and to develop dialogue in a deeper, closer manner. So, we can see a strange phenomenon that the remoteness can actually bring a closeness of a new kind, as communities explore common interests. The paper considers how this may be the key to involving thousands of residents in a well-recorded dialogue, so bringing improved opportunities for meeting European standards in public accountability and community involvement in the development of Local Agenda 21 sustainability strategies.
series eCAADe
email
more http://www.paris-valdemarne.archi.fr/archive/ecaade98/html/39kokosalakis/index.htm
last changed 2022/06/07 07:51

_id ijac20031205
id ijac20031205
authors Martens, Bob; Turk, Ziga
year 2003
title Cumulative Index of CAAD: Current Status and Future Directions
source International Journal of Architectural Computing vol. 1 - no. 2
summary This article discusses the Cumulative Index of CAAD (CUMINCAD.SciX.net) - a digital library set up in 1998 serving the CAAD-community as an important source of scientific information. During the first stage, the metadata of CAAD-related conference proceedings were compiled and published on-line, including all abstracts and approximately 50% of the full-texts. In a subsequent step a Citation Index was created. Currently, theses and dissertations are being added to the library. Furthermore, a hierarchical topic structure was developed for automated classification of publications in the future, with topics being defined by keywords and characteristic papers.The next version of CUMINCAD, expected to be released later this year, will also feature a discussion forum, an event calendar, an option for commenting on and ranking publications as well as creating an on-line personal bibliographic review. CUMINCAD is a unique digital library in the field of CAAD serving a growing user-community. Younger doctoral degree students and junior researchers will benefit most from this edited, structured collection freely available via Internet.
series journal
email
more http://www.multi-science.co.uk/ijac.htm
last changed 2007/03/04 07:08

_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 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 4d85
authors Shimokawa, Y., Morozumi, M., Iki, K. and Homma, R.
year 1998
title Replacement and Transformation as a Key to Schematic Design Thinking - 3-D Modeling System which Supports Design Thinking
doi https://doi.org/10.52842/conf.caadria.1998.365
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. 365-374
summary This paper analyses a prototype of a 3D modeling system that can support schematic design development and begins with very abstract representation elaborates it step by step into a detailed representation. Using Mitchell's concept of a TOPDOWN system for 2D sketches as the basis, the authors proposed a design process model and a prototype that allows both bottom up additive processes in exploring the design frame and top down processes for the design refinement of each building element. Various utilities of replacing and transforming graphic objects as well as those that can control shapes and the location of those objects with construction lines have been proposed. The authors discussed possible use of the system and topics for future study by reviewing case studies.
keywords Replacement Operation, Modeling System, Schematic Design, Design Thinking
series CAADRIA
email
more http://www.caadria.org
last changed 2022/06/07 07:56

_id 6c98
authors Tsou, Jin-Yeu
year 1998
title Applying Computational Fluid Dynamics to Architectural Design Development - Strategy and Implementation
doi https://doi.org/10.52842/conf.caadria.1998.133
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. 133-142
summary This paper presents the development process and preliminary results of several research projects that apply computational fluid dynamics (CFD) to architectural design. The CFD On-line Teaching project is developing a multimedia training course for architecture students to apply CFD simulation to their projects. Each lesson illus-trates basic principles regarding air flow in building design, and provides CFD sample files with pre-defined flow cells for students to test these concepts. The Chinese Temple project uses CFD simulation to study the wind resistance of a Tong Dynasty heavy timber structure, with particular attention to the roof form. Air flow information generated in the project includes the visual representation of the pressure distribution and velocity field on all slices through the temple, as well as particle tracks around and through the building.  The Urban Housing Air Duct project focuses on air duct design for the China Experimental Urban Housing Scheme. The visual representation of the pressure distribution and velocity field in the ducts provides vital information for helping the China Housing Research Center improve the current design.
keywords CFD, Scientific Visualization, Computer-Aided Architecture Design
series CAADRIA
email
more http://www.caadria.org
last changed 2022/06/07 07:57

_id 4b50
authors Vera, A., Kvan, T., West, R. and Lai, S.
year 1998
title Expertise, Collaboration and Bandwidth Usability of Groupware
source Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems 1998 v.1 pp. 503-510
summary This paper describes the results of a study evaluating the effects of computer mediation on collaboratively solving architectural design problems. Pairs of graduate design students were asked to work on a landscape architecture design problem via computer terminals. In one condition they were allowed to communicate with an electronic whiteboard and a chat-line while in the other, the chat-line was substituted with video-conferencing (real-time video and audio). The protocols were evaluated according to two models. First, they were coded according to the pattern of collaboration, distinguishing meta-planning, negotiation, evaluation, and individual work. No differences were found between the two groups when coded this way. The protocols were also coded in terms of the problem-solving content, distinguishing task-related exchanges, interface-related exchanges, low-level design exchanges, and high-level design exchanges. The results showed that in the bandwidth-limited chat-line condition, participants cut down task and interface-related as well as low-level design exchanges but attempted to maintain the same amount of high-level design exchanges. When the final designs were evaluated by professional architects, no differences were found between two conditions indicating that chat-line participants implicitly compensate for the narrower bandwidth interface.
keywords Cognitive Models; Expertise; Collaboration; CSCW
series other
last changed 2002/07/07 16:01

_id 581f
authors Vera, A., Kvan, Th., West, R. and Lai, S.
year 1998
title Expertise and collaborative design
source CHI’98 Conference Proceedings. Los Angeles: ACM, 1998, pp. 503-510
summary This paper describes the results of a study evaluating the effects of computer mediation on collaboratively solving architectural design problems. Pairs of graduate design students were asked to work on a landscape architecture design problem via computer terminals. In one condition they were allowed to communicate with an electronic whiteboard and a chat-line while in the other; the chat-line was substituted with video-conferencing (real-time video and audio). The protocols were evaluated according to two models. First; they were coded according to the pattern of collaboration; distinguishing meta-planning; negotiation; evaluation; and individual work. No differences were found between the two groups when coded this way. The protocols were also coded in terms of the problem-solving content; distinguishing task-related exchanges; interface-related exchanges; low-level design exchanges; and high-level design exchanges. The results showed that in the bandwidth-limited chat-line condition; participants cut down task and interface-related as well as low-level design exchanges but attempted to maintain the same amount of high-level design exchanges. When the final designs were evaluated by professional architects; no differences were found between two conditions indicating that chat-line participants implicitly compensate for the narrower bandwidth interface.
keywords Cognitive Models; Expertise; Collaboration; CSCW
series other
email
last changed 2002/11/15 18:29

_id 67b0
authors Young, Robert A.
year 1998
title Climatic Factors in Regional Design: An Interactive Tool for Design Education
doi https://doi.org/10.52842/conf.acadia.1998.188
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. 188-201
summary This paper describes the development of an interactive computerized module developed as a digital resource for architectural design students that incorporates the premise of using architectural form as a primary environmental control system in a building. The first in a series of such modules, Climactic Factors in Regional Design illustrates the factors involved in regional design strategies. With the recognition that many design practices of the latter twentieth century are not environmentally sustainable, this module is to be used in a curriculum which recognizes that sustainable architecture begins by using architectural form as the primary environmental control system and the mechanical and electrical systems supplement that system not dominate it. With recent advances in recognizing sustainability issues, the country is now more willing to embrace environmental stewardship. The path to reduce environmental problems is through the integration of practices recognize architectural form as a primary environmental control system. As such, the latest generation of designers must view design comprehensively. If future building designers are to succeed, environmental control integration needs to be included pro-actively within the initial design rather than reactively appended to the end. Climatic Factors in Regional Design is designed to foster this paradigm shift and is divided into several topics and subtopic sections which include Introduction, Regional Design, Microclimate, Regional Guidelines, Design Strategies, Glossary, and Sample Examination. The module contains 260 screen displays and more than 250 illustrations, figures, and diagrams. Users can progress through the module in any sequence as their needs warrant. The module was developed using the academic version of Authorware Star by Macromedia.

series ACADIA
email
last changed 2022/06/07 07:57

_id e336
authors Achten, H., Roelen, W., Boekholt, J.-Th., Turksma, A. and Jessurun, J.
year 1999
title Virtual Reality in the Design Studio: The Eindhoven Perspective
doi https://doi.org/10.52842/conf.ecaade.1999.169
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 169-177
summary Since 1991 Virtual Reality has been used in student projects in the Building Information Technology group. It started as an experimental tool to assess the impact of VR technology in design, using the environment of the associated Calibre Institute. The technology was further developed in Calibre to become an important presentation tool for assessing design variants and final design solutions. However, it was only sporadically used in student projects. A major shift occurred in 1997 with a number of student projects in which various computer technologies including VR were used in the whole of the design process. In 1998, the new Design Systems group started a design studio with the explicit aim to integrate VR in the whole design process. The teaching effort was combined with the research program that investigates VR as a design support environment. This has lead to increasing number of innovative student projects. The paper describes the context and history of VR in Eindhoven and presents the current set-UP of the studio. It discusses the impact of the technology on the design process and outlines pedagogical issues in the studio work.
keywords Virtual Reality, Design Studio, Student Projects
series eCAADe
email
last changed 2022/06/07 07:54

_id ddss9801
id ddss9801
authors Achten, Henri and Leeuwen, Jos van
year 1998
title A Feature-Based Description Technique for Design Processes: A Case Study
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 In order to develop appropriate tools for decision support in design processes, it is necessary to found them on an understanding of design. Analytical techniques of design processes that have a direct relationship with tool development can enhance design support systems development. The paper focuses on a design support system in the VR-DIS research program. The aim of this research program is to develop insight in the architectural design process and to establish design tools for architectsworking in Virtual Reality. The basic approach for data modelling in VR in this research is based on an extension of the Feature Based Modelling paradigm taken from design in mechanical engineering. The computer model of the design in the system is a Feature-based model. This paper describes design processes in terms of changes in the Feature-based model of the design. For this purpose, a case of a house design is used. Drawings in the conceptual design phase up to the preliminary design phase arestudied. Each state of the drawings is described in terms of a Feature-model. Particular design actions such as creation of spaces, definition of architectural elements, and changes during the design process can be expressed in terms of changes in the Feature-model. Because of the use of Features, the changes can be formalised in the VR-DIS system. The description in terms of Features offers an analytical toolthat leads to a functional brief for design support tools. The paper ends with a discussion of implications and future work.
series DDSS
last changed 2003/11/21 15:15

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