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 9 of 9

_id 0b84
authors De Silva Garza, Andrés Gómez and Maher, Mary Lou
year 1999
title Evolving Design Layout Cases to Satisfy Feng Shui Constraints
doi https://doi.org/10.52842/conf.caadria.1999.115
source CAADRIA '99 [Proceedings of The Fourth Conference on Computer Aided Architectural Design Research in Asia / ISBN 7-5439-1233-3] Shanghai (China) 5-7 May 1999, pp. 115-124
summary We present a computational process model for design that combines the functionalities of case-based reasoning (CBR) and genetic algorithms (GAĚs). CBR provides a precedent-based framework in which prior design cases are retrieved and adapted in order to meet the requirements of a new design problem. GAĚs provide a general-purpose mechanism for randomly combining and modifying potential solutions to a new problem repeatedly until an adequate solution is found. In our model we use a GA to perform the case-adaptation subtask of CBR. In this manner, a gradual improvement in the overall quality of the proposed designs is obtained as more and more adaptations of the design cases originally retrieved from memory are evolved. We describe how these ideas can be used to perform layout design of residences such that the final designs satisfy the requirements imposed by feng shui, the Chinese art of placement.
series CAADRIA
email
last changed 2022/06/07 07:55

_id 1b4d
authors Ding, Lan
year 1999
title An Evolutionary Model for Style Representation Emergence in Design
source University of Sydney, Key Centre of Design Computing and Cognition
summary This thesis is concerned with the development of an evolutionary process model for style representation emergence in design. It explores issues involved in the interpretation of style, the concept and process of style representation emergence, an evolutionary approach based on genetic engineering, and its computational implementation. Style is a complex phenomenon in design. Interpreting and formulating design style is a difficult task. This thesis proposes a language model which interprets style space utilising hierarchical levels that map onto syntax and semantics. The style space is then formulated using a genetic description. Current studies have discussed shape semantics emergence in design, but none has been proposed for the emergence of style representation. This thesis provides the concept of style representation emergence with the emphasis on the interpretative aspect of style as well as the emergence process. It explores the emergence process of style representation through an evolutionary approach. Simulation of biological evolution appears to be very useful for design problems. This thesis develops style representation emergence through evolutionary simulation based on genetic engineering. A hierarchical evolutionary process encompassing competition as well as discovery and an evolutionary combination is proposed and developed. A computational representation of style can then be derived by the computer system through the use of this evolutionary process. This model of style representation emergence is applied to traditional Chinese architecture. An evolutionary system is implemented and presented with some examples of traditional Chinese architectural facades. The results from the implementation of the system are analysed and the utility of this model is investigated. The implementation is developed in a Unix environment using the C language. The AutoCAD package is used for the graphic representation.

series thesis:PhD
email
last changed 2003/05/15 07:25

_id 49fe
authors Li, Andrew I-Kang
year 1999
title Expressing Parametric Dependence in Shape Grammars, with an Example from Traditional Chinese Architecture
doi https://doi.org/10.52842/conf.caadria.1999.265
source CAADRIA '99 [Proceedings of The Fourth Conference on Computer Aided Architectural Design Research in Asia / ISBN 7-5439-1233-3] Shanghai (China) 5-7 May 1999, pp. 265-274
summary Shape grammars traditionally generate one product at a time. This leads to difficulties when dependent parameters are involved. Parallel grammars are proposed as a solution. As an example, a grammar is shown which generates plans according to the 12th-century Chinese building manual Yingzao fashi.
series CAADRIA
email
last changed 2022/06/07 07:56

_id 2309
authors Yan, Huang and Gu, Wang
year 1999
title Reconstruction of Yuan Ming Yuan on Computer
doi https://doi.org/10.52842/conf.caadria.1999.425
source CAADRIA '99 [Proceedings of The Fourth Conference on Computer Aided Architectural Design Research in Asia / ISBN 7-5439-1233-3] Shanghai (China) 5-7 May 1999, pp. 425-428
summary Yuan Ming Yuan is regarded as a masterpiece of ancient Chinese architecture and garden. Its unfortunate ruin by the British and French Army more than 100 years ago became a shameful record in the history of China. Since then, although many Chinese have appealed for its reconstruction, a rebuilding project is believed to be impractical both from the economic and the historical aspect. So we develop a study on the task by using computer graphic technology as a visualization method. This paper will describe the process of modeling and rendering developed by 3rd year undergraduates and our continued attempt to create a VRML world on WWW.
series CAADRIA
email
last changed 2022/06/07 07:57

_id ga9922
id ga9922
authors Annunziato, M. and Pierucci, P.
year 1999
title The Art of Emergence
source International Conference on Generative Art
summary Since several years, the term emergence is mentioned in the paradigm of chaos and complexity. Following this approach, complex system constituted by multitude of individual develop global behavioral properties on the base of local chaotic interactions (self-organization). These theories, developed in scientific and philosophical milieus are rapidly spreading as a "way of thinking" in the several fields of cognitive activities. According to this "way of thinking" it is possible revise some fundamental themes as the economic systems, the cultural systems, the scientific paths, the communication nets under a new approach where nothing is pre-determined, but the global evolution is determined by specific mechanisms of interaction and fundamental events (bifurcation). With a jump in scale of the life, also other basic concepts related to the individuals as intelligence, consciousness, psyche can be revised as self-organizing phenomena. Such a conceptual fertility has been the base for the revision of the artistic activities as flexible instruments for the investigation of imaginary worlds, metaphor of related real worlds. In this sense we claim to the artist a role of "researcher". Through the free exploration of new concepts, he can evoke qualities, configurations and hypothesis which have an esthetical and expressive value and in the most significant cases, they can induce nucleation of cultural and scientific bifurcation. Our vision of the art-science relation is of cooperative type instead of the conflict of the past decades. In this paper we describe some of the most significant realized artworks in order to make explicit the concepts and basic themes. One of the fundamental topics is the way to generate and think to the artwork. Our characterization is to see the artwork not as a static finished product, but as an instance or a dynamic sequence of instances of a creative process which continuously evolves. In this sense, the attention is focused on the "generative idea" which constitutes the envelop of the artworks generable by the process. In this approach the role of technology (computers, synthesizers) is fundamental to create the dimension of the generative environment. Another characterizing aspect of our artworks is derived by the previous approach and specifically related to the interactive installations. The classical relation between artist, artwork and observers is viewed as an unidirectional flux of messages from the artist to the observer through the artwork. In our approach artist, artwork and observer are autonomous entities provided with own personality which jointly intervene to determine the creative paths. The artist which generate the environment in not longer the "owner" of the artwork; simply he dialectically bring the generative environment (provided by a certain degree of autonomy) towards cultural and creative "void" spaces (not still discovered). The observers start from these platforms to generate other creative paths, sometimes absolutely unexpected , developing their new dialectical relations with the artwork itself. The results derived by these positions characterize the expressive elements of the artworks (images, sequences and sounds) as the outcomes of emergent behavior or dynamics both in the sense of esthetical shapes emergent from fertile generative environments, either in terms of emergent relations between artist, artwork and observer, either in terms of concepts which emerge by the metaphor of artificial worlds to produce imaginary hypothesis for the real worlds.
series other
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id ga9924
id ga9924
authors Cardalda, Juan Jesus Romero J.J.
year 1999
title Artificial Music Composer
source International Conference on Generative Art
summary Traditional Musical Computation Systems had to face the differences between the computational techniques and the characteristics of musical creation. Characteristics such as a high degree of subjectivity, a great irrational component, and a learning process based on the use of examples and environmental absorption, have made music difficult to be formalized through algorithmic methods or classical Artificial Intelligence methods such as Expert Systems. We propose the creation of a cybernetic model of a human composer in a primeval stage of human musical evolution, following a paradigm of cognitive complex models creation, based on the use of the human reference, not only in a static point of view but also considering its evolution through time. Therefore, the proposed system simulates musical creation in one of the first stages of musical evolution, whose main characteristics are the percussive and choral aspects. The system is based on Genetic Algorithms, whose genetic population is integrated by several tribes. This model carries out the task of musical composition, led by the user who expresses his/her musical taste assigning a punctuation to each tribe. The GA selects the worse tribes as individuals to be eliminated. In order to select those tribes which are going to be used as parents, a random function is used, having each tribe a probality proportional to its punctuation. The new tribe is produced by crossing the parent tribes in each individual. Afterwards, mutation takes place in the created individuals. The experiments carried out with this system have proved its functionality in the composition of rhythmic patterns. It is intended to enlarge the experiment's scope by communicating the system via Internet. This would enable its use by users of different musical cultures, taking into account that the system is user-friendly, since it requires no musical knowledge.
series other
email
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id 2f1a
authors Dabney, M.K., Wright, J.C. and Sanders, D.H.
year 1999
title Virtual Reality and the Future of Publishing Archaeological Excavations: the multimedia publication of the prehistoric settlement on Tsoungiza at Ancient Nemea
source New York: The Metropolitan Museum of Art
summary The Nemea Valley Archaeological Project is a study of settlement and land use in a regional valley system in Greece extending from the Upper Paleolithic until the present. Active field research was conducted by four teams between 1981 and 1990. The first component was a regional archaeological survey. Second, and closely related to the first, was a social anthropological study of modern settlement and land use. Next was a team assigned to excavate the succession of prehistoric settlements of Ancient Nemea on Tsoungiza. Last, historical ecologists, a palynologist, and a geologist formed the environmental component of the research. As a result of advances in electronic publishing, plans for the final publication of the Nemea Valley Archaeological Project have evolved. Complete publication of the excavation of the prehistoric settlements of Ancient Nemea on Tsoungiza will appear in an interactive multimedia format on CD/DVD in Fall 2000. This project is planned to be the first electronic publication of the American School of Classical Studies at Athens. We have chosen to publish in electronic format because it will meet the needs and interests of a wider audience, including avocational archaeologists, advanced high school and college students, graduate students, and professional archaeologists. The multimedia format on CD/DVD will permit the inclusion of text, databases, color and black-and-white images, two and three-dimensional graphics, and videos. This publication is being developed in cooperation with Learning Sites, Inc., which specializes in interactive three-dimensional reconstructions of ancient worlds http://www.learningsites.com. The Nemea Valley Archaeological Project is particularly well prepared for the shift towards electronic publishing because the project's field records were designed for and entered in computer databases from the inception of the project. Attention to recording precise locational information for all excavated objects enables us to place reconstructions of objects in their reconstructed architectural settings. Three-dimensional images of architectural remains and associated features will appear both as excavated and as reconstructed. Viewers will be able to navigate these images through the use of virtual reality. Viewers will also be able to reference all original drawings, photographs, and descriptions of the reconstructed architecture and objects. In this way a large audience will be able to view architectural remains, artifacts, and information that are otherwise inaccessible.
series other
last changed 2003/04/23 15:14

_id f9f7
authors Mullins, Michael
year 1999
title Forming, Planning, Imaging and Connecting
doi https://doi.org/10.52842/conf.ecaade.1999.178
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 178-185
summary This paper sets out to define aspects of the architectural design process, using historical precedent and architectural theory, and tests the relationship of those aspects to the application of computers in architectural design, particularly in an educational context. The design process sub-sets are defined as: Forming, Planning, Imaging and Connecting. Historical precedents are uncovered in Classical, Modern, Postmodern and Contemporary architecture. The defined categories of the design process are related to current usages of computers in architectural education towards elucidating the strengths and weaknesses of digital media in those areas. Indications of their concurrent usage in digital design will be demonstrated in analysis of design studio programs presented at recent ACADIA conferences. An example of a current design studio programme set at the School of Architecture University of Natal, South Africa in which the above described categories give an underlying structure to the introduction of 3D digital modelling to undergraduates through design process. The definition of this set of design activities may offer a useful method for other educators in assessing existing and future design programs where digital tools are used.
keywords Design-Process, Digital-Media, Design-Programmes
series eCAADe
email
last changed 2022/06/07 07:59

_id 6c90
authors Swartz, Andrea and Savial, Kristofer M.
year 1999
title Science and Space Education Center
doi https://doi.org/10.52842/conf.acadia.1999.x.f3l
source ACADIA Quarterly, vol. 18, no. 4, p. 11
summary A Science and Space Education Center is proposed by Ronald Kaitchuck due to the rising need for more adequate planetarium and observatory space for Ball State University. Rising enrollment in the Astronomy program and an increasing interest in astronomy by the Muncie community warrants a larger instructional and exhibition facility. The proposed facility includes three classrooms, exhibit space, a planetarium, observatory, faculty offices, and exterior gardens designed to interact with the exhibit space. This program for the Space Education Center meets both the needs of the Community and the needs of Ball State University students.
series ACADIA
last changed 2022/06/07 07:49

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