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 549

_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 2a12
authors Burry, Mark and More, Gregory
year 1998
title Representation, Realism and Computer Generated Architectural Animation
source Cyber-Real Design [Conference Proceedings / ISBN 83-905377-2-9] Bialystock (Poland), 23-25 April 1998, pp. 241-249
summary This paper documents a simple architectural form which, but for computer generated animation, has no ready alternative explanatory process for its complex generation. The subject is a column in the nave of the Sagrada Familia Church in Barcelona conceived by Gaudí at the beginning of this century without the contemporary opportunities for animated design exploration. The column is based on a set of counter-rotating mutually interfering profiles. As the column gains height, the profiles increase in interference with each other resulting in an increasingly fluted cross section, a tendency towards the Doric Order. For most, however, there is no easy access to a plausible explanation of the inherent rationale for the column. Animating the generation of the column reveals a unique and concealed sublimation of natural patterns of growth. Animation aids an understanding of the effect of the fourth dimension on design itself by releasing a meaning of time from an otherwise inanimate object. Here animation is used to decipher one aspect of the mystery of Gaudí's design while strengthening another: the source and conceptual power of Gaudí to anticipate this phenomenon. Rather than trivialising this design mystery, the explanatory role of the animation enriches comprehension of the formal concept of mutation through displacement or an evolutionary design paradigm. The paper discuss the implications of this ability to show transition, translation and dislocation without delving too deeply into how the animation was made, nor indeed the subject which, after all, requires animation to fully represent its less tangible qualities.
series plCAD
email
last changed 2003/05/17 10:01

_id 5688
authors Conen, W. and Neumann, G. (eds.)
year 1998
title Coordination Technology for Collaborative Applications
source Springer
summary Given the broad popularity of Internet technology, even in its present immature state, and also the recent progress made towards a human-centered view of information technology, the time now seems ripe to essentially extend the scope and power of enterprise information systems. This carefully arranged book concentrates on the relationships between coordination technology and business application requirements and introduces general elements of a cooperative infrastructure allowing for the construction of collaborative applications. It is essential reading for research and development professionals active in the area as well as for IT managers interested in applying this promising new technology in order to remain competitive in the future.
series other
last changed 2003/04/23 15:14

_id 27
authors De Gregorio, R., Carmena, S., Morelli, R.D., AvendaÒo, C. and Lioi, C.
year 1998
title La Construccion del Espacio del Poder. Museo de la Casa Rosada (The Construction of the Space of Power. Museum of the "Casa Rosada" (Argentinean Presidential House))
source II Seminario Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings / ISBN 978-97190-0-X] Mar del Plata (Argentina) 9-11 september 1998, pp. 212-217
summary The present work is part of the exposition "Francesco Tamburini, La ConstrucciÛn del Espacio del Poder I", exhibited in Rivadavia Cultural Center ( Rosario city), and in Casa Rosada Museum during 1997. The Exposition is based on an investigation program of the space that involves Casa Rosada, determining this space as the first piece of its collection. In 1995, when a group of argentines where visiting the picture gallery Pianetti (Jesi, Italy) there have been found some watercolours of Francesco Tamburini (1846-1890), planner of the main faÁades of the Government and author of many works. These watercolours have great value for architecture, and unknown by public, they have been the starting point of the Exposition. Among these argentines was Roberto De Gregorio architect, historian teacher of this school of architecture, and in charge of the historical investigation. C.I.A.D.'s specific work consists in converting in digital data Casa Rosada's faÁades. The two first stages, already completed, finished on the digital data conversion of facades, in front of Plaza de Mayo and Rivadavia street, with presidential access esplanade. Actually the work is centred on the two facades left and on the elaboration of an electronic model for the edition of a CD-ROM containing the information of the exposition.
series SIGRADI
email
last changed 2016/03/10 09:50

_id 7560
authors Gomez, Nestor
year 1998
title Conceptual Structural Design Through Knowledge Hierarchies
source Carnegie Mellon University, Department of Civil and Environmental Engineering, Pittsburgh
summary Computer support for conceptual design still lags behind software available for analysis and detailed design. The Software Environment to Support the Early Phases in Building Design (SEED) project has the goal of providing design generation and exploration capabilities to aid in the conceptual design of buildings, from architectural programming and layout to enclosure design and structural configuration. The current work presents a component of the efforts of the SEED-Config Structure group in providing computer support for conceptual structural design. The Building Entity and Technology (BENT) approach models data about building elements in a general, hierarchical form, where design evolution is represented by the growing specificity of the design description. Two methods of system-supported design generation are provided: case-based reasoning and application of knowledge rules. The knowledge rules, termed technologies, and how they are specified and used are the primary focus of this thesis. In the BENT approach, conceptual structural engineering knowledge is modularized into technology nodes arranged in a directed 'AND/OR' graph, where OR nodes represent alternative design decisions and AND nodes represent problem decomposition. In addition, nodes in the graph may also be specified as having AND/OR incoming arcs thus reducing the duplication of nodes and enhancing the representational power of the approach. In order to facilitate the incorporation of new knowledge into the system, and verify and/or change the knowledge already in the system, the data model and the interface allow for dynamic creation, browsing, and editing of technology nodes. Design generation through the use of the knowledge hierarchy involves the conditional application of nodes according to the design context as represented by the building element(s) under consideration. Each application of a technology node expands the design of building elements by increasing the detail of the design description or by decomposing the elements into less abstract components. In addition, support for simultaneous design of multiple elements and for iteration control are also provided. An important feature of the BENT approach is that the generative knowledge (i.e., the technology hierarchy) is detached from the information repository (i.e., the database of entities which make up the building). This allows the technology hierarchies to be used in a modular fashion from building problem to building problem.
series thesis:PhD
email
last changed 2003/02/12 22:37

_id 36
authors González, Carlos Guillermo
year 1998
title Una TecnologÌa Digital Para el Diseño: El Tde-Ac (A Digital Technology for Design: The Tde-Ac)
source II Seminario Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings / ISBN 978-97190-0-X] Mar del Plata (Argentina) 9-11 september 1998, pp. 274-279
summary TDE is a graphic language capable of notation of pure design operations, which offers an alternative to Monge and Perspective drawing. This language which was perfected and developed by Claudio Guerri in the late 80's, is originated in the Theory of Spatial Delimitation of CÈsar Janello (1974-1984). From 1995 onwards, and within the framework of the UBACyT AR025 Project (1995-1997), a software in order to apply the TDE through computer technology started to be developed. This work is carried out within the framework of the research program SPATIAL SEMIOTICS-DESIGN THEORY of the FADU-UBA directed by Claudio Guerri, and is continued in the UBACyT AR01 4 Project (1998-2000) "TDE-AC. Graphic language. TDE computer assisted". The computer tool TDE-AC, adds to this graphic language the power of the processing speed and a certain autonomy of interpretation and execution of design operations, which enables to visualize results with a remarkable speed in relation with manual or intellectual work in front of the drawing table. Trough the amplified projection on the screens of the program the stage of development and effectivity of TDE-AC will be demonstrated.
series SIGRADI
email
last changed 2016/03/10 09:52

_id sigradi2007_af13
id sigradi2007_af13
authors Granero, Adriana Edith; Alicia Barrón; María Teresa Urruti
year 2007
title Transformations in the educational system, Influence of the Digital Graph [Transformaciones en el sistema educacional, influencia de la Gráfica Digital]
source SIGraDi 2007 - [Proceedings of the 11th Iberoamerican Congress of Digital Graphics] México D.F. - México 23-25 October 2007, pp. 182-186
summary The educative proposal was based on the summary attained through experiences piled up during the 2 last semester courses, 2/2006-1/2007. This proposal corresponds to a mix of methodology (by personal attendance / by internet). Founding on the Theory of the Game (Eric Berne 1960) and on different theories such as: Multiple intelligences (Haward Gardner 1983), Emotional Intelligence (Peter Salowey and John Mayer 1990, Goleman 1998), Social Intelligence (Goleman 2006), the Triarchy of Intelligence (Stemberg, R.J. 1985, 1997), “the hand of the human power”, it´s established that the power of the voice, that of the imagination, the reward, the commitment and association produce a significant increase of the productivity (Rosabeth Moss Kanter 2000), aside from the constructive processes of the knowledge (new pedagogical concepts constructivista of Ormrod J.E. 2003 and Tim O´Reilly 2004).
series SIGRADI
email
last changed 2016/03/10 09:52

_id 8dae
authors Homma, R., Morozumi, M. and Iki, K.
year 1998
title Network-Based Dynamic Evaluation Process for Urban Landscapes
doi https://doi.org/10.52842/conf.caadria.1998.213
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. 213-222
summary When designing large-scale projects that affect urban landscapes such as the construction of power stations, it is important for a designer, to be able to predict how the landscape will be changed and public opinion in regard to the design stage. In order to support the communication between the public and the designer in the design process, authors have proposed a Network-Based Dynamic Evaluation Process (NDEP) for urban landscapes with WEB. This process can achieve a consensus decision, by applying the interactive cycles of proposal and evaluation to the design process. In this paper the authors outlined the framework of the process, the evaluation method by AHP, and a case study of an experimental production system.
keywords Decision Support Systems, Landscape Simulation, VRML, JAVA
series CAADRIA
email
more http://www.caadria.org
last changed 2022/06/07 07:50

_id 9480
authors Kan, J.W.T., Chow, B.K.M. and Tsou, J.-Y.
year 1999
title Visual Impact Evaluation of Electricity Substation Architecture
doi https://doi.org/10.52842/conf.caadria.1999.081
source CAADRIA '99 [Proceedings of The Fourth Conference on Computer Aided Architectural Design Research in Asia / ISBN 7-5439-1233-3] Shanghai (China) 5-7 May 1999, pp. 81-87
summary This paper presents a case study of the application of computer techniques for design communication and visual impact analysis. We were sponsored by China Light & Power Company Ltd. To simulate the design of a proposed electricity substation and its it is setting in a residential neighborhood. During a five-week intensive study, we took nearly one thousand photographs of the existing site. We also created a three-dimensional CAD model of the proposed substation, and produced perspectives from points of view analogous to the photographs. We applied Apple Quicktime VR technology to document the site environment with 360-degree panoramas. We then montaged the computer-generated panoramas with those taken from the real environment. A navigable virtual environment, architectural animation and set of still images were presented to the public in September 1998. The reactions from the regional council members and local residents nearby were recorded to provide evidence to measure the effectiveness of digital architectural design communication.
series CAADRIA
email
last changed 2022/06/07 07:52

_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 11
authors Rodriguez Barros, Diana and Bund, Elizabeth
year 1998
title Integración Informatica del Proceso Proyectual Taller de Diseno Experimental (Digital Integration of the Design Process in an Experimental Design Studio)
source II Seminario Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings / ISBN 978-97190-0-X] Mar del Plata (Argentina) 9-11 september 1998, pp. 94-105
summary The linear logic of project process is being replaced by alternative proceedings, used simultaneously. Today this option repertory signify that the architect must assume in a conscious attitude both critical reflection and free creativity. The necessity of experimental work arise with the purpose of discovering the effects and challenges generated by hypermedial resources. This idea put in action in a workshop organized by the Centro de Computacion de la Facultad de Arquitectura, deepening in heuristic relationships between analogical and digital proceedings. The workshop was leaded by Arch. Arturo Montagu and coordinated by the authors. The project theme was a concrete problem placed at Mar del Plata city, and was developed by professionals, teachers and students mixed groups, of different ages, objectives and experience. The replacement of analogical media, with all its representation power, for digital media was avoided -this was taken as mere translation-; instead both were considered on its complementary elements and potentialities applied to project ideation and its communication. Due to this experience it is observed that the generation of this project methodology is configured by a synthesis of heuristic and compositive proceedings, the interface design and the interaction strategies with the object. All this work have revealed its own internal logic, that stimulate us to continue on the research.
series SIGRADI
email
last changed 2016/03/10 09:59

_id ceca
authors Schmidt, L.C. and Cagan, Jonathan
year 1998
title Optimal Configuration Design: an Integrated Approach Using Grammars
source Journal of Mechanical Design 120, no. 1: 2-9
summary A computational approach to design that integrates conceptual design, configuration design, and component selection tasks overcomes some of the barriers to successful design automation. FFREADA is an implementation of a general design generation and optimization algorithm featuring hierarchical ordering of grammar based-design generation processes at different levels of abstraction. FFREADA is used to generate near-optimal hand-held power drill trains in a space which exceeding 200 million designs that are not limited to any particular functional architecture or component configuration. Drill power train designs within 1 percent of the optimal solution are found in minutes by sampling 302,000 design states on average. Optimal configurations are found for drills with three different torque requirements.
series journal paper
last changed 2003/04/23 15:50

_id ddss9860
id ddss9860
authors Vakalo, E-G. and Fahmy, A.
year 1998
title A Theoretical Framework for the Analysis and Derivation of Orthogonal Building Plans and Sections
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 Architects are generally perceived as “Formgivers with an extraordinary gift” (Ackerman, 1980:12). Implicit in this statement is the belief that the operations that architects employ to compose their designs are the product of a creative faculty that is beyond the reach of rational discourse, and thereby cannot be subjected to logical investigation. This view is detrimental to the advancement of knowledge about architectural composition and adversely affects both practice and education in architecture. More specifically, it prevents the architectural community from acquiring of a more refined conception about how architects derive their designs. In contrast to this view, this study demonstrates that architectural form-making is amenable to logical analysis. In specific, this is to be done through a theoretical and computational framework that describe and explain the tasks involved in the making of orthogonal building plans and sections. In addition to illustrating the susceptibility of architectural form-making to logical analysis, the frameworks proposed in this study overcome the limitations of previously established theories thatdeal with architectural form-making. These can be divided into two categories: normative and positive theories.Normative theories include architectural treatises and manifestos. A major limitation of normativetheories is that they have limited explanatory power. Their concern is with promoting a specific aesthetic ideology and prescribing rules that can be used to derive compositions that conform to it. Therefore, they cannot be used to explain form-making in general. Positive frameworks, such asshape grammar, rely on rules to describe derivation and analysis processes. Nevertheless, they do not provide a comprehensive description of the tasks involved in architectural form-making. This causes the relation between the rules and compositional tasks to be ambiguous. It also affects adversely the ability of these frameworks to provide architects with a complete understanding of the role of compositional rules in derivation or analysis processes.
series DDSS
type normal paper
last changed 2010/05/16 09:11

_id ddssar0031
id ddssar0031
authors Witt, Tom
year 2000
title Indecision in quest of design
source Timmermans, Harry (Ed.), Fifth Design and Decision Support Systems in Architecture and Urban Planning - Part one: Architecture Proceedings (Nijkerk, the Netherlands)
summary Designers all start with a solution (Darke, 1984), with what is known (Rittel, 1969, 1970). Hans Menghol, Svein Gusrud and Peter Opvik did so with the chair in the 1970s. Not content with the knowledge of the chair, however, they walked backward to the ignorance of the question that has always elicited the solution of chair and asked themselves the improbable question, “What is a chair?” Their answer was the Balans chair. “Until the introduction of the Norwegian Balans (balance) chair, the multi-billion dollar international chair industry had been surprisingly homogeneous. This chair is the most radical of the twentieth century and probably since the invention of the chair-throne itself (Cranz 1998). Design theorists have tried to understand in a measurable way what is not measurable: the way that designers think. Rather than attempt to analyze something that cannot be taken apart, I attempt to illuminate methods for generating new knowledge through ways of seeing connections that are not logical, and in fact are sometimes ironic. Among the possibilities discussed in this dialogue are the methodological power of language in the form of metaphor, the power of the imagination in mind experiments, the power of mythological story telling, and the power of immeasurable intangibles in the generation of the new knowledge needed to design.
series DDSS
last changed 2003/08/07 16:36

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

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

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

_id e6ca
authors Curry, Michael
year 1998
title Digital Places: Living With Geographic Information Technologies
source N.Y.: Routledge
summary The last twenty-five years have seen major changes in the nature and scope of geographical information. This has happened in one way in society at large, where computers, satellites and global positioning systems have made geographical information more extensive, more detailed and more available. It has happened in another way within the university, where rapidly evolving geographic information systems have been touted as tools useful in a wide range of disciplines, tools that will resolve problems as different as the nature of global climate change and the routing of mail. In both settings the move from manual to computer-based systems is viewed as having a natural trajectory, from less powerful to more powerful technologies. These systems are held to be increasingly able to model and represent all that is important in geographical knowledge and behaviour. They are seen as fitting into and supporting traditional scientific and social practices and institutions. Digital Places: Living with Geographic Information Technologies shows that on each score the systems have been misunderstood and their impacts underestimated. By offering an understanding of Geographic Information Systems within the social, economic, legal, political and ethical contexts within which they exist, the author shows that there are substantial limits to their ability to represent the very objects and relationships, people and places, that many believe to be most important. Focusing on the ramifications of GIS usage, Digital Places shows that they are associated with far-reaching changes in the institutions in which they exist, and in the lives of those they touch. In the end they call for a complete rethinking of basic ideas, like privacy and intellectual property and the nature of scientific practice, that have underpinned public life for the last one hundred years.
series other
last changed 2003/04/23 15:14

_id ddss9829
id ddss9829
authors De Hoog, J., Hendriks, N.A. and Rutten, P.G.S.
year 1998
title Evaluating Office Buildings with MOLCA(Model for Office Life Cycle Assessment)
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 MOLCA (Model for Office Life Cycle Assessment) is a project that aims to develop a tool that enables designers and builders to evaluate the environmental impact of their designs (of office buildings) from a environmental point of view. The model used is based on guidelinesgiven by ISO 14000, using the so-called Life Cycle Assessment (LCA) method. The MOLCA project started in 1997 and will be finished in 2001 resulting in the aforementioned tool. MOLCA is a module within broader research conducted at the Eindhoven University of Technology aiming to reduce design risks to a minimum in the early design stages.Since the MOLCA project started two major case-studies have been carried out. One into the difference in environmental load caused by using concrete and steel roof systems respectively and the role of recycling. The second study focused on biases in LCA data and how to handle them. For the simulations a computer-model named SimaPro was used, using the world-wide accepted method developed by CML (Centre for the Environment, Leiden, the Netherlands). With this model different life-cycle scenarios were studied and evaluated. Based on those two case studies and a third one into an office area, a first model has been developed.Bottle-neck in this field of study is estimating average recycling and re-use percentages of the total flow of material waste in the building sector and collecting reliable process data. Another problem within LCA studies is estimating the reliability of the input data and modelling uncertainties. All these topics will be subject of further analysis.
keywords Life-Cycle Assessment, Office Buildings, Uncertainties in LCA
series DDSS
last changed 2003/08/07 16:36

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

_id 0280
authors Geva, Anat
year 2000
title New Media in Teaching and Learning History of Building Technology
doi https://doi.org/10.52842/conf.acadia.2000.005
source ACADIA Quarterly, vol. 19, no. 4, pp. 5-8
summary Numerous scholars in the field of education established that relevance is one of the important instructional components that influence students’ interest and motivation to learn (Bergin, 1999; Frymier and Shulman, 1995; Schumm and Saumell, 1995). Relevance can be achieved by juxtaposing personal experiences with professional scientific principles (Pigford, 1995; Blanton, 1998). In addition to the relevancy of a course substance Blanton (1998) recommends that instructors should introduce the material in an organized system that is relevant to the learner’s life.
series ACADIA
email
last changed 2022/06/07 07:50

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