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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_id ddss9802
id ddss9802
authors Akin, O., Aygen, Z., Cumming, M., Donia, M., Sen, R. and Zhang, Y.
year 1998
title Computational Specification of Building Requirements in theEarly Stages of 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 We have been exploring computational techniques to help building designers to specify design requirements during the early stages of design. In the past, little has been accomplished in this area either in terms of innovative computational technologies or the improvement of design performance.The prospect of improving design productivity and creating a seamless process between requirements specification and formal design are our primary motivations. This research has been conducted as partof a larger project entitled SEED (Software Environment to Support Early Phases in Building Design). SEED features an open-ended modular architecture, where each module provides support for a design activity that takes place in early design stages. Each module is supported by a database to store and retrieve information, as well as a user interface to support the interaction with designers. The module described in this paper, SEED-Pro (the architectural programming module of SEED), is a workingprototype for building design requirements specification. It can be used by other modules in SEED or by design systems in other domains, such as mechanical engineering, civil engineering, industrial designand electrical engineering. Our approach to SEED-Pro is divided into two phases: core, and support functionalities. The core functionalities operate in an interactive mode relying on a case-based approach to retrieve and adapt complex specification records to the problem at hand. The supportfunctionalities include the case-base, the data-base, and the standards processing environment for building specification tasks. Our findings indicate that SEED-Pro: (1) is a tool that structures the unstructured domain of design requirements; (2) enables the integration of design requirements with the rest of the design process, (3) leads to the creation of complex case-bases and (4) enables the observation of their performance in the context of real world design problems.
series DDSS
last changed 2003/11/21 15:15

_id 032b
authors Cicognani, Anna
year 1998
title A linguistic characterisation of design in text-based virtual worlds
source University of Sydney
summary In this research, it is suggested that design in text-based virtual worlds can be identified as a series of interactions between users and the virtual environment, and that these interactions for design can be approached using a linguistic perspective. The main assumption of this research is that a parallel can be drawn between the performance of design commands, and the one of speech acts in the physical world. Design in text-based virtual environments can then be articulated using a restricted set of speech acts, as design commands. Virtual worlds, represented as spaces, can be constructed following an architectural design metaphor. This metaphor provides a framework for the organisation of virtual entity relationships, and for the choice of words used to design. A linguistic characterisation is presented, by means of design activities, prototypes and scenarios, which derive from the architectural design metaphor. The characterisation of design is then validated by the analysis of an existing text-based virtual world.
keywords Virtual Reality; Human-Computer Interaction; Computer-Aided Design; Programming Languages (Electronic Computers); Semantics; Programming Languages (Electronic Computers); Design
series thesis:PhD
email
last changed 2003/02/12 22:37

_id 6602
authors Clayton, Mark J.
year 1998
title Computing in Civil Engineering 1998
doi https://doi.org/10.52842/conf.acadia.1998.x.q8w
source ACADIA Quarterly, vol. 17, no. 4, p. 7
summary Just before our ACADIA 98 conference, a conference was held in Boston addressing similar issues in the related profession of civil engineering. Sponsored by the American Society of Civil Engineers (ASCE), the conference was titled the International Computing Congress in Civil Engineering and was the fifteenth in the Computing in Civil Engineering series. Although the interests of civil engineers include nonarchitectural subjects such as traffic engineering, bridge building, and sanitation engineering, a large number of participants at the conference identify their area of interest as building engineering. Consequently, the conference addressed many issues of interest to architects. Sessions and presentations at the Congress paralleled those at ACADIA conferences. The World Wide Web was a topic of much discussion, just as it has been at ACADIA conferences. Civil engineering researchers are also exploring how to put courses on the Web, how to use the Internet to support collaboration, and how to distribute product data across the Web.Other papers addressed case-based reasoning, applications of object-oriented programming, expert systems, design education, automated building code checking, and product modeling. Not only did the Congress include a wide range of architecturally relevant topics, it was truly international, including participants from Asia, Europe, Australia, Africa and the Americas.
series ACADIA
email
last changed 2022/06/07 07:49

_id ga9921
id ga9921
authors Coates, P.S. and Hazarika, L.
year 1999
title The use of genetic programming for applications in the field of spatial composition
source International Conference on Generative Art
summary Architectural design teaching using computers has been a preoccupation of CECA since 1991. All design tutors provide their students with a set of models and ways to form, and we have explored a set of approaches including cellular automata, genetic programming ,agent based modelling and shape grammars as additional tools with which to explore architectural ( and architectonic) ideas.This paper discusses the use of genetic programming (G.P.) for applications in the field of spatial composition. CECA has been developing the use of Genetic Programming for some time ( see references ) and has covered the evolution of L-Systems production rules( coates 1997, 1999b), and the evolution of generative grammars of form (Coates 1998 1999a). The G.P. was used to generate three-dimensional spatial forms from a set of geometrical structures .The approach uses genetic programming with a Genetic Library (G.Lib) .G.P. provides a way to genetically breed a computer program to solve a problem.G. Lib. enables genetic programming to define potentially useful subroutines dynamically during a run .* Exploring a shape grammar consisting of simple solid primitives and transformations. * Applying a simple fitness function to the solid breeding G.P.* Exploring a shape grammar of composite surface objects. * Developing grammarsfor existing buildings, and creating hybrids. * Exploring the shape grammar of abuilding within a G.P.We will report on new work using a range of different morphologies ( boolean operations, surface operations and grammars of style ) and describe the use of objective functions ( natural selection) and the "eyeball test" ( artificial selection) as ways of controlling and exploring the design spaces thus defined.
series other
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id 38
authors Combes., Leonardo and Saito, Keiko
year 1998
title Exploracion de Alternativas Formales de Edificios Ortogonales (Exploration of Formal Alternatives of Orthogonal Buildings)
source II Seminario Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings / ISBN 978-97190-0-X] Mar del Plata (Argentina) 9-11 september 1998, pp. 286-291
summary The shape of buildings determines the relationships between the contained spaces with the contained activities. As shapes are represented by their perimeter, the form and the length of building perimeters is of particular interest to architectural design. This paper presents a short computer program oriented to the exploration of modular floor plans related to their perimeter. The characteristics of a class of orthogonal configurations called polyminoes has been taken as a basis for the programming work. Polyminoes are briefly presented in the first part of the paper as well as some data concerning their geometrical structure. The operation of the computer program illustrated by some working examples, is described in the last part of the paper. The results obtained can be used for comparison between alternative shapes. Additional information about these modular shapes is given together with every particular form so as to ease the evaluation task. In these terms the program must be seen as a tool of assessment rather than as a designing procedure.
series SIGRADI
email
last changed 2016/03/10 09:49

_id 40d7
authors Dalyrmple, Michael and Gerzso, Michael
year 1998
title Executable Drawings: The Computation of Digital Architecture
doi https://doi.org/10.52842/conf.acadia.1998.172
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. 172-187
summary Architectural designs are principally represented by drawings. Usually, each drawing corresponds to one design or aspects of one design. On the other hand, one executable drawing corresponds to a set of designs. These drawings are the same as conventional drawings except that they have computer code or programs embedded in them. A specific design is the result of the computer executing the code in a drawing for a particular set of parameter values. If the parameters are changed, a new design or design variation is produced. With executable drawings, a CAD system is also a program editor. A designer not only designs by drawing but also programming. It fuses two activities: the first, drawing, is basic in architectural practice; and the second, progamming, or specifying the relation of outputs from inputs, is basic in computer system development. A consequence of executable drawings is that architectural form is represented by graphical entities (lines or shapes) as well as computer code or programs. This type of architecture we call digital architecture. Two simple examples are presented: first, the design of a building in terms of an executable drawing of the architects, Sangallo the Younger and Michelangelo, and second, a description of an object oriented implementation of a preliminary prototype of an executable drawing system written in 1997 which computes a simple office layout.
series ACADIA
email
last changed 2022/06/07 07:55

_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 b0d2
authors Greenberg, S. and Roseman, M.
year 1998
title Groupware Toolkits for Synchronous Work
source Beaudouin-Lafon, M. (ed.) Computer - Supported Cooperative Work, Trends in Software Series, John Wiley
summary Groupware toolkits let developers build applications for synchronous and distributed computer-based conferencing. This chapter describes four components that we believe toolkits must provide. A run-time architecture automatically manages the creation, interconnection, and communications of both centralized and distributed processes that comprise conference sessions. A set of groupware programming abstractions allows developers to control the behaviour of distributed processes, to take action on state changes, and to share relevant data. Groupware widgets let interface features of value to conference participants be added easily to groupware applications. Session managers let people create and manage their meetings and are built by developers to accommodate the group's working style. We illustrate the many ways these components can be designed by drawing on our own experiences with GroupKit, and by reviewing approaches taken by other toolkit developers.
series other
last changed 2003/04/23 15:50

_id 5cab
authors Jain, A., Kensek, K. and Noble, D.
year 1998
title An interactive Web-based teaching tool for simplified 3D analysis of solar rhythms
source Automation in Construction 8 (2) (1998) pp. 181-194
summary This case study presents the World Wide Web as an appropriate medium for architectural teaching. The prototypical tool VRSolar uses simple programming and existing Web resources to help in the teaching of topics related to the movement of the sun and its effects on the built environment. Using JavaScript, this tool is capable of generating real time Web content in html and VRML based on user input. Accessible on the Web from within a standard Web browser, this tool calculates the solar positions of any location on earth and indicates the solar access to a given site in the form of a three-dimensional Web page, which the user can view, navigate through, and animate.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:22

_id b796
authors Krishnamurthy, B.K., Tserng, H.-P., Schmitt, R.L., Russell, J.S., Bahia, H.U. and Hanna, A.S.
year 1998
title AutoPave: towards an automated paving system for asphalt pavement compaction operations
source Automation in Construction 8 (2) (1998) pp. 165-180
summary Asphalt pavement density from roller compaction is a crucial factor in ensuring satisfactory pavement performance. Proper and uniform compaction of the pavement mat is essential in achieving the desired final compacted density. There is a necessity to investigate existing pavement construction practices, and provide more cost-effective modifications to the current scenario. Automation of the paving operation can increase the efficiency and quality of the operation, lead to reductions in overall project costs and time, and enhance pavement life. A system can be developed through algorithmic planning and real-time guidance strategies, and the development of a semi-automated path-planning and real-time guidance system that aims towards automating the paving operation. This system accepts relevant paving project inputs, generates appropriate path plans for the compactor, performs a graphical visualization of the generated path plan, and offers real-time guidance capabilities using Global Positioning Systems (GPS) technology. This system, named AUTOPAVE (v1.0), was developed in Microsoft Visual Basic™ programming language and offers a user-friendly and interactive graphical interface. The proposed new system will incorporate state-of-the-art GPS technology to standardize paving operations that are more amenable to rigorous quality control, and can result in considerable reductions in cost and time involved in asphalt pavement construction projects. This system was tested on several actual paving projects, and many operational issues related to the functioning of the system were successfully overcome.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:22

_id ddss9835
id ddss9835
authors Langelaan, J. Willem R.
year 1998
title Criteria for an object oriented library system of high–level parametric CADelements
source Timmermans, Harry (Ed.), Fourth Design and Decision Support Systems in Architecture and Urban Planning Maastricht, the Netherlands), ISBN 90-6814-081-7, July 26-29, 1998
summary The subject of this paper is the development of criteria and specifications for an object oriented library system of high–level parametric elements that have an integrated 2D and 3D representation. High–levelelements are virtual representations of architectural elements such as windows, doors, etc. High–level parametric elements need few components to be flexible and easily customizable. The generalization ofeach element by its characteristic parts results in a substantial reduction in the number of polygons that must be processed by the computer during the 3D transformation, graphically clean 3D images and low demandon user intervention. Gestalt theory emphasizes the importance of contour lines for the perception of an element. The “minimalist” symbolic representation will simplify contour lines that enhance perception. Theinherent flexibility and functionality of object oriented elements are augmented when the elements are rigorously developed as an object oriented library system, with classes and sub-classes of elements whichinherit characteristics of the parent–class. Attribute values of a parent–class give the user global control over all instances of that class and its sub–classes in the model’s database. The concepts which SystemsTheory uses for making an abstraction of reality are analogous to the concepts used in object oriented programming. This paper describes how Systems Theory is used as tool to develop high–level parametric elements as a functionally and computationally efficient library system.
series DDSS
last changed 2003/08/07 16:36

_id 446f
authors Mcintyre, B. and Feiner, S.
year 1998
title A Distributed 3D Graphics Library
source SIGGRAPH 98 Conference Proceedings, Computer Graphics Proceedings, Annual Conference Series, 1998, ACM SIGGRAPH
summary We present Repo-3D, a general-purpose, object-oriented library for developing distributed, interactive 3D graphics applications across a range of heterogeneous workstations. Repo-3D is designed to make it easy for programmers to rapidly build prototypes using a familiar multi-threaded, object-oriented programming paradigm. All data sharing of both graphical and non-graphical data is done via general-purpose remote and replicated objects, presenting the illusion of a single distributed shared memory. Graphical objects are directly distributed, circumventing the "duplicate database" problem and allowing programmers to focus on the application details. Repo-3D is embedded in Repo, an interpreted, lexically-scoped, distributed programming language, allowing entire applications to be rapidly prototyped. We discuss Repo-3D's design, and introduce the notion of local variations to the graphical objects, which allow local changes to be applied to shared graphical structures. Local variations are needed to support transient local changes, such as highlighting, and responsive local editing operations. Finally, we discuss how our approach could be applied using other programming languages, such as Java.
series other
last changed 2003/04/23 15:50

_id acadia16_140
id acadia16_140
authors Nejur, Andrei; Steinfeld, Kyle
year 2016
title Ivy: Bringing a Weighted-Mesh Representations to Bear on Generative Architectural Design Applications
doi https://doi.org/10.52842/conf.acadia.2016.140
source ACADIA // 2016: POSTHUMAN FRONTIERS: Data, Designers, and Cognitive Machines [Proceedings of the 36th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-0-692-77095-5] Ann Arbor 27-29 October, 2016, pp. 140-151
summary Mesh segmentation has become an important and well-researched topic in computational geometry in recent years (Agathos et al. 2008). As a result, a number of new approaches have been developed that have led to innovations in a diverse set of problems in computer graphics (CG) (Sharmir 2008). Specifically, a range of effective methods for the division of a mesh have recently been proposed, including by K-means (Shlafman et al. 2002), graph cuts (Golovinskiy and Funkhouser 2008; Katz and Tal 2003), hierarchical clustering (Garland et al. 2001; Gelfand and Guibas 2004; Golovinskiy and Funkhouser 2008), primitive fitting (Athene et al. 2004), random walks (Lai et al.), core extraction (Katz et al.) tubular multi-scale analysis (Mortara et al. 2004), spectral clustering (Liu and Zhang 2004), and critical point analysis (Lin et al. 20070, all of which depend upon a weighted graph representation, typically the dual of a given mesh (Sharmir 2008). While these approaches have been proven effective within the narrowly defined domains of application for which they have been developed (Chen 2009), they have not been brought to bear on wider classes of problems in fields outside of CG, specifically on problems relevant to generative architectural design. Given the widespread use of meshes and the utility of segmentation in GAD, by surveying the relevant and recently matured approaches to mesh segmentation in CG that share a common representation of the mesh dual, this paper identifies and takes steps to address a heretofore unrealized transfer of technology that would resolve a missed opportunity for both subject areas. Meshes are often employed by architectural designers for purposes that are distinct from and present a unique set of requirements in relation to similar applications that have enjoyed more focused study in computer science. This paper presents a survey of similar applications, including thin-sheet fabrication (Mitani and Suzuki 2004), rendering optimization (Garland et al. 2001), 3D mesh compression (Taubin et al. 1998), morphin (Shapira et al. 2008) and mesh simplification (Kalvin and Taylor 1996), and distinguish the requirements of these applications from those presented by GAD, including non-refinement in advance of the constraining of mesh geometry to planar-quad faces, and the ability to address a diversity of mesh features that may or may not be preserved. Following this survey of existing approaches and unmet needs, the authors assert that if a generalized framework for working with graph representations of meshes is developed, allowing for the interactive adjustment of edge weights, then the recent developments in mesh segmentation may be better brought to bear on GAD problems. This paper presents work toward the development of just such a framework, implemented as a plug-in for the visual programming environment Grasshopper.
keywords tool-building, design simulation, fabrication, computation, megalith
series ACADIA
type paper
email
last changed 2022/06/07 07:58

_id 2539
authors Neuckermans, H., De Ridder, T. and Geebelen, B.
year 1998
title Speech-Driven Computer-Aided Design - Innovation in Human-Computer Interaction
doi https://doi.org/10.52842/conf.caadria.1998.309
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. 309-316
summary The use of computers in architectural design has shifted from what initially was a very numerical approach into a graphical way and thus into a designerly way of working. Through the extensive use of WIMPs CAAD packages today are more or less user-friendly. In the meantime the ever increasing functionality of those packages inflate the number of commands, actions, options and choices which have to be activated with the mouse in order to generate a structured drawing. As a result packages become rather cumbersome to handle. In this research we have explored a new medium, namely speech, to tell the machine what to do. With software for speech recognition and making use of a head-mounted microphone we have built a far more user-friendly way of handling a CAD package. Grids, snap, ortho, layers, settings and other commands that can be used in combination with mouse actions are activated and deactivated by voice command. We are convinced that this is a step further towards a more easy and natural way of using computers while designing and certainly a way for speeding up the modeling of real architecture. The experiment has been conducted for AutoCAD with the software for speech recognition by Lernout & Hauspie. This new way of working is not limited to architecture and the principle can be used right now for any other package, provided it has a programming interface.
keywords Electronic Design Media, Human-Computer Interaction, Design
series CAADRIA
email
more http://www.caadria.org
last changed 2022/06/07 07:58

_id b570
authors Ozel, F.
year 1998
title Object oriented representation of design decisions
source Automation in Construction 8 (1) (1998) pp. 87-98
summary During the course of a design project numerous design decisions are made, usually with little attention paid to documenting them or keeping track of them. Systematic documentation and representation of design decisions can not only be invaluable in learning from past design experiences, but can also be good tools in teaching architectural design. By using abstraction and analogy to analyze a design precedent, a problem/sub-problem hierarchy can be built where similarities and differences between the precedent problem and the target problem, goals, constraints and solutions are identified for each level of the hierarchy. Each one of these can be represented as objects in an object oriented programming environment, allowing the construction of a hierarchic structure. This model was incorporated into a computer assisted learning system called `DesignRep' which was created by using Toolbook® (Asymetrix) object oriented development environment.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:23

_id acadia08_278
id acadia08_278
authors Paz Gutierrez, Maria
year 2008
title Material Bio-Intelligibility
doi https://doi.org/10.52842/conf.acadia.2008.278
source Silicon + Skin: Biological Processes and Computation, [Proceedings of the 28th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) / ISBN 978-0-9789463-4-0] Minneapolis 16-19 October 2008, 278-285
summary Through the formation of bio-chemical information networks natural materials possess efficient processes of self-organization, adaptability, regeneration and decomposition. This performative excellence has lead science to draw behavioral models from nature implementing biomimmicry (Benyus 1998) in the pursuit of material systems optimization. Design disciplines influenced by this course are integrating living organisms as models of efficiency through bionic systems ever more into their discourse. Architecture, influenced by this tendency, is becoming progressively more aware of the vast benefits that biomimetics can yield particularly in the development of ecologically sensitive systems. Yet, the emerging incorporation of bionics into architecture is differing largely to that within the sciences by centering almost exclusively in form (geometrical pattern) generation. This paper analyzes a rising material design research methodology implementing biomimetics: matter-form parametrics based on bio-physical properties’ data. Specific study of the incorporation of broad-scalar scientific imaging into the formulation of explorative parametric grammar for the development of material systems is analyzed through a bio-synthetic polymer based wall system (SugarWall, Gensler+Gutierrez 2006b). The incorporation of broad scalar imaging and material interdependencies is propelling the emergence of new programming tactics that will affect bio-material systems architectural research.
keywords Behavior; Biomimetics; Material; System; Visualization
series ACADIA
last changed 2022/06/07 07:59

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

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

_id 07ee
authors Shargorodsky Mihael Timofei
year 1998
title The Optimum Building Designing of Cells-Parallelipipeds
source Cyber-Real Design [Conference Proceedings / ISBN 83-905377-2-9] Bialystock (Poland), 23-25 April 1998, pp. 205-213
summary The goals of the optimum designing lead to the problem of the mathematical programming.
series plCAD
last changed 1999/04/08 17:16

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