CumInCAD is a Cumulative Index about publications in Computer Aided Architectural Design
supported by the sibling associations ACADIA, CAADRIA, eCAADe, SIGraDi, ASCAAD and CAAD futures

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_id 7717
authors Huang, Jeffrey
year 1999
title How Do Distributed Design Organizations Act Together to Create a Meaningful Design? Towards a Process Model for Design Coordination
source Proceedings of the Eighth International Conference on Computer Aided Architectural Design Futures [ISBN 0-7923-8536-5] Atlanta, 7-8 June 1999, pp. 99-115
summary This paper describes the results of a longer-term research project that looked at CAAD as an enabler of completely new collaborative processes rather than as a support for existing collaborative processes. In order to question existing design processes and invent new collaborative processes systematically, we applied a process modeling methodology that employed recent developments in coordination theory. The methodology contained four steps: (1) Decomposition, (2) Dependency Analysis, (3) Process Substitution, and (4) Recomposition. In this paper, we describe how this approach was used to redesign a sample collaborative design process in building design, and present the resulting process coordination model. We describe the implications of this model for the development of collaborative environments, and illustrate its practical application in a case study. We conclude by reiterating the contributions made.
keywords Distributed Design, Coordination Theory, Process Modeling, Process Redesign, Collaborative Design Environments
series CAAD Futures
last changed 2006/11/07 07:22

_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 36dc
authors Reffat, Rabee M. and Gero, John S.
year 1999
title Situatedness: A New Dimension for Learning Systems in Design
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 252-261
doi https://doi.org/10.52842/conf.ecaade.1999.252
summary In this paper we adopt the approach that designing is a series of situated acts, ie designing cannot be pre-planned to completion. This is based on ideas from situated cognition theory that claims that what people perceive, how they conceive and what they do develop together and are adapted to the environment. For a system to be useful for human designers it must have the ability to associate what is learned to its environment. In order for a system to do that such a system must be able to acquire knowledge of the environment that a design constructs. Therefore, acknowledging the notion of situatedness is of importance to provide a system with such capability and add on a new dimension to existing learning systems in design. We will call such a learning system within the design domain a Situated Learning Design System (SLDS). A SLDS should be able to create its own situational categories from its perceptual experiences and modify them if encountered again to link the learned knowledge to its corresponding situation. We have chosen architectural shapes as the vehicle to demonstrate our ideas and used multiple representations to build a platform for a SLDS to learn from. In this paper the notion of situatedness and its role in both designing and learning is discussed. The overall architecture of a SLDS is introduced and how the potential outcome of such a system will support human designers while designing is discussed.
keywords Designing, Situated Knowledge, Multiple Representations, Situated Learning
series eCAADe
email
last changed 2022/06/07 08:00

_id a875
authors Suwa, M., Gero, J.S. and Purcell, T.
year 1999
title How an Architect Created Design Requirements
source G. Goldschmidt and W. Porter (eds), Design Thinking Research Symposium: Design Representation, MIT, Cambridge, pp. II.101-124
summary There is an anecdotal view that designers, during a conceptual design process, not just synthesise solutions that satisfy initially given requirements, but also create by themselves novel design requirements that capture important aspects of the given problem. Further, it is believed that design sketches serve as a thinking tool for designers to do this. Then, what kinds of cognitive interaction with their own sketches enable designers to create novel requirements? The purpose of this paper is to answer this question. We examined the cognitive processes of a practising architect, using a protocol analysis technique. Our examinations focused on whether particular types of cognitive actions account for the creation of novel design requirements. We found that intensive occurrences of a certain type of perceptual actions, acts of establishing new relations or visual features on the sketches, are likely to co-occur with the creation of requirements. This suggests that this type of perceptual actions are the key constituent of acts of creating novel requirements, and therefore one of the important actions in sketching activities. This presents evidence of the view that designing is a situated act, as well as has an implication for design education.
keywords Design Requirements; Sketches; Design Cognition; Protocol Analysis
series journal paper
email
last changed 2003/03/31 08:37

_id aef9
id aef9
authors Brown, A., Knight, M. and Berridge, P. (Eds.)
year 1999
title Architectural Computing from Turing to 2000 [Conference Proceedings]
source eCAADe Conference Proceedings / ISBN 0-9523687-5-7 / Liverpool (UK) 15-17 September 1999, 773 p.
doi https://doi.org/10.52842/conf.ecaade.1999
summary The core theme of this book is the idea of looking forward to where research and development in Computer Aided Architectural Design might be heading. The contention is that we can do so most effectively by using the developments that have taken place over the past three or four decades in Computing and Architectural Computing as our reference point; the past informing the future. The genesis of this theme is the fact that a new millennium is about to arrive. If we are ruthlessly objective the year 2000 holds no more significance than any other year; perhaps we should, instead, be preparing for the year 2048 (2k). In fact, whatever the justification, it is now timely to review where we stand in terms of the development of Architectural Computing. This book aims to do that. It is salutary to look back at what writers and researchers have said in the past about where they thought that the developments in computing were taking us. One of the common themes picked up in the sections of this book is the developments that have been spawned by the global linkup that the worldwide web offers us. In the past decade the scale and application of this new medium of communication has grown at a remarkable rate. There are few technological developments that have become so ubiquitous, so quickly. As a consequence there are particular sections in this book on Communication and the Virtual Design Studio which reflect the prominence of this new area, but examples of its application are scattered throughout the book. In 'Computer-Aided Architectural Design' (1977), Bill Mitchell did suggest that computer network accessibility from expensive centralised locations to affordable common, decentralised computing facilities would become more commonplace. But most pundits have been taken by surprise by just how powerful the explosive cocktail of networks, email and hypertext has proven to be. Each of the ingredients is interesting in its own right but together they have presented us with genuinely new ways of working. Perhaps, with foresight we can see what the next new explosive cocktail might be.
series eCAADe
email
more http://www.ecaade.org
last changed 2022/06/07 07:49

_id 5477
authors Donath, D., Kruijff, E., Regenbrecht, H., Hirschberg, U., Johnson, B., Kolarevic, B. and Wojtowicz, J.
year 1999
title Virtual Design Studio 1998 - A Place2Wait
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 453-458
doi https://doi.org/10.52842/conf.ecaade.1999.453
summary This article reports on the recent, geographically and temporally distributed, intercollegiate Virtual Design Studio based on the 1998 implementation Phase(x) environment. Students participating in this workshop had to create a place to wait in the form of a folly. This design task was cut in five logical parts, called phases. Every phase had to be finished within a specific timeframe (one day), after which the results would be stored in a common data repository, an online MSQL database environment which holds besides the presentations, consisting of text, 3D models and rendered images, basic project information like the descriptions of the phases and design process visualization tools. This approach to collaborative work is better known as memetic engineering and has successfully been used in several educational programs and past Virtual Design Studios. During the workshop, students made use of a variety of tools, including modeling tools (specifically Sculptor), video-conferencing software and rendering programs. The project distinguishes itself from previous Virtual Design Studios in leaving the design task more open, thereby focusing on the design process itself. From this perspective, this paper represents both a continuation of existing reports about previous Virtual Design Studios and a specific extension by the offered focus. Specific attention will be given at how the different collaborating parties dealt with the data flow and modification, the crux within a successful effort to cooperate on a common design task.
keywords Collaborative design, Design Process, New Media Usage, Global Networks
series eCAADe
email
last changed 2022/06/07 07:55

_id 1121
authors Kalay, Yehuda E.
year 1999
title The Future of CAAD: From Computer-aided Design to Computer-aided Collaboration
source Proceedings of the Eighth International Conference on Computer Aided Architectural Design Futures [ISBN 0-7923-8536-5] Atlanta, 7-8 June 1999, pp. 14-30
summary The primary uses of computers in the construction industry have been shifting, over the past four decades, from the evaluation of proposed design solutions, to their graphical (and other) representation, and more recently to facilitating collaboration among the various professionals who are involved in the design process. The paper argues that what may appear to be shifts in emphasis actually represents convergence on a single, original goal: the use of computers to help designers assess the quality, desirability, and the implications of their creations. The paper shows how the formerly independent components can be joined into an integrated collaborative design environment, where they build upon and strengthen each other. Moreover, the paper argues that this convergence represents the future of CAAD research and development, providing the appropriate answer to the upcoming needs of the construction industry, whose products have become too complex and must abide by too many requirements for any one professional to handle all by himself. The paper argues that further improvements in the overall quality of the products, and the process of their design, will only accrue when the heretofore separate solutions are considered together, as integral parts of an overall solution. The paper describes the efforts that have been made by the CAD Research Group in Berkeley over the past six years in developing an integrated collaborative design environment that can facilitate multidisciplinary, a- synchronous design of buildings. The environment includes several semantically-rich, shared product representations, a network of distributed evaluators, and graphically enhanced collaboration and negotiation tools.
keywords Collaborative Design, Distributed Design Environment, Product Modeling, Performance Modeling, Process Modeling, Negotiation, Integration
series CAAD Futures
email
last changed 2006/11/07 07:22

_id b57c
authors Kvan, Thomas
year 1999
title Designing Together Apart
source Open University, Milton Keynes
summary The design of computer tools to assist in work has often attempted to replicate manual methods. This replication has been proven to fail in a diversity of fields such as business management, Computer-Aided Design (CAD) and Computer- Supported Collaborative Work (CSCW). To avoid such a failure being repeated in the field of Computer-Supported Collaborative Design (CSCD), this thesis explores the postulation that CSCD does not have to be supported by tools which replicate the face-to-face design context to support distal architectural design. The thesis closely examines the prevailing position that collaborative design is a social and situated act which must therefore be supported by high bandwidth tools. This formulation of architectural collaboration is rejected in favour of the formulation of a collaborative expert act. This proposal is tested experimentally, the results of which are presented. Supporting expert behaviour requires different tools than the support of situated acts. Surveying research in computer-supported collaborative work (CSCW), the thesis identifies tools that support expert work. The results of the research is transferred to two contexts: teaching and practice. The applications in these two contexts illustrate how CSCD can be applied in a variety of bandwidth and technological conditions. The conclusion is that supporting collaborative design as an expert and knowledge-based act can be beneficially implemented in the teaching and practice of architecture.
series thesis:PhD
email
last changed 2003/02/12 22:37

_id 0297
authors Maher, M-L., Simoff, J. and Cicognani, A.
year 1999
title Understanding Virtual Design Studios
source Springer, London
summary Understanding Virtual Design Studios examines the issues involved in setting up and running a virtual design studio. Rather than focusing on the technology or how to apply it, the reader is presented with an interdisciplinary framework for understanding, organising, running and improving virtual design studios both in professional and educational practice. The authors assess the potential benefits, such as improved creativity and collaboration, and highlight the areas in which our understanding needs to improve; How people collaborate in an environment where interaction is mediated by shared computer resources; How to organise and manage a distributed workspace efficiently; How people represent and communicate design ideas in an electronic form. Of interest to both design professionals and researchers interested in computer-mediated collaboration, this volume will also be of interest to anyone who needs a clear picture of what this new technology can do for them
series other
email
last changed 2003/04/23 15:14

_id ga9908
id ga9908
authors Senagala, Mahesh
year 1999
title Artistic Process, Cybernetics of Self and the Epistemology of Digital Technology
source International Conference on Generative Art
summary From the viewpoint of Batesonian cybernetics, ‘conscious purpose’ and artistic process are distinct ends of a spectrum of the functioning of self. Artistic activities— by which I mean art, poetry, play, design, etc.— involve processes that are beneath the stratum of consciousness. By definition, consciousness is selective awareness and is linear in execution and limited in its capability to synthesize complex parameters. As Heidegger pointed out, technology is a special form of knowledge (episteme). A machine is a manifestation of such a knowledge. A machine is a result of conscious purpose and is normally task-driven to accomplish a specific purpose(s). The questions this paper raises are to do with the connections between conscious purpose, artistic process and digital technology. One of the central questions of the paper is "if artistic process requires an abandonment or relinquishment of conscious purpose at the time of the generation of the work of art, and if the artistic process is a result of vast number of ‘unconscious’ forces and impulses, then could we say that the computer would ever be able to ‘generate’ or ‘create’ a work of art?" In what capacity and what role would the computer be a part of the generative process of art? Would a computer be able to ‘generate’ and ‘know’ a work of art, which, according to Bateson, requires the abandonment of conscious purpose? The ultimate goal of the paper is to unearth and examine the potential of the computers to be a part of the generative process of what Bateson has called "total self as a cybernetic model". On another plane of discourse, Deleuze and Guattari have added a critical dimension to the discourse of cybernetics and models of human mind and the global computer networks. Their notion of ‘rhizome’ has its roots in Batesonian cybernetics and the cybernetic couplings between the ‘complex systems’ such as human mind, biological and computational systems. Deleuze and Guattari call such systems as human brain and the neural networks as rhizomatic. Given the fact that the computer is the first known cybernetic machine to lay claims to artificial intelligence, the aforementioned questions become even more significant. The paper will explore how, cybernetically, the computer could be ‘coupled’ with ‘self’ and the artistic process — the ultimate expression of human condition. These philosophical and artistic explorations will take place through a series of generative artistic projects (See the figure below for an example) that aim at understanding the couplings and ‘ecology’ of digital technology and the cybernetics of self.
series other
email
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id 29c6
authors Shaw, N. and Kimber, W.E.
year 1999
title STEP and SGML/XML: what it means, how it works
source XML Europe ‘99 Conference Proceedings, Graphic Communication Association, 1999, pp. 267-70
summary The STEP standard, ISO 10303, is the primary standard for data representation and interchange in the product design and manufacturing world. Originally designed to enable the interchange of 3-D CAD models between different systems, like SGML, it has defined and uses a general mechanism for representing and managing complex data of any type. Increasingly products are defined as solid models that are stored in product databases. These databases are not limited to shape but contain a considerable wealth of other information, such as materials, failure modes, task descriptions, product related meta-data such as approvals and much more. The product world is of course also replete with documents, from requirements through specifications to user manuals. These documents both act as input to the product development processes and are output as well. Indeed in some cases documents form part of the product and are given part numbers. It is therefore not surprising to find that there are many companies where there are very real requirements to interact and interoperate between the product data and documents, specifically in the form of SGML-based data. This paper reports on work in progress to bring the two worlds together. This is primarily being done through the SGML and Industrial Data Preliminary Work Item under ISO TC184/SC4. The need for common capabilities for using STEP and SGML together has been obvious for a long time as can be seen from the inclusion of product data and SGML-based data within initiatives such as CALS. However, until recently, this requirement was never satisfied, for various reasons. For the last year or more, a small group has been actively pursuing this area and gaining the necessary understandings across the different standards. It is this work that is reported here. The basic thrust of the work is to answer the questions: Can STEP and SGML be used together and, if so, how?
series other
last changed 2003/04/23 15:50

_id alqawasmi
id alqawasmi
authors Al-Qawasmi, J., Clayton, M.J., Tassinary, L.G. and Johnson, R..
year 1999
title Observations on Collaborative Design and Multimedia Usage in Virtual Design Studio
source J. Woosely and T. Adair (eds.), Learning virtually: Proceedings of the 6th annual distance education conference, San Antonio, Texas, pp. 1-9
summary The virtual design studio (VDS) points to a new way of practicing and teaching architectural design. As a new phenomenon, little research has been done to evaluate design collaboration and multimedia usage in a distributed workplace like the virtual design studio. Our research provides empirical data on how students actually use multiple media during architectural collaborative design.
series other
email
last changed 2003/12/06 09:55

_id 4805
authors Bentley, P.
year 1999
title Evolutionary Design by Computers Morgan Kaufmann
source San Francisco, CA
summary Computers can only do what we tell them to do. They are our blind, unconscious digital slaves, bound to us by the unbreakable chains of our programs. These programs instruct computers what to do, when to do it, and how it should be done. But what happens when we loosen these chains? What happens when we tell a computer to use a process that we do not fully understand, in order to achieve something we do not fully understand? What happens when we tell a computer to evolve designs? As this book will show, what happens is that the computer gains almost human-like qualities of autonomy, innovative flair, and even creativity. These 'skills'which evolution so mysteriously endows upon our computers open up a whole new way of using computers in design. Today our former 'glorified typewriters' or 'overcomplicated drawing boards' can do everything from generating new ideas and concepts in design, to improving the performance of designs well beyond the abilities of even the most skilled human designer. Evolving designs on computers now enables us to employ computers in every stage of the design process. This is no longer computer aided design - this is becoming computer design. The pages of this book testify to the ability of today's evolutionary computer techniques in design. Flick through them and you will see designs of satellite booms, load cells, flywheels, computer networks, artistic images, sculptures, virtual creatures, house and hospital architectural plans, bridges, cranes, analogue circuits and even coffee tables. Out of all of the designs in the world, the collection you see in this book have a unique history: they were all evolved by computer, not designed by humans.
series other
last changed 2003/04/23 15:14

_id 8802
authors Burry, Mark, Dawson, Tony and Woodbury, Robert
year 1999
title Learning about Architecture with the Computer, and Learning about the Computer in Architecture
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 374-382
doi https://doi.org/10.52842/conf.ecaade.1999.374
summary Most students commencing their university studies in architecture must confront and master two new modes of thought. The first, widely known as reflection-in-action, is a continuous cycle of self-criticism and creation that produces both learning and improved work. The second, which we call here design making, is a process which considers building construction as an integral part of architectural designing. Beginning students in Australia tend to do neither very well; their largely analytic secondary education leaves the majority ill-prepared for these new forms of learning and working. Computers have both complicated and offered opportunities to improve this situation. An increasing number of entering students have significant computing skill, yet university architecture programs do little in developing such skill into sound and extensible knowledge. Computing offers new ways to engage both reflection-in-action and design making. The collaboration between two Schools in Australia described in detail here pools computer-based learning resources to provide a wider scope for the education in each institution, which we capture in the phrase: Learn to use computers in architecture (not use computers to learn architecture). The two shared learning resources are Form Making Games (Adelaide University), aimed at reflection-in-action and The Construction Primer (Deakin University and Victoria University of Wellington), aimed at design making. Through contributing to and customising the resources themselves, students learn how designing and computing relate. This paper outlines the collaborative project in detail and locates the initiative at a time when the computer seems to have become less self-consciously assimilated within the wider architectural program.
keywords Reflection-In-Action, Design Making, Customising Computers
series eCAADe
email
last changed 2022/06/07 07:54

_id 85ab
authors Corrao, Rossella and Fulantelli, Giovanni
year 1999
title Architects in the Information Society: The Role of New Technologies
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 665-671
doi https://doi.org/10.52842/conf.ecaade.1999.665
summary New Technologies (NTs) offer us tools with which to deal with the new challenges that a changing society or workplace presents. In particular, new design strategies and approaches are required by the emerging Information Society, and NTs offer effective solutions to the designers in the different stages of their professional life, and in different working situations. In this paper some meaningful scenarios of the use of the NTs in Architecture and Urban Design are introduced; the scenarios have been selected in order to understand how the role of architects in the Information Society is changing, and what new opportunities NTs offer them. It will be underlined how the telematic networks play an essential role in the activation of virtual studios that are able to compete in an increasingly global market; examples will be given of the use of the Web to support activities related to Urban Planning and Management; it will be shown how the Internet may be used to access strategic resources for education and training, and sustain lifelong learning. The aforesaid considerations derive from a Web-Based Instruction system we have developed to support University students in the definition of projects that can concern either single buildings or whole parts of a city. The system can easily be adopted in the other scenarios introduced.
keywords Architecture, Urban Planning , New Technologies, World Wide Web, Education
series eCAADe
email
last changed 2022/06/07 07:56

_id 9e26
authors Do, Ellen Yi-Luen,
year 1999
title The right tool at the right time : investigation of freehand drawing as an interface to knowledge based design tools
source College of Architecture, Georgia Institute of Technology
summary Designers use different symbols and configurations in their drawings to explore alternatives and to communicate with each other. For example, when thinking about spatial arrangements, they draw bubble diagrams; when thinking about natural lighting, they draw a sun symbol and light rays. Given the connection between drawings and thinking, one should be able infer design intentions from a drawing and ultimately use such inferences to program a computer to understand our drawings. This dissertation reports findings from empirical studies on drawings and explores the possibility of using the computer to automatically infer designer's concerns from the drawings a designer makes. This dissertation consists of three parts: 1) a literature review of design studies, cognitive studies of drawing and computational sketch systems, and a set of pilot projects; 2) empirical studies of diagramming design intentions and a design drawing experiment; and 3) the implementation of a prototype system called Right-Tool-Right-Time. The main goal is to find out what is in design drawings that a computer program should be able to recognize and support. Experiments were conducted to study the relation between drawing conventions and the design tasks with which they are associated. It was found from the experiments that designers use certain symbols and configurations when thinking about certain design concerns. When thinking about allocating objects or spaces with a required dimensions, designers wrote down numbers beside the drawing to reason xviii about size and to calculate dimensions. When thinking about visual analysis, designers drew sight lines from a view point on a floor plan. Based on the recognition that it is possible to associate symbols and spatial arrangements in a drawing with a designer's intention, or task context, the second goal is to find out whether a computer can be programed to recognize these drawing conventions. Given an inferred intention and context, a program should be able to activate appropriate design tools automatically. For example, concerns about visual analysis can activate a visual simulation program, and number calculations can activate a calculator. The Right- Tool-Right-Time prototype program demonstrates how a freehand sketching system that infers intentions would support the automatic activation of different design tools based on a designers' drawing acts.
series thesis:PhD
email
more http://www.arch.gatech.edu/~ellen/thesis.html
last changed 2004/10/04 07:49

_id ga9916
id ga9916
authors Elzenga, R. Neal and Pontecorvo, Michael S.
year 1999
title Arties: Meta-Design as Evolving Colonies of Artistic Agents
source International Conference on Generative Art
summary Meta-design, the act of designing a system or species of design instead of a design instance, is an important concept in modern design practice and in the generative design paradigm. For meta-design to be a useful tool, the designer must have more formal support for both design species definition/expression and the abstract attributes which the designer is attempting to embody within a design. Arties is an exploration of one possible avenue for supporting meta-design. Arties is an artistic system emphasizing the co-evolution of colonies of Artificial Life design or artistic agents (called arties) and the environment they inhabit. Generative design systems have concentrated on biological genetics metaphors where a population of design instances are evolved directly from a set of ‘parent’ designs in a succession of generations. In Arties, the a-life agent which is evolved, produces the design instance as a byproduct of interacting with its environment. Arties utilize an attraction potential curve as their primary dynamic. They sense the relative attraction of entities in their environment, using multiple sensory channels. Arties then associate an attractiveness score to each entity. This attractiveness score is combined with a 'taste' function built into the artie that is sensitized to that observation channel, entity, and distance by a transfer function. Arties use this attraction to guide decisions and behaviors. A community of arties, with independent evolving attraction criteria can pass collective judgement on each point in an art space. As the Artie moves within this space it modifies the environment in reaction to what it senses. Arties support for Meta-design is in (A) the process of evolving arties, breeding their attraction potential curve parameters using a genetic algorithm and (B) their use of sensory channels to support abstract attributes geometries. Adjustment of these parameters tunes the attraction of the artie along various sensing channels. The multi-agent co-evolution of Arties is one approach to creating a system for supporting meta-design. Arties is part of an on-going exploration of how to support meta-design in computer augmented design systems. Our future work with Arties-like systems will be concerned with applications in areas such as modeling adaptive directives in Architecture, Object Structure Design, spatio-temporal behaviors design (for games and simulations), virtual ambient spaces, and representation and computation of abstract design attributes.
series other
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id 993c
authors Fruchter, Renate
year 1999
title A/E/C Teamwork: A Collaborative Design and Learning Space
source Journal of Computing in Civil Engineering -- October 1999 -- Volume 13, Issue 4, pp. 261-269
summary This paper describes an ongoing effort focused on combined research and curriculum development for multidisciplinary, geographically distributed architecture/engineering/construction (A/E/C) teamwork. Itpresents a model for a distributed A/E/C learning environment and an Internet-based Web-mediated collaboration tool kit. The distributed learning environment includes six universities from Europe, Japan, andthe United States. The tool kit is aimed to assist team members and owners (1) capture and share knowledge and information related to a specific project; (2) navigate through the archived knowledge andinformation; and (3) evaluate and explain the product's performance. The A/E/C course offered at Stanford University acts as a testbed for cutting-edge information technologies and a forum to teach newgenerations of professionals how to team up with practitioners from other disciplines and take advantage of information technology to produce a better, faster, more economical product. The paper presents newassessment metrics to monitor students' cross-disciplinary learning experience and track programmatic changes. The paper concludes with challenges and quandaries regarding the impact of informationtechnologies on team performance and behavior.
series journal paper
last changed 2003/05/15 21:45

_id 3936
authors Geroimenko, Vladimir
year 1999
title Online Photorealistic VR with Interactive Architectural Objects
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 414-417
doi https://doi.org/10.52842/conf.ecaade.1999.414
summary This paper describes how Virtual Reality (VR) technologies can be used for modelling photorealistic environments with interactive and changeable architectural content. This application of VR allows us to create photograph-based panoramic models of real places that include a variety of interactive architectural objects and details. The user is able not only to navigate through a virtual environment (look around, up and down, zoom, jump to another viewpoint or location) but also to change buildings or their architectural details by clicking, moving or rotating. The following types of interactive objects are completely integrated with a virtual environment: 2D image-based objects, 3D image-based objects, 3D VRML-based objects and onscreen world controls. The application can be used effectively for teaching, including distance Internet-based education, project presentations and rapid prototyping. A sample VR environment is presented and some of the key creative and technological issues are discussed.
keywords Virtual Reality Modelling, Architectural Design, Interactive Contents, Photorealistic Environments
series eCAADe
email
last changed 2022/06/07 07:51

_id f3ed
authors Huang, Jeffrey
year 1999
title Project Extranets and Distributed Design: The Value of Internet-Based Media for Design Collaboration
source ACADIA Quarterly, vol. 18, no. 3, pp. 16-18
doi https://doi.org/10.52842/conf.acadia.1999.016.2
summary Internet-based project extranets represent a new generation of CAD tools that has been much talked about in the design professions recently. Many believe they hold considerable promise to change dramatically how design participants collaborate in the AEC industry. Yet we are only beginning to understand the real value that such project extranets provide. Clearly, empirical studies of project extranet usage are needed to illuminate the situation. This paper summarizes the results of an explorative study into the implications of such project extranets on design collaboration.
series ACADIA
email
last changed 2022/06/07 07:50

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