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

PDF papers
References

Hits 1 to 20 of 555

_id 64b8
authors Grabowski, M. and Barner, K.
year 1998
title Data Visualization Methods for the Blind using Force Feedback and Sonification
source Stein, M. (Ed.). Telemanipulator and Telepresence Technologies V. Vol. 3524
summary Research in the field of scientific visualization has begun to articulate systematic methods for mapping data to a perceivable form. Most work in this area has focused on the visual sense. For blind people in particular, systematic visualization methods which utilize other sense need further development. In this work we develop methods for adding aural feedback to an existing haptic force feedback interface to create a multimodal visualization system. We examine some fundamental components of a visualization system which include the following: characterization of the data, definition of user directives and interpretation aims, cataloging of sensual representations of information, and finally, matching the data and user interpretation aims with the appropriate sensual representations. We focus on the last two components as they relate to the aural and haptic sensor. Cataloging of sensual representations is drawn form current research in sonification and haptics. The matching procedure can be thought of as a type of encoding which should be the inverse of the decoding mechanism of our aural and haptic systems. Topics in human perception are discussed, and issues related to the interaction between the two sensor are addressed. We have implemented a visualization system in the from of a Windows NT application using a sound card and a 3 DOF point interaction haptic interface. The system present a 2D data set primarily as a polygonal haptic surface although other capabilities of the haptic sensor are utilized such as texture discernment. In addition, real time aural feedback is presented as the user explores the surface. Parameters of sound such as pitch and spectral content are used to convey information. Evaluation of the system's effectiveness as an assistive technology for the blind reveals that combining aural and haptic feedback improves visualization over using either of the two senses alone.
series other
last changed 2003/04/23 15:14

_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 7a20
id 7a20
authors Carrara, G., Fioravanti, A.
year 2002
title SHARED SPACE’ AND ‘PUBLIC SPACE’ DIALECTICS IN COLLABORATIVE ARCHITECTURAL DESIGN.
source Proceedings of Collaborative Decision-Support Systems Focus Symposium, 30th July, 2002; under the auspices of InterSymp-2002, 14° International Conference on Systems Research, Informatics and Cybernetics, 2002, Baden-Baden, pg. 27-44.
summary The present paper describes on-going research on Collaborative Design. The proposed model, the resulting system and its implementation refer mainly to architectural and building design in the modes and forms in which it is carried on in advanced design firms. The model may actually be used effectively also in other environments. The research simultaneously pursues an integrated model of the: a) structure of the networked architectural design process (operators, activities, phases and resources); b) required knowledge (distributed and functional to the operators and the process phases). The article focuses on the first aspect of the model: the relationship that exists among the various ‘actors’ in the design process (according to the STEP-ISO definition, Wix, 1997) during the various stages of its development (McKinney and Fischer, 1998). In Collaborative Design support systems this aspect touches on a number of different problems: database structure, homogeneity of the knowledge bases, the creation of knowledge bases (Galle, 1995), the representation of the IT datum (Carrara et al., 1994; Pohl and Myers, 1994; Papamichael et al., 1996; Rosenmann and Gero, 1996; Eastman et al., 1997; Eastman, 1998; Kim, et al., 1997; Kavakli, 2001). Decision-making support and the relationship between ‘private’ design space (involving the decisions of the individual design team) and the ‘shared’ design space (involving the decisions of all the design teams, Zang and Norman, 1994) are the specific topic of the present article.

Decisions taken in the ‘private design space’ of the design team or ‘actor’ are closely related to the type of support that can be provided by a Collaborative Design system: automatic checks performed by activating procedures and methods, reporting of 'local' conflicts, methods and knowledge for the resolution of ‘local’ conflicts, creation of new IT objects/ building components, who the objects must refer to (the ‘owner’), 'situated' aspects (Gero and Reffat, 2001) of the IT objects/building components.

Decisions taken in the ‘shared design space’ involve aspects that are typical of networked design and that are partially present in the ‘private’ design space. Cross-checking, reporting of ‘global’ conflicts to all those concerned, even those who are unaware they are concerned, methods for their resolution, the modification of data structure and interface according to the actors interacting with it and the design phase, the definition of a 'dominus' for every IT object (i.e. the decision-maker, according to the design phase and the creation of the object). All this is made possible both by the model for representing the building (Carrara and Fioravanti, 2001), and by the type of IT representation of the individual building components, using the methods and techniques of Knowledge Engineering through a structured set of Knowledge Bases, Inference Engines and Databases. The aim is to develop suitable tools for supporting integrated Process/Product design activity by means of a effective and innovative representation of building entities (technical components, constraints, methods) in order to manage and resolve conflicts generated during the design activity.

keywords Collaborative Design, Architectural Design, Distributed Knowledge Bases, ‘Situated’ Object, Process/Product Model, Private/Shared ‘Design Space’, Conflict Reduction.
series other
type symposium
email
last changed 2005/03/30 16:25

_id 6279
id 6279
authors Carrara, G.; Fioravanti, A.
year 2002
title Private Space' and ‘Shared Space’ Dialectics in Collaborative Architectural Design
source InterSymp 2002 - 14th International Conference on Systems Research, Informatics and Cybernetics (July 29 - August 3, 2002), pp 28-44.
summary The present paper describes on-going research on Collaborative Design. The proposed model, the resulting system and its implementation refer mainly to architectural and building design in the modes and forms in which it is carried on in advanced design firms. The model may actually be used effectively also in other environments. The research simultaneously pursues an integrated model of the: a) structure of the networked architectural design process (operators, activities, phases and resources); b) required knowledge (distributed and functional to the operators and the process phases). The article focuses on the first aspect of the model: the relationship that exists among the various ‘actors’ in the design process (according to the STEP-ISO definition, Wix, 1997) during the various stages of its development (McKinney and Fischer, 1998). In Collaborative Design support systems this aspect touches on a number of different problems: database structure, homogeneity of the knowledge bases, the creation of knowledge bases (Galle, 1995), the representation of the IT datum (Carrara et al., 1994; Pohl and Myers, 1994; Papamichael et al., 1996; Rosenmann and Gero, 1996; Eastman et al., 1997; Eastman, 1998; Kim, et al., 1997; Kavakli, 2001). Decision-making support and the relationship between ‘private’ design space (involving the decisions of the individual design team) and the ‘shared’ design space (involving the decisions of all the design teams, Zang and Norman, 1994) are the specific topic of the present article.

Decisions taken in the ‘private design space’ of the design team or ‘actor’ are closely related to the type of support that can be provided by a Collaborative Design system: automatic checks performed by activating procedures and methods, reporting of 'local' conflicts, methods and knowledge for the resolution of ‘local’ conflicts, creation of new IT objects/ building components, who the objects must refer to (the ‘owner’), 'situated' aspects (Gero and Reffat, 2001) of the IT objects/building components.

Decisions taken in the ‘shared design space’ involve aspects that are typical of networked design and that are partially present in the ‘private’ design space. Cross-checking, reporting of ‘global’ conflicts to all those concerned, even those who are unaware they are concerned, methods for their resolution, the modification of data structure and interface according to the actors interacting with it and the design phase, the definition of a 'dominus' for every IT object (i.e. the decision-maker, according to the design phase and the creation of the object). All this is made possible both by the model for representing the building (Carrara and Fioravanti, 2001), and by the type of IT representation of the individual building components, using the methods and techniques of Knowledge Engineering through a structured set of Knowledge Bases, Inference Engines and Databases. The aim is to develop suitable tools for supporting integrated Process/Product design activity by means of a effective and innovative representation of building entities (technical components, constraints, methods) in order to manage and resolve conflicts generated during the design activity.

keywords Collaborative Design, Architectural Design, Distributed Knowledge Bases, ‘Situated’ Object, Process/Product Model, Private/Shared ‘Design Space’, Conflict Reduction.
series other
type symposium
email
last changed 2012/12/04 07:53

_id ddss9815
id ddss9815
authors Cutler, Lorraine M.
year 1998
title Prototypical Laboratory Design to Support Learning and Teaching
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 Collaboration between designers and scientists is an unusual combination to undertake the prototypical design of a teaching laboratory funded by Howard Hughes Medical Institute. The zoologists are developing a cooperative learning and interactive teaching pedagogy to make learningscience a process of critical inquiry and discovery. The industrial and interior designers are paying attention to the design issues of function and environmental support for teaching and doing the work required in a three-hour, hands-on beginning science learning space. Using both qualitative andquantitative research methods, the designers are able to determine a framework for making design decisions in prototypical beginning science environments. This framework is being developed as a guideline for designing similar environments at other institutions of higher learning. Videotape analysis precedes the research to uncover the underlying problems of the existing space and to formulate the questions for the research. Elements of a case study and an evaluative study integratewith the design process to form the basis of an intensive investigation of design issues for a beginning science teaching laboratory. Using two pretests as a baseline, the posttest data evaluates the success orfailure of the prototypical design. Both the pretests and the posttest evaluate the physical attributes of the old and new learning environment related to a beginning laboratory course in Zoology at Arizona State University.
series DDSS
last changed 2003/08/07 16:36

_id 70a1
authors Elsasa, P.A. van and Vergeesta, J.S.M.
year 1998
title Displacement feature modelling for conceptual design
source Computer-Aided Design, Vol. 30 (1) (1998) pp. 19-27
summary Although the support of surface features, where a surface feature represents a local geometric detail imposed on a surface, is well-defined on prismatic objects, this is notthe case for sculptured surface models. Current methods often lead to data-explosion, high polynomial results, or procedural solutions. In this paper a method isdescribed that allows explicit modelling of protrusions and depressions in free-form B-spline surfaces. As this functionality is intended to be used by industrial designersduring conceptual design, distinct requirements are formulated to allow its use in this early stage of design. A method is described that calculates a blending geometryapproximating G1 cross-boundary smoothness effectively. Using these requirements and approximations, protrusions and depressions can be modelled with real-timeresponse, and with unprecedented flexibility.
keywords Surface Features, Conceptual Design, Curvature Continuity Approximating, B-Spline Patches
series journal paper
last changed 2003/05/15 21:33

_id ddss9820
id ddss9820
authors Fukui, H.
year 1998
title An Example of Visualization for Urban Economic Scenery andUrban Modeling using 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 This paper presents a zone-based urban model to forecast population distribution and land use transition. A GIS model has been suggested for urban economic scenery forecasting by using data related to an urban environment like Tokyo in Japan. The model has structural simplicity, visibility and applicability of policy analysis.
series DDSS
last changed 2003/08/07 16:36

_id ddss9831
id ddss9831
authors Kellett, Ronald and Girling, Cynthia
year 1998
title Informing Public Participation in Neighborhood ScalePlanning and Design
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 Neighborhood scale planning and design in many areas of the United States has been evolving toward a system of negotiated priorities and agreements. Common models include public workshops and design 'charrettes' which bring diverse stakeholders (citizens, land owners, developers, consultantsand public officials, for example) together to develop a mutually acceptable plan. Crucial to the quality and effectiveness of the outcome are decision support tools that help this diverse audience understand, communicate, collaborate and make decisions about complex and often emotional issuesof land use and design. Net Energy Communities (NEC), the project summarized in this paper, creates a suite of computer based tools for this purpose. NEC links three types of computer software — the spatial data manipulation, modeling and visualization capabilities of Geographic Information Systems (GIS), the illustration and information retrieval capabilities of multimedia relational databases and, the simulation and comparison capabilities of spreadsheet-based calculation models;into four tools — a site modeller, an elements of neighborhood database, a scenario modeller and ascenario calculator. This paper reports on the NEC project as an example of decision support tools for public participation using illustrations and examples from a 420 acre demonstration neighborhood design in progress for the City of Corvallis, Oregon, USA.
series DDSS
last changed 2003/08/07 16:36

_id 489a
authors Matthews, K., Duff, S. and Corner, D.
year 1998
title A Model for Integrated Spatial and Structural Design of Buildings
doi https://doi.org/10.52842/conf.caadria.1998.123
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. 123-132
summary Recent advances in computer graphics and 3D user interfaces have enabled the emergence of 3D sketch modeling as a viable approach to architectural design, especially in the early schematic phase. This paper describes how a system can be built and used which integrates the capabilities of a good structural analysis system in the user-friendly working environment of a design-oriented modeling program. The structure of a building model as seen by finite element algorithms is a schematic idealization of the building's physical structure into nodes, elements, internal releases, boundary conditions, and loads. The more familiar architectural model used for design visualization represents spatial elements such as roofs, floors, walls, and windows. Rather than treat these models independently, the structural model can be defined in relation to the architectural as a virtual model with inherited common characteristics and additional relational and attribute information, using feature-based geometry data structures to organize topological intelligence in the spatial model. This provides the basis for synchronous modification of structural and architectural aspects of the design.
keywords Structural Design, Spatial Design, Design Integration, Human-Computer Interaction, Feature-Based Modeling, Finite Element Analysis, Geometric Inference
series CAADRIA
email
more http://www.caadria.org
last changed 2022/06/07 07:58

_id e184
authors Popov, V., Popova, L. and De Paoli, G.
year 1998
title Towards an Object-Oriented Language for the Declarative Design of Scenes
doi https://doi.org/10.52842/conf.acadia.1998.316
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. 316-353
summary We propose a prototype “kernel” of an object-oriented language, SOML (Scene Objects Modeling Language), intended to assist in the declarative design of scenes in image synthesis. This language is an attempt to provide the designer with a tool to facilitate the rapid prototyping of 3D scenes. It can also serve as a tool for knowledge acquisition and representation , and for communication and exchange of data with other tools in a design environment. Advantages offered by the implementation of SOML are: (a) from user’s viewpoint: the possibility of declarative description of the initial concept associated with the target scene in terms of properties and constraint vocabulary, the possibility of quantitative and qualitative reasoning on these properties, the modification of the intermediate solutions to different levels of detail, the utilisation of previous solutions; and (b) from the implementation viewpoint: the structuring of the properties and methods in the form of domain knowledge, the optimal solution generation according to heuristic causal-probabilistic criteria, the transformation of the semantic concept description of the scene in generic entry code for a geometrical CSG modeler or for rendering and visualization software, the integration of functionality for parameter generation and modification, the compilation of a scene from components of other final scenes and operations of geometrical transformations acting on groups of scenes. We present the architecture of the object-based implantation of the language and its interpreter, in the unified notation formalism UML. The utilization of the SOML language is illustrated by some examples.
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 7369
authors Wirahadikusumah, R., Abraham, D.M., Iseley, T. and Prasanth, R.K.
year 1998
title Assessment technologies for sewer system rehabilitation
source Automation in Construction 7 (4) (1998) pp. 259-270
summary Due to their low visibility, rehabilitation of underground utilities is neglected until a catastrophic failure occurs. This results in costly and difficult rehabilitation options. A key issue governing the selection of appropriate rehabilitation technologies, is the availability of adequate information concerning the condition of infrastructure. This paper presents an overview of the current methods and new developments for sewer line condition assessment. The focus of the paper is on internal inspection technologies, which investigate infiltration/inflow problems, and assess the structural conditions of sewer pipes. The primary internal inspection method is closed-circuit television (CCTV) inspection. The quality of information obtained using traditional CCTV is dependent on the experience and skill of the technician and the reliability of the TV picture. Other non-destructive, remote-sensing diagnostic methods include: infrared thermography system, sonic distance measurement method and ground penetrating radar technique. The features of three new promising multi-sensory systems, namely, KARO, PIRAT and SSET, are explained. The paper also discusses ongoing research efforts for automated interpretation of multi-sensory data.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:23

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

_id 6
authors Neiman, Bennett and Bermudez, J.
year 1998
title Entre la Civilizacion Analoga y la Digital: El Workshop de Medios y Manipulacion Espacial (Between the Analogue and Digital Civilization: Workshop of Media and Space Manipulation)
source II Seminario Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings / ISBN 978-97190-0-X] Mar del Plata (Argentina) 9-11 september 1998, pp. 46-55
summary As the power shift from material culture to media culture accelerates, architecture finds itself in the midst of a clash between centuries old analog design methods (such as tracing paper, vellum, graphite, ink, chipboard, clay, balsa wood, plastic, metal, etc.) and the new digital systems of production (such as scanning, video capture, image manipulation, visualization, solid modeling, computer aided drafting, animation, rendering, etc.). Moving forward requires a realization that a material interpretation of architecture proves limiting at a time when information and media environments are the major drivers of culture. It means to pro-actively incorporate the emerging digital world into our traditional analog work. It means to change. This paper presents the results of an intense design workshop that looks, probes, and builds at the very interface that is provoking the cultural and professional shifts. Media space is presented and used as an interpretive playground for design experimentation in which the poetics of representation (and not its technicalities) are the driving force to generate architectural ideas. The work discussed was originally developed as a starting exercise for a digital design course. The exercise was later conducted as a workshop at two schools of architecture by different faculty working in collaboration with it's inventor. The workshop is an effective sketch problem that gives students an immediate start into a non-traditional, hands-on, and integrated use of contemporary media in the design process. In doing so, it establishes a procedural foundation for a design studio dealing with digital media.
series SIGRADI
email
more http://www. arch.utah.edu/people/faculty/julio/studio.htm
last changed 2016/03/10 09:56

_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 ddssar0203
id ddssar0203
authors Alkass, Sabah and Jrade, Ahmad
year 2002
title A Web-Based Virtual Reality Model for Preliminary Estimates of Hi-Rise Building Projects
source Timmermans, Harry (Ed.), Sixth Design and Decision Support Systems in Architecture and Urban Planning - Part one: Architecture Proceedings Avegoor, the Netherlands), 2002
summary Cost estimating of a construction project at its early stage is considered to be very important task since it will be used as a base to commit or otherwise not to commit funds to that project. Preparation of a reliableand realistic preliminary estimate to aid the decision makers to commit funds for a specific project is a complicated assignment. Traditional methods and operations produced unsatisfactory aid due to lack ofaccuracy especially in the pre-design stage of a project. This participates in the increase of percentage of bankruptcy in the construction industry, which has dramatically climbed up and ranked as 15 percent of thewhole bankruptcies claimed in Canada (Statistic Canada 1998). This paper presents a methodology for developing and a Web-based model to automate preliminary cost estimates for hi-rise buildings. This is achieved by integrating a database with design drawings in a Virtual Reality (VR) environment. The model will automatically generate preliminary estimates after modifying a 3D CAD drawing. It provides the user the option to visualize and simulate the drawing and its cost data through VR environment. Having done that, it will allow owners, architects and cost engineers to view a constructed building project, change its geometric objects and shapes, and accordingly generate a new conceptual cost estimate.
series DDSS
last changed 2003/11/21 15:15

_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 ddss9808
id ddss9808
authors Boelen, A.J.
year 1998
title Pattern Matching for Decision Support
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 this paper is discussed how we can use pattern matching techniques in combination with object orientation to support decision makers in arranging offices and industrial and commercial facilities in existing urban areas. The method used is based on the findings of a Ph.D. project almost finishedwhen writing this. The tool under development is specifically useful for rehabilitation of deteriorated industrial or commercial areas.I consider such an area already occupied and surrounded with all kinds of urban objects and connected to all kinds of infrastructure. I can describe this area in available objects and facilities. Furthermore we can describe the areas capacity left within the infrastructure, the capacity in forexample work force or clients and the available band width in noise or pollution. By describing the area in terms of availability of capacity to absorb or produce flows of people, goods, energy and information we sketch the room available for certain types of industrial or commercial facilities. I developed a technique to describe industrial and commercial facilities in such a way that we enable the match between these and the characteristics of an area available. Pattern matching techniquesenable the system to generate best matches between available areas, locations and facilities. This model can be adapted in several object oriented geographical information systems and be integrated with other information systems that for example calculate the pollution of certain kinds of facilities. The rules to match with are partly based on objective, measurable data like available capacity on the electricity network and needed electrical power for certain facilities. Other matching rules are based on political norms on for example acceptable pollution levels and suggested pollution of facilities. The paper presents the problem area of industrial area rehabilitation, describes the architecture of the modeling technique and presents the first findings of implementation studies.
keywords Pattern matching, Object GIS, Urban object modeling, Facility planning
series DDSS
last changed 2003/11/21 15:16

_id c0e0
authors Campbell, Dace
year 1998
title Architectural Construction Documents on the Web: VRML as a Case Study
doi https://doi.org/10.52842/conf.acadia.1998.266
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. 266-275
summary The Virtual Reality Modeling Language (VRML) and the World Wide Web (WWW) offer new opportunities to communicate an architect’s design intent throughout the design process. We have investigated the use of VRML in the production and communication of construction documents, the final phase of architectural building design. A prototype, experimental Web site was set up and used to disseminate design data as VRML models and HTML text to the design client, contractor, and fabricators. In this paper, we discuss the way our construction documents were developed in VRML, the issues we faced implementing it, and critical feedback from the users of the Web space/site. We analyze the usefulness of VRML as a communication tool for the design and construction industries. Finally, we discuss technical, social, and legal issues the AEC industry faces as it shifts to embrace widespread use of a “paperless” Web-based communications infrastructure for design documentation.
series ACADIA
email
last changed 2022/06/07 07:54

_id 624d
authors Coors, V. and Wiedmann, B.
year 1998
title Using Wearable GIS in outdoor applications
source Proceedings of the Symposium on Interactive Applications for Mobile Computing, IMC’98, Rostock, Germany, November 1998
summary Geographic Information Systems (GIS) are tools for acquiring, managing, analyzing, and presenting spatially related information. GIS represent parts of our world by digital maps or images. They facilitate the access to multimedial data using criteria such as geographic location or spatial proximity. Today, GIS are being used in all areas where spatial data need to be managed and analyzed. Three major application areas of GIS technology are - public administration, where GIS are used to generate and update spatially related data, - planning, where GIS support spatial decisions, e. g. in urban and regional planning, - research, where GIS help to analyze and describe spatial processes, e.g. in electoral research and environmental management.
series other
last changed 2003/04/23 15:50

For more results click below:

this is page 0show page 1show page 2show page 3show page 4show page 5... show page 27HOMELOGIN (you are user _anon_633771 from group guest) CUMINCAD Papers Powered by SciX Open Publishing Services 1.002