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 548

_id 7436
authors Barría Chateau, H., Muñoz Viveros, C. and Cerda Brintrup, G.
year 1999
title Virtual Tour Through Modern Architecture in Conception
source III Congreso Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings] Montevideo (Uruguay) September 29th - October 1st 1999, pp. 475-477
summary This paper describes the development of a project that was selected and sponsoured by the Regional Competition FONDART 1998 (Funds for the Development of Arts of the Regional Secretary of Education) that follows the aim of cultural diffusion. Towards the middle of the 30s, the city of Concepción developed an architecture distinctly colonial, neoclassical and eclectic. An earthquake in 1939 abruptly interrupted this scene, destroying the enterity of its most important buildings. The reconstruction of the city followed the manifestoes of Modern Architecture, consolidating the urban importance of buildings such us the Law Courts, the Railway Station and the Regional Government, that emerged as the new architectural and cultural heritage of the city. The project consisted on the modeling of eleven buildings of the modern architectural heritage, and on the generation of 42 virtual tours through the buildings that were finally edited on a 16' video. This video allows the spectator to make a virtual tour through the original modern heritage of the city, nowadays demolished, altered, and sometimes, even forgotten. This project pretends to widen the ways of comprehension of our cultural identity by using computer modelling and animation as a tool for the conservation of the architectural heritage; and creating a record that can be used as a reference and as an instrument of cultural difussion.
series SIGRADI
email
last changed 2016/03/10 09:47

_id f288
authors Bille, Pia
year 1999
title Integrating GIS and Electronic Networks In Urban Design and Planning
doi https://doi.org/10.52842/conf.ecaade.1999.722
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 722-728
summary In 1998 I undertook an inquiry into the use of information technology in Urban Design and Planning in Danish municipalities and among planning consultants. The aim was to find out who was working with the IT and for what purposes it was used. In education there seems to be barriers to a full integration of the new media, and I wanted to find out if that was also the case in the practise of architects and planners. Surprisingly I discovered that there was a computer on almost every desk, - but there were big differences in the use of the technology. The investigation described here is based on interviews with planners in selected municipalities and with urban planning consultants, and the results have been summarised in a publication.
keywords Urban Planning, Electronic Collaboration, GIS, Data Bases
series eCAADe
email
last changed 2022/06/07 07:54

_id ga9802
id ga9802
authors Frazer, J.H.
year 1998
title MACROGENESIS: Generative Design at the Urban Scale
source International Conference on Generative Art
summary This is a reflective paper indicating key points in the author’s involvement in generative design. Selected work is summarised in a series of snapshots of key developments. More recent evolutionary work is explained more fully including the "Groningen Experiment" which applied generative ideas to an interactive city planning model for Groningen that enabled citizen interaction with a generative model. The project has now been relocated in the School of Design, the Hong Kong Polytechnic University where the work is being expanded into the realm of industrial design and graphics.
series other
email
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id 4942
authors Gardner, Brian M.
year 1998
title The Grid Sketcher: An AutoCAD Based Tool for Conceptual Design Processes
doi https://doi.org/10.52842/conf.acadia.1998.222
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. 222-237
summary Sketching with pencil and paper is reminiscent of the varied, rich, and loosely defined formal processes associated with conceptual design. Architects actively engage such creative paradigms in their exploration and development of conceptual design solutions. The Grid Sketcher, as a conceptual sketching tool, presents one possible computer implementation for enhancing and supporting these processes. It effectively demonstrates the facility with which current technology and the computing environment can enhance and simulate sketching intents and expectations. One pervasive and troubling undercurrent, however, is the conceptual barrier between the variable processes of human thought and those indigenous to computing. Typically with respect to design, the position taken is that the two are virtually void of any fundamental commonality. A designer’s thoughts are intuitive, at times irrational, and rarely follow consistently identifiable patterns. Conversely, computing requires predictability in just these endeavors. Computing is strictly an algorithmic process while thought is not always so predictable. Given these dichotomous relationships, the computing environment, as commonly defined, cannot reasonably expect to mimic the typically human domain of creative design. In this context, this thesis accentuates the computer’s role as a form generator as opposed to a form evaluator. The computer, under the influence of certain contextual parameters can, however, provide the designer with a rich and elegant set of forms that respond through algorithmics to the designer’s creative intents. The software presented in this thesis is written in AutoLISP and exploits AutoCAD’s capacious 3D environment. Designs and productions respond to a bounded framework where user selected parametric variables of size, scale, proportion, and proximity, all which reflect contextual issues, determine the characteristics of a unit form. Designer selected growth algorithms then arbitrate the spatial relationships between the unit forms and their propagation through the developing design. While the Sketcher implements only the GRID as an organizational discipline, many other paradigms are possible. Within this grid structure a robust set of editing features, supported by the computer’s inherent speed, allows the designer to analyze successive productions while refining ever more complex solutions. Through creative manipulation of these algorithmic structures ideas eventually coalesce to formalize images that represent a given design problem’s solution set.

series ACADIA
email
last changed 2022/06/07 07:51

_id 2587
authors Gong, Yihong
year 1998
title Intelligent image databases
source Boston, Kluwer
summary Intelligent Image Databases: Towards Advanced Image Retrieval addresses the image feature selection issue in developing content-based image retrieval systems. The book first discusses the four important issues in developing a complete content-based image retrieval system, and then demonstrates that image feature selection has significant impact on the remaining issues of system design. Next, it presents an in-depth literature survey on typical image features explored by contemporary content-based image retrieval systems for image matching and retrieval purposes. The goal of the survey is to determine the characteristics and the effectiveness of individual features, so as to establish guidelines for future development of content-based image retrieval systems. Intelligent Image Databases: Towards Advanced Image Retrieval describes the Advanced Region-Based Image Retrieval System (ARBIRS) developed by the authors for color images of real-world scenes. They have selected image regions for building ARBIRS as the literature survey suggests that prominent image regions, along with their associated features, provide a higher probability for achieving a higher level content-based image retrieval system. A major challenge in building a region-based image retrieval system is that prominent regions are rather difficult to capture in an accurate and error-free condition, particularly those in images of real-world scenes. To meet this challenge, the book proposes an integrated approach to tackle the problem via feature capturing, feature indexing, and database query. Through comprehensive system evaluation, it is demonstrated how these systematically integrated efforts work effectively to accomplish advanced image retrieval. Intelligent Image Databases: Towards Advanced Image Retrieval serves as an excellent reference and may be used as a text for advanced courses on the topic.
series other
last changed 2003/04/23 15:14

_id 43
authors Horacio A. Torres. Lic. Geog. Cesira Morano. Guillermo Tella
year 1998
title Utilización de un Sig Para la Formulacion de un Diagnostico Socioterritorial de la Ciudad de Buenos Aires (Use of a GIS for the Formulation of a Socio-territorial Diagnostic of the City of Buenos Aires)
source II Seminario Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings / ISBN 978-97190-0-X] Mar del Plata (Argentina) 9-11 september 1998, pp. 324-331
summary The use of a GIS to assist the elaboration of a socioterritorial diagnosis of the City of Buenos Aires. This paper is based on the result of two research projects sponsored by the University of Buenos Aires (Project AR01 0 and Project Cl-94). From the beginning of 1998 onwards these results have been applied to the development of a "socio-territorial diagnosis" of the City of Buenos Aires, an applied research project funded by the Government of the City of Buenos Aires and carried out by the Facultad de Arquitectura, Diseho y Urbanismo, Universidad de Buenos Aires (Research Unit: PROHAB). The main goal of the analysis was the identification of the spatial distribution pattern of of the selected variables, directed to the delimitation of "social areas". The facilities provided by the GIS allowed us to perform this task in an exploratory manner. An analysis of the 3405 census tracts of the City of Buenos Aires (the central part of the agglomeration) is presented here. A great number of indices were constructed based on variables of the Argentine National Census of Population and Housing referred to housing conditions, housing type, provision of services, origin of the population, educational level, etc. This paper describes the various steps necessary for the application of a GIS, including the digitizing of the cartographic base and the statistical elaboration of the census information (provided by the INDEC in magnetic medium). A colour cartographic output that can be considered a first approximation of the "social map" of the city in 1991 is presented.
series SIGRADI
email
last changed 2016/03/10 09:53

_id ga9807
id ga9807
authors Loocke, Philip Van
year 1998
title Consequences for practical aesthetics and for aesthetical theory of the insertion of principles from quantum theory in cellular automata
source International Conference on Generative Art
summary A cellular automaton that includes some principles from quantum theory is considered. The automaton generates forms of an aesthetic nature. At every time step, a form grows with a single cell. This cell is selected with a selection probability that is determined by an amplitude. If the algorithm is run with selection of the cell of maximal amplitude at every time step, a type of form results that is called 'platonic'. Such forms typically have higher aesthetic complexity than their non-platonic counterparts. The case of selection probabilities determined by squares of amplitudes has a strong analogy with quantum theory. This analogy is elaborated by consideration of forms that have mutual correlations. These correlations can be of a classical nature, of a quantum mechanical type, or of a type that is termed 'super-correlation'.
series other
email
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id cf6a
authors Lynn, G.
year 1998
title Folds, Bodies and Blobs – Collected Essays
source La Lettre Volee, Brussels
summary Again we should be amazed at these wonderful algorithmic creatures that have continued to sprawl for the last half a century or more. The innovation about this type of experimentation if at all it is anymore should lie on the reality and materiality of the projects. We cannot let technology invent architecture but to at least keep up if not produce it. Lynns dialogues will only be convincing if the show doesnt end up or formulate by gyp board.
series other
last changed 2003/04/23 15:14

_id 9bbc
authors Miranda, V. and Park, T.
year 1998
title Representation of architectural concepts in the study of precedents: a concept-learning system
source Automation in Construction 8 (1) (1998) pp. 99-106
summary Learning architectural concepts through the study of precedents is a common activity in design studio. Traditionally, an instructor presents a design concept by showing selected examples using slides, photographs, drawings, texts and verbal analyses. This method relies on a linear mode of conveying design knowledge and is time bound. It emphasizes information retention and recall of facts rather than an understanding of information. If information on architectural precedents are represented digitally in a system designed to promote understanding of the material rather than just presentation of facts, then some disadvantages of the traditional method may be overcome and additional advantages may be achieved. This paper describes a computer-assisted lesson system designed to represent architectural concepts related to spatial composition in design by using graphic images and text and reports on its development, implementation and testing. The system relies on many characteristics, such as accessibility, interactivity, flexibility, rapid feedback, etc., which are known to foster effective concept learning. The paper also evaluates the viability and effectiveness of this system from a technological and logistical viewpoint as well as from a concept learning viewpoint, and concludes with a discussion on other potential applications.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:22

_id 791e
id 791e
authors Monreal, Amadeo; Jacas, Joan
year 2004
title COMPUTER AIDED GENERATION OF ARCHITECTURAL TYPOLOGIES
source Proceedings of the Fourth International Conference of Mathematics & Design, Special Edition of the Journal of Mathematics & Design, Volume 4, No.1, pp. 73-82.
summary The work we present may be considered as the consolidation of a methodology that was already outlined in the paper presented in the second M&D congress held in San Sebastian (1998). We establish that, in architectural design, the computer is only used in the last step in order to achieve the traditional Euclidean design in a more precise and comfortable way and to improve the quality of the handmade designs. Our proposal consists in modifying the process from the very beginning of the creative act. That is, when the design conception is born. If we want to obtain the maximum benefit of the computer possibilities, we ought to support this conception by means of a language tuned with the mentioned tool. Due to the fact that the internal language used by the computer for producing graphics is mathematical, we must incorporate, in some way, this language in the codification of the creative process. In accordance with this setting, we propose a mathematical grammar for the design based on the construction of modulated standard mathematical functions. This grammar is developed independently from the graphical software and it is specified only when a particular computer program for the effective generation on the graphical objects is selected.
series other
type normal paper
email
last changed 2005/04/07 12:49

_id 20f7
authors Moorhouse, John
year 1998
title Categorisation of Computer-Aide-Design Actions Through Visual Exemplification
doi https://doi.org/10.52842/conf.ecaade.1998.164
source Computerised Craftsmanship [eCAADe Conference Proceedings] Paris (France) 24-26 September 1998, pp. 164-171
summary This paper summarises, in a preliminary announcement, some outcomes arising from the author?s research ?A Developed Methodology for Recording, Evaluating and Presenting CAAD as a Vehicle for Designing?, in which a methodology for making visually explicit the design actions of architects has been designed, developed and tested. Specifically it describes the categorisation of computer-aided design actions through visual exemplification, whereby ?Categories of Action? of creative computer activity are constructed from, and defined by, grouped visual records of ?Design Moves? which exhibit similarity in character. The value of examining design actions as a means to stimulate and enhance creativity for other designers is explained, and the methodology developed and employed in order to construct a resource to do this is outlined. The main body of the paper focuses on descriptions of selected, constructed ?Categories of Action? which are outcomes from analysis of material collected as part of this research. Conclusions are drawn on their relevance to the designer and suggestions for further synthesis of the Categories of Action are offered.
series eCAADe
more http://www.paris-valdemarne.archi.fr/archive/ecaade98/html/06moorhouse/index.htm
last changed 2022/06/07 07:58

_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 24df
authors Saggio, Antonino
year 1998
title HyperArchitecture
doi https://doi.org/10.52842/conf.ecaade.1998.224
source Computerised Craftsmanship [eCAADe Conference Proceedings] Paris (France) 24-26 September 1998, pp. 224-227
summary The "Universale d?architettura" is a pocket book series which is now arrived at 40 titles. Printed by Testo&Immagine in Turin it is directed by Bruno Zevi. It has a very large public, being distributed in newstands, in bookstores and mailed to subscribers at a very convenient price (6 dollars each). Many of its titles will soon appear in English, French, Spanish and German. The book series is divided into different sections (monographs, essays, architectural guides, anthologies) and in April 1988 a new section has been introduced. "La rivoluzione informatica" ("The Information revolution") is the title and Antonino Saggio is the curator. Scope of this new section is to bring closer architecture and computers by providing intellectual and cultural tools to orient the reader in a fast growing filed. The first book (Luigi Prestinenza Puglisi, Hyperarchitecture. Spaces in the electronic era) is an essay that combines a critical overview of most recent projects by Ito, Arakama, Koolhaas, Libeskind with epistemological consideration and researches coming from conceptual art. Three key words organized the material: projection, mutation, simulation. The next book (Gerhard Schmitt, Information architecture) deals with foundation and future of Caad systems and it can be seen from one side as an extremely updated manual and from the other as the construction of the developing lines of Caad research. Other forthcoming titles include: Virtual Terragni, How works the Eisenman Office, Design and Build with Computers. "La rivoluzione informatica" is (not only in Italy but also, quite probably, anywhere) the only book series which addresses the theme of architectural design in the electronic era. To better understand its scope, character and goals, it follows the Afterward by Saggio to the first book.
series eCAADe
email
more http://www.paris-valdemarne.archi.fr/archive/ecaade98/html/11saggio/index.htm
last changed 2022/06/07 07:56

_id a635
authors Schmitt, Gerhard
year 1998
title Design and Construction as Computer-Augmented Intelligence Processes
doi https://doi.org/10.52842/conf.caadria.1998.011
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. 11-20
summary The purpose of design is no longer restricted to the construction of physical artefacts, as the emergence of virtual architecture and information architecture demonstrates. Methods and instruments developed for the design of physical architecture are also useful for the development of virtual architecture. Vice versa, important lessons can be learned from design and construction methods for information architecture. Certain quality criteria - such as the Vitruvian firmitas, utilitas and venustas - apply to both kinds of architecture. The computer can directly augment selected tasks by combining human intelligence and machine reasoning to arrive at new design results - both for physical and virtual architecture. This augmented human design and construction intelligence will be a key for future design processes.

series CAADRIA
email
more http://www.caadria.org
last changed 2022/06/07 07:57

_id e174
authors Simondefti, Alvise
year 1998
title Rapid Prototyping Based Design: Creation of a Prototype Environment to Explore Three Dimensional Conceptual Design
source Cyber-Real Design [Conference Proceedings / ISBN 83-905377-2-9] Bialystock (Poland), 23-25 April 1998, pp. 189-203
summary Much research and several papers have been written in the field of Rapid Prototyping by engineers with a focus on its capability to increase design and manufacturing process and performances. However only few have addressed the use of Rapid Prototyping in the early stages of the design process. Recently with designers using this technology, a new role is beginning to delineate. This paper looks at Rapid Prototyping as a tool for design thought. All design experiments were conducted by the author working in team with design student colleagues. The experiments focussed on non-trivial design problems and were conducted in parallel with the research on the tools used. The design was inspired by questions raised by the research and similarly the research questions were informed by the development of the design. The first section attempts a summary of technical evaluations by the author of selected rapid prototyping based design environments where the experiments occurred. This section reflects the point of view of the operator. The five environment selected are ordered according to their increasing level of sophistication. By providing an account of several experiments, the second part of the paper highlights the areas of the early stages of design where rapid prototyping appeared to be a unique tool in providing valuable feedback to the designer.
series plCAD
email
more http://www.sd.polyu.edu.hk/
last changed 1999/04/08 17:23

_id ddss9854
id ddss9854
authors Smeets, Jos and Mausse, Stephan
year 1998
title A decision support system for housing management
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 paper deals with the decision making process in relation to housing management. The DSS was developed in favour of several Dutch housing association and has been implemented in their organisation. For the purpose of strategic management the developed system includes an integration of object related technical, commercial and financial data.Firstly we enter on the context in which decision making takes place. Then we will make some remarks on strategic housing management. Thirdly we go into the data input of the Decision Support System. The following conditions are used in a 'decision table':- a Rentability Index (RI)- the trend in the RI- the tenant's appreciation- the intended target group- the investment policy- the possibility to increase the rentBased on these conditions the most appropriate strategy has been selected as output. The output also shows the urgency of a problem. The developed DSS-system supports decision making on the level of dwelling estates as well as on the level of the whole portfolio. This paper has been confined to DSS on the level of a dwelling estate. Finally we will go into the automation of the system and the implementation at the organisation of housing associations.
series DDSS
last changed 2003/08/07 16:36

_id 3713
authors Sobczyk, A. and Tora, G.
year 1998
title Grader blade stabilization system
source Automation in Construction 7 (5) (1998) pp. 385-389
summary Graders are used for ground grading or levelling. The desired profile is achieved by passing the machine over the ground surface with appropriately positioned grader blade. Grading errors are caused mainly by vertical displacements of grader front wheels. These displacements, despite a considerable wheel base of the grader, are transferred through the frame onto the grade blade. Moreover the quality of surface levelling is also influenced by the compliancies of the ground, the chassis and the blade suspension system. In the paper a blade stabilization system is proposed. The blade adjustment system with hydraulically driven mechanism is controlled using position signals from the selected points of the machine.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:23

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

_id ddss9801
id ddss9801
authors Achten, Henri and Leeuwen, Jos van
year 1998
title A Feature-Based Description Technique for Design Processes: A Case Study
source Timmermans, Harry (Ed.), Fourth Design and Decision Support Systems in Architecture and Urban Planning Maastricht, the Netherlands), ISBN 90-6814-081-7, July 26-29, 1998
summary In order to develop appropriate tools for decision support in design processes, it is necessary to found them on an understanding of design. Analytical techniques of design processes that have a direct relationship with tool development can enhance design support systems development. The paper focuses on a design support system in the VR-DIS research program. The aim of this research program is to develop insight in the architectural design process and to establish design tools for architectsworking in Virtual Reality. The basic approach for data modelling in VR in this research is based on an extension of the Feature Based Modelling paradigm taken from design in mechanical engineering. The computer model of the design in the system is a Feature-based model. This paper describes design processes in terms of changes in the Feature-based model of the design. For this purpose, a case of a house design is used. Drawings in the conceptual design phase up to the preliminary design phase arestudied. Each state of the drawings is described in terms of a Feature-model. Particular design actions such as creation of spaces, definition of architectural elements, and changes during the design process can be expressed in terms of changes in the Feature-model. Because of the use of Features, the changes can be formalised in the VR-DIS system. The description in terms of Features offers an analytical toolthat leads to a functional brief for design support tools. The paper ends with a discussion of implications and future work.
series DDSS
last changed 2003/11/21 15:15

_id 6672
authors Af Klercker, Jonas
year 1998
title A CAVE-Interface in CAAD-Education
doi https://doi.org/10.52842/conf.ecaade.1998.110
source Computerised Craftsmanship [eCAADe Conference Proceedings] Paris (France) 24-26 September 1998, pp. 110-115
summary The so called "CAVE-interface" is a very interesting and thrilling development for architects! It supports a better illusion of space by exposing almost a 270° view of a computer model than the 60° which can be viewed on an ordinary computer screen. At the Lund University we have got the possibility to experiment with a CAVE-installation, using it in research and the education of CAAD. The technique and two experiments are discribed. The possibilities are discussed and some problems and questions are put forward.
series eCAADe
more http://www.paris-valdemarne.archi.fr/archive/ecaade98/html/31af_klercker/index.htm
last changed 2022/06/07 07:54

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_97616 from group guest) CUMINCAD Papers Powered by SciX Open Publishing Services 1.002