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 446

_id e679
authors Seichter, H., Donath, D. and Petzold, F.
year 2002
title TAP – The Architectural Playground - C++ framework for scalable distributed collaborative architectural virtual environments
doi https://doi.org/10.52842/conf.ecaade.2002.422
source Connecting the Real and the Virtual - design e-ducation [20th eCAADe Conference Proceedings / ISBN 0-9541183-0-8] Warsaw (Poland) 18-20 September 2002, pp. 422-426
summary Architecture is built information (Schmitt, 1999). Architects have the task of restructuring and translating information into buildable designs. The beginning of the design process where the briefing is transformed into an idea is a crucial phase in the design process. It is where the architect makes decisions which influence the rest of the design development process (Vries et al., 1998). It is at this stage where most information is unstructured but has to be integrated into a broad context. This is where TAP is positioned – to support the architect in finding solutions through the creation of spatially structured information sets without impairing thereby the creative development. We want to enrich the inspiration of an architect with a new kind of information design. A further aspect is workflow in a distributed process where the architect’s work becomes one aspect of a decentralised working patterns. The software supports collaborative work with models, sketches and text messages within an uniform surface. The representations of the various media are connected and combined with each other and the user is free to combine them according to his or her needs.
series eCAADe
email
last changed 2022/06/07 07:59

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

_id 473f
authors Bartnicka, Malgorzata
year 1998
title The Influence of Light upon the Spatial Perception of Image
source Cyber-Real Design [Conference Proceedings / ISBN 83-905377-2-9] Bialystock (Poland), 23-25 April 1998, pp. 21-26
summary With regard to mental perception, light is one of the basic and strongest experiences influencing man. It is a phenomenon unchanged since the beginning of human kind, regardless of the fact what form or shape it was transmitted in. We are so used to light that we have stopped noticing how much we owe to it. It is the basic source and condition of our visual perception. Without light, illumination, we would not be able to see anything as it is light that transmits the shapes, distances and colours seen by us. The light which we perceive is a specific sight stimulus. It constitutes of only a small range of the spectrum of electromagnetic radiation existing in nature. The visible radiation encompasses the wave length from 400 to 800 nm. When the whole range of the visible wave spectrum enters the eye, the impression of seeing white light is produced. The light rays entering the sight receptors are subject to reflection, absorption and transmission. In the retina of the eye, the light energy is transformed into nerve impulses. The reception of light is dependent on the degree of absorption of the length of certain waves and the concentration of light. A ray of light entering the eye pupil is the proper eye stimulus which stimulates the receptors of the retina and causes visual impressions.
series plCAD
last changed 1999/04/08 17:16

_id 3542
authors Cha, M.Y. and Gero, J.S.
year 1998
title Shape pattern recognition using a computable shape pattern representation
source J.S. Gero and F. Sudweeks (eds), Artificial Intelligence in Design '98, Kluwer, Dordrecht, pp. 169-188
summary Properties of shapes and shape patterns are investigated in order to represent shape pattern knowledge for supporting shape pattern recognition. It is based on the notion that shape patterns are classified in terms of similarity of spatial relationships as well as physical properties. Methods for shape pattern recognition are explained and examples from an implementation are presented.
keywords Shape Patterns, Shape Representation
series other
email
last changed 2003/04/06 08:57

_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 eac5
authors Damski, J. and Gero, J.S.
year 1998
title Object representation and reasoning using halfplanes and logic
source J.S. Gero and F. Sudweeks (eds), Artificial Intelligence in Design '98, Kluwer, Dordrecht, pp. 107-126
summary Shapes and objects represent important ways with which to perceive and reason about the world. This paper develops a framework which uniformly encompasses both planar and non-planar surfaces to represent graphical objects in three dimensions. Based on the concept of halfspaces this framework allows the representation of volumes as predicates in logic. This representation is applied to demonstrate object concepts associated with reasoning about the topology of objects as individuals as well as groups of objects at the early, conceptual phase of designing. The example shows how both planar and non-planar boundaries of objects are treated uniformly.
keywords Shape Reasoning, Logic Models
series other
email
last changed 2003/04/06 08:59

_id ddss9819
id ddss9819
authors Emdanat, S. S. and Vakalo, E.-G.
year 1998
title Sharing Design Knowledge Using Shape Algebras
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 Recent work on shape algebras and the maximal element representation produced a uniform and composable representation of shapes. This paper presents ongoing work to formulate a framework for sharing design knowledge based on shape algebras. The shape algebraic definitions are translated into Ontolingua, a framework for representing ontologies. It provides forms for defining classes, relations, functions, objects, and theories that are part of a conceptualization. The paper discusses some of the axioms and definitions of this ontology. It discusses the factors that influenced its design and the selection of its representational abstractions.
series DDSS
email
last changed 2003/08/07 16:36

_id 6fdf
authors Emdanat, Samir S. and Vakalo, Emmanuel-G.
year 1998
title An Ontology for Conceptual Design in Architecture
doi https://doi.org/10.52842/conf.caadria.1998.425
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. 425-434
summary This paper presents ongoing efforts to formulate an ontology for conceptual design on the basis of shape algebras. The ontology includes definitions for spatial elements such as points, lines, planes, and volumes, as well as, non-spatial elements such as material properties. The ontology is intended to facilitate sharing knowledge of shapes and their properties among independent design agents. This paper describes the formulation of the ontology and discusses some of its underlying classes, axioms, and relations.
keywords Ontologies, Knowledge Representation
series CAADRIA
email
more http://www.caadria.org
last changed 2022/06/07 07:56

_id 99f2
authors Gero, J.S.
year 1998
title Concept formation in design
source Knowledge-Based Systems 10(7-8): 429-435
summary This paper presents a computationally tractable view on where simple design concepts come from by proposing a paradigm for the formation of design concepts based on the emergence of patterns in the representation of designs. It is suggested that these design patterns form the basis of concepts. These design patterns once learned are then added to the repertoire of known patterns so that they do not need to be learned again. This approach uses the notion called the loosely-wired brain. The paper elaborates this idea primarily through implemented examples drawn from the genetic engineering of evolutionary systems and the qualitative representation of shapes and their multiple representations.
keywords Concept Formation, Pattern Emergence, Representation
series other
email
last changed 2003/04/06 09:00

_id ddss9826
id ddss9826
authors Hendricx, A., Geebelen, B., Geeraerts, B. and Neuckermans, H.
year 1998
title A methodological approach to object modelling in the architectural designprocess
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 describes a first prototype constructed in search for a central object model. It presents all possible data, concepts and operations concerning the architectural design process in the early phases.A central model of the process of design is essential: going from one design phase into another, the model describes geometrical shapes, abstract concepts like space and activity, concrete physical building elements and the basic operations all these entities undertake. Emphasis is put on combining all these different viewpoints, thus enabling the designer to use a broad range of design strategies. The aim is to help him and not steer or even hamper his creative process. Information necessary toassist the user of the system concerning energy calculation, stability checks etc can be extracted. By means of appropriate interfaces not only those tests built on top of the system but also existing software packages can make use of the model’s object structure. The implemented object model is one of the cornerstones of the IDEA+ project, aiming to provide an Integrated Design Environment for Architecture.
keywords object model, building model, CAAD, IDEA+, MERODE
series DDSS
last changed 2003/08/07 16:36

_id ed8d
authors Hui, K.C. and Li, Yadong
year 1998
title A feature-based shape blending technique for industrial design
source Computer-Aided Design, Vol. 30 (10) (1998) pp. 823-834
summary Blending or averaging of two-dimensional shapes usually operates on sets of discrete points or polygons approximating the objects. This relies on a series of evenlydistributed or properly positioned points on the boundary of the objects. Features or characteristics of the objects are not well considered. This paper presents asimple but effective technique for blending 2D shapes composed of curve segments. Features that are essential for shape blending are extracted. Correspondencebetween features of the objects are then established. The correspondence between points on a pair of corresponding features are finally established for theinterpolation process. This allows characteristic features of the objects to be retained in the blending operation which is essential in industrial design. An experimentalsystem was developed for blending 2D contours with curved boundary. Test results showed that the proposed approach produces results suitable for industrialdesign.
keywords Morphing, Form Features, Industrial Design, Shape Blending, In-Betweening, Feature, Industrial Design
series journal paper
last changed 2003/05/15 21:33

_id ee96
authors Johnson, Scott
year 1998
title Making Models Architectural: Protean Representations to Fit Architects’ Minds
doi https://doi.org/10.52842/conf.acadia.1998.354
source Digital Design Studios: Do Computers Make a Difference? [ACADIA Conference Proceedings / ISBN 1-880250-07-1] Québec City (Canada) October 22-25, 1998, pp. 354-365
summary A rich vocabulary has evolved for describing architecture. It serves not only as a means of communication, but also as an embodiment of concepts relating to form, space, structure, function, mood, and symbolism. We architects not only speak in terms of walls, rooms, roofs, arches, etc., we see in terms of them and think in terms of them, as well. Such concepts are integral to our ability to design. Typical CAD representations, however, are based on geometric/mathematical elements like points, lines, planes, and symbols. Even more experimental approaches like parametric shapes or procedural assemblies correspond poorly to architectural elements, and seldom lend themselves well to making conceptual changes that would allow exploration of design alternatives. Small wonder some architecture schools experience a division between computer and studio courses, or even between computer and studio faculty. Different ways of talking and thinking are involved. The concepts involved are often mutually exclusive. This paper discusses an attempt to address this conceptual mismatch, using what are termed “protean” (meaning “very changeable”) elements. These are high-level elements corresponding to architectural concepts like “wall,” or “dome.” They each have parameters appropriate for the particular type of element they represent, and produce the polyhedra necessary for graphics based on these parameters. A system is being implemented to allow models to be constructed using these elements. The protean elements form a loosely structured model, in which some elements hierarchically contain others, and some elements are essentially freestanding, being created and manipulated independently of other elements. Characteristics of protean element are discussed, including the underlying object-oriented structure, the relationship between elements and graphics, and functions associated with the objects. A scheme is explained whereby all parts of a design can be represented even when the design includes extremely unusual forms not conforming to predictable classes of elements. The necessary support framework is also discussed; general flow of the system and mechanisms for viewing the model and editing subcomponents are explained. The current status of the project, and intentions for future work are discussed. The project has been partially implemented, and the necessary framework to support the system is mostly complete.

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

_id 8a40
authors Kolarevic, Branko
year 1998
title A Pedagogical Model for an Introductory CAAD Course
doi https://doi.org/10.52842/conf.caadria.1998.039
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. 39-46
summary This paper presents a pedagogical model developed for an introductory CAAD course in the first year of architecture studies. The model is based on a set of exercises that emphasize the use of electronic media for the collection of information, its distribution, presentation, transformation, interpretation, and abstraction. The primary goal was to enable students to creatively apply digital media in their design work by simultaneously introducing them to a wide range of applications, and by enabling them to engage in abstract exploration of shapes, forms, and images.
keywords Electronic Design Media, Pedagogy, CAAD Education
series CAADRIA
email
more http://www.caadria.org
last changed 2022/06/07 07:51

_id 46
authors MuÒoz , Patricia and Coronel, Juan LÛpez
year 1998
title Las Cuentas Pendientes del CAD con la Generacion de Formas Curvas Para DiseÒo (The Pending Balance of CAD with the Generation of Curved Forms for Design)
source II Seminario Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings / ISBN 978-97190-0-X] Mar del Plata (Argentina) 9-11 september 1998, pp. 342-349
summary In the modelling process of curve shapes, some conic lines have been privileged to the point that they have become tools in CAD systems: circumferences and ellipses. Others have been ignored to the point of being excluded: parabolas and hyperbolas. Important reasons make this rescue convenient. One of those is that these curves are frequently used in design because of their distinct identification. In theory, modern "splines" and "nurbs" cover the whole range of whatever a designer might want to draw (as far as curve shapes are concerned). However, its structuring capacity cannot be compared to that of conic lines. To have all the conceivable curves and to lack the possibility of organizing them, restricts its morphological potentialities. There is a set of notable curves, among others lemiscates, spirals and Cassinian ovals, that keep waiting for new technologies to give them the possibility of existence. Though these lines have a high aesthetic and graphic value, they are not frequently included in projects. This is not because they are unsuitable, but because there are not simple possibilities of drawing them. We expect graphic computing will fill this empty place, so that these shapes become part of our habitat.
series SIGRADI
email
last changed 2016/03/10 09:55

_id sigradi2009_1020
id sigradi2009_1020
authors Natividade, Veronica Gomes; Alessandro Ventura
year 2009
title Arquitetura Algorítmica. Uma abordagem conceitual [Algorithmic Architecture: A conceptual approach]
source SIGraDi 2009 - Proceedings of the 13th Congress of the Iberoamerican Society of Digital Graphics, Sao Paulo, Brazil, November 16-18, 2009
summary The current paper aims to a conceptual approach to the widespread algorithmic architectures defined for Terzidis Kostas (2006) through the philosophy of complex sciences theorized by Edgar Morin (1998). It intends to discuss two approaches outwardly contradictory emerged from the theme: on one hand, the conception of contemporary architecture is beyond generation of complex shapes into computer software, on the other hand the overvaluation of logics can lead architects to incur in the same mistake of simplification performed by the modernists.
keywords new paradigms; algorithimic architecture; complexity; design process
series SIGRADI
email
last changed 2016/03/10 09:56

_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 eb16
authors Reffat, Rabee M. and Gero, John S.
year 1998
title Learning About Shape Semantics: A Situated Learning Approach
doi https://doi.org/10.52842/conf.caadria.1998.375
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. 375-384
summary Designers recognise or make sense of objects in the context "situations" of other things. Design cannot be predicted and you have to be “at a particular set of states” in order to decide what to do. The inability to determine a priori all design states implies that any design process cannot be pre-planned and design actions cannot be pre-defined. Situated learning is based on the notion that knowledge is contextually situated and is fundamentally influenced by the context in which it is used. We propose a situated learning approach in the domain of architectural shapes design. This paper elaborates the concept of situated learning and demonstrates what it produces in the domain of shape semantics.
keywords Architectural Shape Semantics, Situated Learning, Design Knowledge, Design Situations
series CAADRIA
email
more http://www.caadria.org
last changed 2022/06/07 08:00

_id 4d85
authors Shimokawa, Y., Morozumi, M., Iki, K. and Homma, R.
year 1998
title Replacement and Transformation as a Key to Schematic Design Thinking - 3-D Modeling System which Supports Design Thinking
doi https://doi.org/10.52842/conf.caadria.1998.365
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. 365-374
summary This paper analyses a prototype of a 3D modeling system that can support schematic design development and begins with very abstract representation elaborates it step by step into a detailed representation. Using Mitchell's concept of a TOPDOWN system for 2D sketches as the basis, the authors proposed a design process model and a prototype that allows both bottom up additive processes in exploring the design frame and top down processes for the design refinement of each building element. Various utilities of replacing and transforming graphic objects as well as those that can control shapes and the location of those objects with construction lines have been proposed. The authors discussed possible use of the system and topics for future study by reviewing case studies.
keywords Replacement Operation, Modeling System, Schematic Design, Design Thinking
series CAADRIA
email
more http://www.caadria.org
last changed 2022/06/07 07:56

_id 82dd
authors Wang, Cheng-jui
year 1998
title Shape Cognition in Design - Constructing a Cognitive Model of Shapes for Different Design Fields
doi https://doi.org/10.52842/conf.caadria.1998.347
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. 347-354
summary The purpose of this paper is to reveal the characteristics of shape cognition of different design fields in the ‘intuitive design’ domain, and to construct a cognitive model of shape cognition for different design fields. The research procedure used in this study consisted of two phases. The first phase was applied to protocol analysis study of three professional designers in architectural design, industrial design and graphic design respectively. In the second phase, one controlled laboratory experiment was designed to reveal the characteristics of designers’ shape perception in different ‘intuitive design’ fields. By these empirical findings, we found that designer’s cognitive processes of shapes would be not alike in different design fields. The results suggest that in different design fields, designer’s shape cognition processes will be different, and in each design field, similar cognitive processes of shape contained different design meanings.
keywords Design Process, Shape Cognition, Preferred Perception, Protocol Analysis
series CAADRIA
email
more http://www.caadria.org
last changed 2022/06/07 07:58

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