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 541

_id ddss9809
id ddss9809
authors Brondino, Nair Cristina Margarido and Da Silva, Antônio Nélson Rodrigues
year 1998
title A comparison of land valuation methods supported by GIS
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 purpose of this work was to study three different strategies for the appraisal of urban land. The first, a theoretical strategy created by the authors of this study to reproduce the common conditions of Brazilian cities, uses increments and reductions in the value of a square meter of land according to each lot’s individual features. The second method, based on Multiple Regression techniques, is widely used for valuation purposes. Finally, the effectiveness of Artificial Neural Networks to deal with thiskind of problem is studied. A sample of 157 lots was collected from several neighbourhoods of a small Brazilian city for the case study. The lot features recorded were area, width, shape, distance to the downtown district of the city through the street network, existence of fences and paved sidewalks, and market price. Prediction errors have been estimated for each of the three methods in order to compare their results. Predicted and error values, added to Geographical Information Systems, may be used to build thematic maps and to check how each strategy applies to different areas of the city. The analyses of error values conducted in this study showed that Artificial Neural Networks presented the best performance as a land appraisal method for the case studied.
series DDSS
email
last changed 2003/11/21 15:16

_id 1d83
authors Dodge, M., Doyle, S. and Smith, A.
year 1998
title Visual Communication in Urban Planning and Urban Design
source Working Paper 2; Centre for Advanced Spatial Analysis Working Papers; London; June 1998
summary This Case Study documents the current status of visual communication in urban design and planning. Visual communication is examined through discussion of standalone and network media, specifically concentrating on visualisation on the World Wide Web (WWW). First, we examine the use of Solid and Geometric Modelling for visualising urban planning and urban design. This report documents and compares examples of the use of Virtual Reality Modelling Language (VRML) and proprietary WWW based Virtual Reality modelling software. Examples include the modelling of Bath and Glasgow using both VRML 1.0 and 2.0. The use of Virtual Worlds and their role in visualising urban form within multi-user environments is reviewed. The use of Virtual Worlds is developed into a study of the possibilities and limitations of Virtual Internet Design Arena's (ViDA's), an initiative undertaken at the Centre for Advanced Spatial Analysis, University College London. The use of Virtual Worlds and their development towards ViDA's is seen as one of the most important developments in visual communication for urban planning and urban design since the development plan. Secondly, the role of photorealistic media in the process of communicating plans is examined. The process of creating photorealistic media is documented, and examples of the Virtual Streetscape and Wired Whitehall Virtual Urban Interface System are provided. The conclusion is that, although the use of photo-realistic media on the WWW provides a way to visually communicate planning information, its use is limited. The merging of photorealistic media and solid geometric modelling in the creation of Augmented Reality is reviewed. Augmented Reality is seen to provide an important step forward in the ability quickly and easily to visualise urban planning and urban design information. Third, the role of visual communication of planning data through GIS is examined in terms of desktop, three dimensional, and Internet based GIS. The evolution to Internet GIS is seen as a critical component in the development of virtual cities that will allow urban planners and urban designers to visualise and model the complexity of the built environment in networked virtual reality. Finally, a viewpoint is put forward of the Virtual City, linking Internet GIS with photorealistic multi-user Virtual Worlds. At present there are constraints on how far virtual cities can be developed, but a view is provided on how these networked virtual worlds are developing to aid visual communication in urban planning and urban design.
series other
last changed 2003/04/23 15:50

_id 42
authors Kos, Jose Ripper
year 1998
title Analisis de la Evolucion de la Ciudad a Traves de un Multimedia Interactivo (Analisis of the Evolution of the City by Means of Interactive Multimedia)
source II Seminario Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings / ISBN 978-97190-0-X] Mar del Plata (Argentina) 9-11 september 1998, pp. 316-323
summary The purpose of this work is the discussion of issues related to the use of interactive multimedia for the documentation of buildings and cities. These issues emerged from the analysis of the cities of Havana and Rio de Janeiro, as researched at PROURB, the Graduate Program of Urban Design of the School of Architecture and Urbanism, Federal University of Rio de Janeiro. Interactive multimedia applications have been developed through many years. Some areas presented mature works, other are still researching specific forms to employ the available resources of this new media. In this situation are the interpretations of buildings and cities, which still hasn't found a proper language for it's complexly and scale. Interactive multimedia has many resources which are adequate for buildings and cities' analysis and representation. Two questions may be considered crucial for the use of hyperdocuments in architecture and urban planning and design: the first allows us a glimpse of a technique which can document the bridge between the architectís space imagining and this space experienced by it's users. The second issue is the proximity between the role of the architect and those of the author of interactive multimedia.
series SIGRADI
email
last changed 2016/03/10 09:54

_id 1
authors Maver, Thomas W.
year 1998
title Prospects for CAAD: An Optimistic Perspective
source II Seminario Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings / ISBN 978-97190-0-X] Mar del Plata (Argentina) 9-11 september 1998, pp. 6-13
summary The history of CAAD spans a short but eventful 30 years. This paper initially takes stock of the outcomes over this period by focusing sequentially on the modelling of the functional behaviour of building and on the modelling of the formal characteristics of buildings and cities. It concludes with a view of the way forward.
series SIGRADI
email
last changed 2016/03/10 09:55

_id 1373
authors Pfaffenbichler, Paul C. and Emberger, Günter
year 2003
title Are European cities becoming similar?
source CORP 2003, Vienna University of Technology, 25.2.-28.2.2003 [Proceedings on CD-Rom]
summary The paper discusses city specific development patterns to overcome todays transport problems. The results are based on recent andongoing research activities at TUW-IVV and ITS. At previous CORP-conferences, we presented the basics and the development of aplanning support tool to find optimal policy packages in urban transport and land use (Emberger, 1998), (Pfaffenbichler, Emberger, 2001). The core of this planning support tool is a dynamic land use and transport interaction model. This model, which we refer to as Sketch Planning Model (SPM), is embedded into an appraisal and optimisation framework. The SPM and this framework were developed in the recently finished European Union funded research project PROSPECTS1. Case studies with this planning supporttool were performed within PROSPECTS for the cities Edinburgh, Helsinki, Madrid, Oslo, Stockholm and Vienna. These cities are principally comparable in regards of their status (capitals and major business and education centres), but different in their size, population density, transport system etc. A set of policy instruments like public transport improvements, car traffic restrictions, and infrastructure provision was available to formulate strategies to reduce negative impacts of transport and to increase welfare. The overall objective was a sustainable development of the city. Although the instruments and the goals are similar in all investigatedcites, different solutions were adequate. The solutions vary in regard of spatial implementation, implementation time and level of implementation. The paper will highlight some reasons for the different development paths of the cities. As well the comparison of the do nothing scenario as the comparison of the most feasible policy strategies shows that European cities are different, need different solutions for their problems and will stay different in the future.
series other
email
last changed 2003/03/11 20:39

_id c304
authors Barber, T.and Hanna, R.
year 1998
title Appraisal of Design Studio Methodologies
doi https://doi.org/10.52842/conf.caadria.1998.021
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. 21-30
summary This paper investigates the relationship between different design approaches and their effectiveness in the formulation of design concepts. This inquiry will focus on the computer as the sole design and developmental tool. The research employs a short design programme, a small building with a given urban site, as its investigative vehicle. Nineteen second year students of the Mackintosh School of Architecture were monitored and their design progress evaluated. They were split into two groups: one used CAD and AEC as the only drawing and modelling tool, tutorial and review, and another used conventional tools of drawing and model making (mixed media). Structured interviews and personal observations were used as a means for data collection. Questionnaires were administered to students and their response was analysed using the statistical programme SPSS (Statistical Package for the Social Sciences). The Mann-Whitney test was used to test the Null Hypothesis that different design approaches will not produce different design outcomes. Correlation, Regression and the X2 test of independence were also employed to screen data and identify patterns of relationships.

series CAADRIA
email
more http://www.caadria.org
last changed 2022/06/07 07:54

_id ee96
authors Johnson, Scott
year 1998
title Making Models Architectural: Protean Representations to Fit Architects’ Minds
doi https://doi.org/10.52842/conf.acadia.1998.354
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. 354-365
summary A rich vocabulary has evolved for describing architecture. It serves not only as a means of communication, but also as an embodiment of concepts relating to form, space, structure, function, mood, and symbolism. We architects not only speak in terms of walls, rooms, roofs, arches, etc., we see in terms of them and think in terms of them, as well. Such concepts are integral to our ability to design. Typical CAD representations, however, are based on geometric/mathematical elements like points, lines, planes, and symbols. Even more experimental approaches like parametric shapes or procedural assemblies correspond poorly to architectural elements, and seldom lend themselves well to making conceptual changes that would allow exploration of design alternatives. Small wonder some architecture schools experience a division between computer and studio courses, or even between computer and studio faculty. Different ways of talking and thinking are involved. The concepts involved are often mutually exclusive. This paper discusses an attempt to address this conceptual mismatch, using what are termed “protean” (meaning “very changeable”) elements. These are high-level elements corresponding to architectural concepts like “wall,” or “dome.” They each have parameters appropriate for the particular type of element they represent, and produce the polyhedra necessary for graphics based on these parameters. A system is being implemented to allow models to be constructed using these elements. The protean elements form a loosely structured model, in which some elements hierarchically contain others, and some elements are essentially freestanding, being created and manipulated independently of other elements. Characteristics of protean element are discussed, including the underlying object-oriented structure, the relationship between elements and graphics, and functions associated with the objects. A scheme is explained whereby all parts of a design can be represented even when the design includes extremely unusual forms not conforming to predictable classes of elements. The necessary support framework is also discussed; general flow of the system and mechanisms for viewing the model and editing subcomponents are explained. The current status of the project, and intentions for future work are discussed. The project has been partially implemented, and the necessary framework to support the system is mostly complete.

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

_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 12
authors Kolarevic, B., Schmitt, G., Hirschberg, U., Kurmann, D. and Johnson, B.
year 1998
title Virtual Design Studio - Multiplying Time: 3x8 H = 24 H
source II Seminario Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings / ISBN 978-97190-0-X] Mar del Plata (Argentina) 9-11 september 1998, pp. 106-115
summary This paper describes a Virtual Design Studio exercise involving three academic institutions-University of Hong Kong, Swiss Federal Institute of Technology in Z¸rich, and University of Washington in Seattle-whereby teachers and students, obviously on three different continents and in three different time zones, roughly eight hours apart, tried to "multiply time". Students were asked to design a house for a Chinese painter and a Swiss writer on a small island in Puget Sound near Seattle. In a short and intensive design charrette, students explored in five different phases various dualities associated with the given design problem. In each phase students were asked to select someone else's design, thus implicitly forming design teams. The paper describes the structure and goals of the studio exercise, the methodologies applied, the resulting design processes, and the lessons learned.
series SIGRADI
email
last changed 2016/03/10 09:54

_id 0ab6
authors Kolarevic, B., Schmitt., G., Hirschberg, U. and Kurmann, D.
year 1998
title Virtual Design Studio : Multiplying Time
doi https://doi.org/10.52842/conf.ecaade.1998.123
source Computerised Craftsmanship [eCAADe Conference Proceedings] Paris (France) 24-26 September 1998, pp. 123-130
summary This paper describes a Virtual Design Studio exercise involving three academic institutions-University of Hong Kong, Swiss Federal Institute of Technology in Zürich, and University of Washington in Seattle-whereby teachers and students, obviously on three different continents and in three different time zones, roughly eight hours apart, tried to "multiply time". Students were asked to design a house for a Chinese painter and a Swiss writer on a small island in Puget Sound near Seattle. In a short and intensive design charrette, students explored in five different phases various dualities associated with the given design problem. In each phase students were asked to select someone else?s design, thus implicitly forming design teams. The paper describes the structure and goals of the studio exercise, the methodologies applied, the resulting design processes, and the lessons learned.
series eCAADe
email
more http://www.paris-valdemarne.archi.fr/archive/ecaade98/html/18kolarevic/index.htm
last changed 2022/06/07 07:51

_id ddss9834
id ddss9834
authors Kovács, László Béla and Kotsis, István
year 1998
title Basic Concepts and Prototypes of a Land Usage Design and Decision Support System
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 This paper presents the basic ideas of a computer system for supporting urban design and decisions on land use. We argue, that the high complexity of urban design - inherent in the its large number of interdependent views and aspects - seems to justify a flexible support system capable of reasoning and conceptual modelling. Such a system may be prohibitively resource demanding unless we are able to build it up from smaller and larger modules of different types and functionality and which canbe created basically in an incremental way without a complete plan in advance. Two prototypes concerning urban designs and a small flexible design rule interpreter/handler is presented for free standing buildings.
series DDSS
email
last changed 2003/08/07 16:36

_id 12fd
authors Lorenc, S.J. and Bernold, L.E.
year 1998
title Excavator-mounted ordnance locating system using electromagnetic sensing technology
source Automation in Construction 7 (4) (1998) pp. 243-258
summary There are in excess of 20 million acres of bomb and artillery ranges under the control of the Department of Defense (DoD). Each year some 800,000 to 2,000,000 km2 are turned over to civilian (private or commercial) use. Some of this land is contaminated with buried unexploded ordnance (UXO). These UXOs present a safety hazard and raise many environmental concerns. In addition to inaccurate locating, one of the most difficult aspects for the operator of an excavator is the inability to see the target ordnance while it is covered with soil and debris. This paper presents a system which is mounted to the arm of an excavator and is capable of detecting a buried UXO located in the path of an excavator's bucket. Also, the system is able to determine the precise location of the ordnance relative to the excavator's bucket. This information will allow the operator not only to avoid striking the ordnance during the digging operation, but also to expose the object by removing the soil around it. This technology is also capable of locating small UXO which can be buried within the spoil material. This technology has the potential to result in savings of millions of dollars in operating costs and prevent the damage or loss of equipment.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:22

_id 170f
authors Mora Padrón, Víctor Manuel
year 1999
title Integration and Application of Technologies CAD in a Regional Reality - Methodological and Formative Experience in Industrial Design and Products Development
source III Congreso Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings] Montevideo (Uruguay) September 29th - October 1st 1999, pp. 295-297
summary The experience to present is begun and developed during the academic year 1998, together to the course of IV pupils level of the Industrial Design career in the Universidad del Bío-Bío, labor that I have continued assuming during the present year, with a new youths generation. We have accomplished our academic work taking as original of study and base, the industrial and economic situation of the VIII Region, context in the one which we outline and we commit our needs formative as well as methodological to the teaching of the discipline of the Industrial Design. Consequently, we have defined a high-priority factor among pupils and teachers to reach the objectives and activities program of the course, the one which envisages first of all a commitment of attitude and integrative reflection among our academic activity and the territorial human context in the one which we inhabit. In Chile the activity of the industrial designer, his knowledge and by so much his capacity of producing innovation, it has been something practically unknown in the industrial productive area. However, the current national development challenges and the search by widening our markets, they have created and established a conscience of the fact that the Chilean industrial product must have a modern and effective competitiveness if wants be made participates in segments of the international marketing. It is in this new vision where the design provides in decisive form to consider and add a commercial and cultural value in our products. To the university corresponds the role of transmitting the knowledge generated in his classrooms toward the society, for thus to promote a development in the widest sense of the word. Under this prism the small and median regional industry in their various areas, have not integrated in the national arrangement in what concerns to the design and development of new and integral products. The design and the innovation as motor concept for a competitiveness and permanency in new markets, it has not entered yet in the entrepreneurial culture. If we want to save this situation, it is necessary that the regional entrepreneur knows the importance of the Design with new models development and examples of application, through concrete cases and with demands, that serve of base to demonstrate that the alliance among Designer and Industry, opens new perspectives of growth upon offering innovation and value added factors as new competitiveness tools. Today the communication and the managing of the information is a strategic weapon, to the moment of making changes in a social dynamics, so much at local level as global. It is with this look that our efforts and objective are centered in forming to our pupils with an integration speech and direct application toward the industrial community of our region, using the communication and the technological information as a tool validates and effective to solve the receipt in the visualization of our projects, designs and solutions of products. As complement to the development of the proposed topic will be exhibited a series of projects accomplished by the pupils for some regional industries, in which the three dimensional modeling and the use of programs vectoriales demonstrate the efficiency of communication and comprehension of the proposals, its complexity and constructive possibilities.
series SIGRADI
email
last changed 2016/03/10 09:55

_id 6f74
authors Norman, Richard
year 1998
title Teaching Computation for Design
doi https://doi.org/10.52842/conf.ecaade.1998.115
source Computers in Design Studio Teaching [EAAE/eCAADe International Workshop Proceedings / ISBN 09523687-7-3] Leuven (Belgium) 13-14 November 1998, pp. 115-122
summary Modeling the formal idea has long been problematic in schools. Renaissance tools, however inspired by the invention of perspective, usually result in two-dimensional sketches. Cardboard and small pieces of wood occasionally become the three-dimensional media of first visualization in studios; modeling on the computer is a newer idea. This paper examines two experiments, one where design fundamentals and solid modeling are introduced in a common studio, the other where instruction is removed from the studio environment and made an adjunct elective. In the first case the course is an introduction to both design and computation, an electronic investigation of Paul Klee’s first principles: point, line, shape, form and space—adding, subtracting, rotating and multiplying objects using Beaux Arts principles to create the design. The result is architectural form-making that was not possible in the studio-past. The second case is a course which isolates computer instruction from the studio, making it a separate academic discipline. Fantasy projects then demonstrate computational principle, exploring pure form without burden of technical or social obligation that studio imposes; alternative methods are presented for introducing design computation to the architectural student.  

series eCAADe
email
more http://www.eaae.be/
last changed 2022/06/07 07:58

_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 0aa0
authors P_onecki, L., Trampczynski, W. and Cendrowicz, J.
year 1998
title A concept of digital control system to assist the operator of hydraulic excavators
source Automation in Construction 7 (5) (1998) pp. 401-411
summary A concept of digital control system to assist the operators of hydraulic excavators is presented and discussed. Then, control system based on described ideas was mounted on a special numerically controlled stand, equipped with D/A and A/D converters, where small hydraulic backhoe excavator K-111 fixtures were used. Experimental results shows that it fulfils all described requirements and can be used as the machine operator assist. It enables for precision tool guidance, automatic repetition of realized movements, realization of specific tool trajectories (including energetically optimal paths) and automatic improvement or optimization of realized paths. Tool trajectories can also be prescribed using the setting model, making excavator the machine of teleoperator class. Presented system can be used as a basis for real machine control system.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:23

_id ga9813
id ga9813
authors Pontecorvo, Michael Steven
year 1998
title Designing the Undesigned: Emergence as a tool for design
source International Conference on Generative Art
summary Design, as an act and a result, is a natural part of the larger biological context in which we live. It is both a behavior and a tangible side effect of the organic system from which it arises. A design can be characterized as a physical exemplar of the concept of memes, the 'genetic' building blocks of ideas or units of cultural transmission. In this capacity, design has served to extend humankind's reach and ensure and enrich humankind's survival in the full range and variability of conditions the Earth has to offer. In a very real sense, design has 'evolved' its own rich ecosystem, with a robust diversity of elements, dynamics, and interrelationships rivaling that of the organic system from which it derives. In the ecology of design, designs obey laws analogous to the laws of survival and selection that organisms in nature obey. Given the recent advances in understanding and modeling of the biological and physical systems, it is not surprising that artists and designers are now turning to these models as a 'new' resource for the conceptualization and design of structured artifacts and spaces. While there are many fundamental technical issues surrounding development and application of generative models and processes, the relationship of artist to the process of creation is a central issue in the scaling up and widespread accessibility/acceptance of the generative approach. This paper will present a set of observations from the perspective of a small company of artist/ technologists trying to bridge the commercial and artistic application of generative processes. Specifically, the paper will explore some approaches to the designer/system relationship and process control metaphor, the balancing of serendipity and design convergence, the definitions and representations of design spaces, and finally, present some ideas about the future prospects and promising new techniques for generative design.
series other
email
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id c5bc
authors Popova, Mina
year 1998
title Model of Design Parts and its Use to the Design Team
doi https://doi.org/10.52842/conf.caadria.1998.233
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. 233-242
summary This paper discusses the impact of the choice of representation on the final result in design and construction projects. Representation is an integrated part of the design process used by architects as a communication tool to help them present a concept to their clients and other consultants. The representation choice, in addition, reflects the professional’s perception of the design process and the architectural artefact. Architects’ offices work with a wide range of problems - aesthetic and spatial issues, detailing, choice of materials, and systems design. The multiplicity of representations enriches the understanding of these issues. Today, the model-oriented approach in design is common among both architects and leading software producers for the construction industry. While STEP (Standard for the Exchange of Product Data) aims at developing very comprehensive product models, we examine the possibility of building up a small-scale model responding to the information needs of a design team. In our research work, we view a model of design parts as a suitable carrier of information allowing the designers to store data reflecting their accumulated and refined professional knowledge and experience. Besides, the team of architects can later easily retrieve information needed for future design reuse from the model. To reuse design solutions and learn from previous work is an essential part of the professional culture. The construction industry as a whole has been slow in implementing information technology to improve the work methods. Neither have architects’ offices used the full potential of this technology to structure information and rationalize the design process. The objective of this study is to examine whether information technology makes it possible to organize all the design information in an office archive. The proposed model of design parts relates to national standards and universal models for product data representation and exchange, such as STEP. Today, the construction sector is becoming increasingly aware of the potential of the model-oriented approach both to rationalize the design and construction process and offer designers new options to store, broaden and reuse professional knowledge. We have used the information modelling language EXPRESS to describe our concept.
keywords Design and Construction Process, Model-oriented Approach, Representation, Information Technology, STEP
series CAADRIA
email
more http://www.caadria.org
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.
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last changed 2003/08/07 17:25

_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

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