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 62

_id 9aaf
authors Burrow, Andrew and Woodbury, Robert
year 1999
title Pi-Resolution in Design Space Exploration
source Proceedings of the Eighth International Conference on Computer Aided Architectural Design Futures [ISBN 0-7923-8536-5] Atlanta, 7-8 June 1999, pp. 291-308
summary In studying the phenomenon of design we use models to envision mechanisms by which computers might support design. In one such model we understand design as guided movement through a space of possibilities. Design space explorers embody this model as mixed-initiative environments in which designers engage in exploration via human computer interaction. Constraint resolution provides a formal framework for interaction in design space explorers. Rather than directly providing solutions to design problems, constraint resolution provides a mechanism for organizing construction. Therefore, we are less interested in the set of solutions to a constraint problem than the process by which intermediate steps are generated. Pi-resolution is one such mechanism applicable to design space explorers. It describes the solution, by recursive enumeration, of feature structure type constraints. During pi-resolution, satisfiers are constructed by the application of type constraints drawn from an inheritance hierarchy. This constructive process provides a strong model for design space exploration. The constraint solver does not do the work of the designer, but rather design efforts are situated in, and organized by, constraint resolution. Therefore, the efficiency of the recursive enumeration in finding solutions is not an issue, since non-determinism in the search is resolved by the human user as design space exploration.
keywords Design Space Explorers, Typed Feature Structures, Functional Decomposition, Mixed Initiative
series CAAD Futures
email
last changed 2006/11/07 07:22

_id c0c4
authors Smith, Timothy M.
year 1999
title Suisse Telekom Headquarters Norton, Virginia
doi https://doi.org/10.52842/conf.acadia.1999.x.v8t
source ACADIA Quarterly, vol. 18, no. 3, p. 6
summary The design problem called for a mixed-use facility housing a bookstore, a secure telecommunications relay facility with training and conference areas, and a private employee fitness center. The site is at the end of the main street in Norton just off the main highway, and is where a four-story hotel project was abandoned twenty years prior. The structural steel frame for the hotel was erected and construction halted at this stage, leaving the skeletal frame and an empty lot at the end of the axis of the main street in Norton. Norton began as a coalmining town but has recently gained attention as a telecommunications hub after a national telecommunications firm located their TDD headquarters in Norton, making use of the fiber optic lines available in the area.
series ACADIA
email
last changed 2022/06/07 07:49

_id 76ff
authors Sorby, S.A.
year 1999
title Developing 3-D Spatial Visualization Skills
source Engineering Design Graphics Journal, vol. 63, no. 2 (Spring): 21-32
summary This article brings up the point that 3-D spatial visualization skills are vital to graphics education. Instructors of graphics education, even though they have highly advanced spatial skills, rarely have the proper training on what spatial skills are or how the development of spatial skills takes place. As a result one must try to have a better understanding of spatial abilities. There are many interpretations as to what spatial skills really are and there is in therefore no one universal definition. As a way to better understand spatial abilities, Maier places them into five categories. The categories are spatial perception, spatial visualization, mental rotations, spatial rotations, and spatial orientation. These categories are vast. As a result of their vastness many of the categories overlap. Another step towards better understanding spatial skills involves differentiating how spatial skills are used while completing a task. Tartre makes a classification for how spatial skills are used while performing a task. The spatial skills are either used as spatial visualization that involves mentally moving the object, or as spatial orientation, which involves mentally moving the object. If the task involves spatial visualization then mental rotation can take place, which involves the entire object, or mental transformation can occur, which only involves part of an object. Visual thinking is a way to understand spatial skills. McKim offers the viewpoint that visual thinking occurs by three kinds of imagery. They are what one sees, what one can imagine, and what one can draw. All of these images interact with one another. Spatial skills are developed primarily in three different stages. This can be see be Piaget's theory on development. In the first stage, two dimensional, topological, skills are acquired. In the second stage, an understanding of 3-D objects, projective skills, from different viewpoints is achieved. Finally in the third stage, there is an understanding of area, volume, distance, translation, rotation and reflection, which is combined with projective skills. Spatial skills are evaluated in a variety of ways. There are tests that assess a person's projective skill level. Examples of these would be the Mental Cutting Test and the Differential Aptitude Test: Spatial Relation. Other tests assess mental rotation. Examples of mental rotation tests are the Purdue Spatial Visualization Test and the Mental Rotation Test. Results of these evaluations show mixed results as to whether there are gender differences in spatial skills. In order to enhance spatial skills, one must not only work with 3-D images, but they must also use concrete models and sketching. Overall I thought this article was very informative. It presented the information in a clear and concise manner. I summarized the information that I thought was especially useful for this class. The article really made me think how important it is not only to have spatial skills, but also to have an understanding of them.
series journal paper
last changed 2003/04/23 15:14

_id cf2009_poster_19
id cf2009_poster_19
authors Wang, Wie; Xiangyu Wang and (Irene) Rui Chen
year 2009
title Spatial Faithful Display Groupware For Remote Design Collaboration
source T. Tidafi and T. Dorta (eds) Joining Languages Cultures and Visions: CAADFutures 2009 CD-Rom
summary Traditional remote collaboration technologies and platforms are found restrained and cumbersome for supporting geographically dispersed design activities. Based on Single Display Groupware (SDG) (Stewart, Bederson, and Druin, 1999) and Mixed Presence Groupware (MPG) (Tang, Boyle, Greenberg, 2004), a Spatial Faithful Groupware is presented in this paper to address some issues in remote collaboration. This paper discusses some of these limitations and argues how these limitations could possibly impair efficient communication among designers.
keywords Groupware, remote collaboration, spatial faithfulness
series CAAD Futures
type poster
last changed 2009/07/08 22:12

_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
doi https://doi.org/10.52842/conf.ecaade.1999.374
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 374-382
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 37d1
authors Corona Martíne, Alfonso and Vigo, Libertad
year 1999
title Before the Digital Design Studio
source III Congreso Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings] Montevideo (Uruguay) September 29th - October 1st 1999, pp. 247-252
summary This paper contains some observations which derive from our work as Studio Professors . In the last years, studios are in a transition phase with the progressive introduction of computers in later stages of the design process. The initiative generally belongs to students rather than to studio masters, since the former are aware that a knowledge of CAD systems will make them able to get work in architects offices. It is the first few Studios that will guide the student in forming a conception of what is architecture . Therefore, we have observer more attentively the way in which he establishes his first competence as a designer. We believe it is useful to clarify design training before we can integrate computers into it. The ways we all learn to design and which we transmit in the Studio were obviously created a long time ago, when Architecture became a subject taught in Schools, no longer a craft to be acquired under a master. The conception of architecture that the student forms in his mind is largely dependent on a long tradition of Beaux-Arts training which survives (under different forms) in Modern Architecture. The methods he or she acquires will become the basis of his creative design process also in professional life. Computer programmes are designed to adapt into the stages of this design process simply as time saving tools. We are interested in finding out how they can become an active part in the creative process and how to control this integration in teaching. Therefore, our work deals mainly with the tradition of the Studio and the conditioning it produces. The next step will be to explore the possiblities and restrictions that will inevitably issue from the introduction of new media.
series SIGRADI
email
last changed 2016/03/10 09:49

_id 161c
authors Juroszek, Steven P.
year 1999
title Access, Instruction, Application: Towards a Universal Lab
doi https://doi.org/10.52842/conf.ecaade.1999.141
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 141-150
summary In January 1998, the Montana State University School of Architecture embarked upon an initiative to successfully integrate computer technology into its design curriculum. At that time only a handful of student computers could be found in the design studio. By January 1999 over 95 students have and use computers in their courses. The increase in computer access and use is occurring through a five-phase initiative called the Universal Lab-a school-wide commitment to the full integration of computer technology into all design studios, support courses and architectural electives. The Universal Lab uses the areas of Access, Instruction and Application as the vehicles for appropriate placement and usage of digital concepts within the curriculum. The three-pronged approach allows each instructor to integrate technology using one, two or all three areas with varying degrees of intensity. This paper presents the current status of the Universal Lab-Phase I and Phase II-and describes the effect of this program on student work, course design and faculty instruction.
keywords Design, Access, Instruction, Application, Integration
series eCAADe
email
last changed 2022/06/07 07:52

_id maver_086
id maver_086
authors Maver, T.W.
year 1996
title A Tale of Three Cities
source VR News. Proceedings of Virtual Heritage Conference 1995 (Bath [UK], Nov 22)
summary The ABACUS Group has been active for some years in the use of computer graphics and multimedia to represent past, present and future buildings in both urban and rural settings. The three cities discussed during the presentation are Split, in former Yugoslavia - a graphical account of the development of Split from its origin in the Diocletian Palace of the Venetian Empire up to the present day; Edinburgh - a multimedia interface to a large-scale three dimensional computer model of Edinburgh Old Town; and Glasgow - Virtual City developments in the run up to the City of Architecture and Design celebrations in 1999. The presentation concludes with a report on the IMAGEA project - an international initiative to construct an Interactive Multimedia Archive of Great European Architecture.
series other
type normal paper
email
last changed 2006/09/11 07:29

_id 0e00
authors Vásquez de Velasco, Guillermo P.
year 1999
title La Red Digital de Investigación ""Las Américas"": Una herramienta de colaboración (The Digital Research Network "Las Américas": A Tool for Collaboration)
source III Congreso Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings] Montevideo (Uruguay) September 29th - October 1st 1999, pp. 384-388
summary In 1998, thanks to the support of the Program to Enhance Scholarly and Creative Activities of Texas A&M University, the author was able to establish a digital research network that promotes and coordinates collaborative research and development projects at inter-continental level. The original objective was to establish a network of 5 schools of Architecture. This objective was largely surpassed. At the time of editing this paper, the Las Américas Digital Research Network brings together 17 schools of Architecture (from Canada to Argentina). See http://taz.tamu.edu/~americas/ In this collaborative framework, we have been able to identify a number of research and development opportunities. This paper reports on some of the on-going initiatives of the network, namely: a) The Las Americas Virtual Design Studio, b) The Las Americas Virtual Gallery of Visual Arts, c) The Las Americas Research Journal "Archi-Forum" and, d) The Las Americas Curriculum Harmonization Initiative. In addition to a report on current activities, this paper aims to promote new initiatives and identify potential sources of research & development funding. The paper ends with conclusions and a call for widespread participation.
series SIGRADI
email
last changed 2016/03/10 10:02

_id e78e
authors Anders, Peter
year 1999
title Anthropic Cyberspace: Defining Eletronic Space from First Principles
source III Congreso Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings] Montevideo (Uruguay) September 29th - October 1st 1999, pp. 56-62
summary This paper proposes principles for the design of human-centered, anthropic cyberspaces. Starting with a brief examination of our cognitive use of space, it suggests that we address cyberspace as an extension of our mental space. The paper procedes with twelve concepts based on scientific and cultural observations with respect to individual cognition and social interaction. These concepts are general - not specific to any culture or technology in the accompanying arguments the author expands on these concepts illustrating them with examples taken from conventional and electronic media, space and cyberspace the author hopes with these conjectures to begin a discussion on the anthropology of space and its emulation.
keywords Cognition, Cyberspace, Design, Internet, Simulation, Space
series SIGRADI
email
last changed 2016/03/10 09:47

_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 ga9926
id ga9926
authors Antonini, Riccardo
year 1999
title Let's Improvise Together
source International Conference on Generative Art
summary The creators of ‘Let's-Improvise-Together’ adhere to the idea that while there is a multitude of online games now available in cyberspace, it appears that relatively few are focused on providing a positive, friendly and productive experience for the user. Producing this kind of experience is one the goals of our Amusement Project.To this end, the creation of ‘Let's Improvise Together’ has been guided by dedication to the importance of three themes:* the importance of cooperation,* the importance of creativity, and* the importance of emotion.Description of the GameThe avatar arrives in a certain area where there are many sound-blocks/objects. Or he may add sound "property" to existing ones. He can add new objects at will. Each object may represents a different sound, they do not have to though. The avatar walks around and chooses which objects he likes. Makes copies of these and add sounds or change the sounds on existing ones, then with all of the sound-blocks combined make his personalized "instrument". Now any player can make sounds on the instrument by approaching or bumping into a sound-block. The way that the avatar makes sounds on the instrument can vary. At the end of the improvising session, the ‘composition’ will be saved on the instrument site, along with the personalized instrument. In this way, each user of the Amusement Center will leave behind him a unique instrumental creation, that others who visit the Center later will be able to play on and listen to. The fully creative experience of making a new instrument can be obtained connecting to Active Worlds world ‘Amuse’ and ‘Amuse2’.Animated colorful sounding objects can be assembled by the user in the Virtual Environment as a sort of sounding instrument. We refrain here deliberately from using the word musical instrument, because the level of control we have on the sound in terms of rythm and melody, among other parameters, is very limited. It resembles instead, very closely, to the primitive instruments used by humans in some civilizations or to the experience made by children making sound out of ordinary objects. The dimension of cooperation is of paramount importance in the process of building and using the virtual sounding instrument. The instrument can be built on ones own effort but preferably by a team of cooperating users. The cooperation has as an important corolary: the sharing of the experience. The shared experience finds its permanence in the collective memory of the sounding instruments built. The sounding instrument can be seen also as a virtual sculpture, indeed this sculpture is a multimedial one. The objects have properties that ranges from video animation to sound to virtual physical properties like solidity. The role of the user representation in the Virtual World, called avatar, is important because it conveys, among other things, the user’s emotions. It is worth pointing out that the Avatar has no emotions on its own but it simply expresses the emotions of the user behind it. In a way it could be considered a sort of actor performing the script that the user gives it in real-time while playing.The other important element of the integration is related to the memory of the experience left by the user into the Virtual World. The new layout is explored and experienced. The layout is a permanent editable memory. The generative aspects of Let's improvise together are the following.The multi-media virtual sculpture left behind any participating avatar is not the creation of a single author/artist. The outcome of the sinergic interaction of various authors is not deterministic, nor predictable. The authors can indeed use generative algorythm in order to create the texture to be used on the objects. Usually, in our experience, the visitors of the Amuse worlds use shareware programs in order to generate their texture. In most cases the shareware programs are simple fractals generators. In principle, it is possible to generate also the shape of the object in a generative way. Taking into account the usual audience of our world, we expected visitors to use very simple algorythm that could generate shapes as .rwx files. Indeed, noone has attempted to do so insofar. As far as the music is concerned, the availability of shareware programs that allow simple generation of sounds sequences has made possible, for some users, to generate sounds sequences to be put in our world. In conclusion, the Let's improvise section of the Amuse worlds could be open for experimentation on generative art as a very simple entry point platform. We will be very happy to help anybody that for educational purposes would try to use our platform in order to create and exhibit generative forms of art.
series other
email
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id d423
authors Arvin, Scott A. and House, Donald H.
year 1999
title Making Designs Come Alive: Using Physically Based Modeling Techniques in Space Layout Planning
source Proceedings of the Eighth International Conference on Computer Aided Architectural Design Futures [ISBN 0-7923-8536-5] Atlanta, 7-8 June 1999, pp. 245-262
summary This paper introduces the concept of responsive design. It elaborates this concept as an approach to free form, adaptable, automated design applying physically based modeling techniques to the design process. Our approach attempts to bridge the gap between totally automated design and the free form brainstorming designers normally employ. We do this by automating the initial placement and sizing of design elements, with an interactive engine that appears alive and highly responsive. We present a method for applying these techniques to architectural space layout planning, and preliminary implementation details for a prototype system for developing rectangular, two-dimensional, single- story floor plans.
keywords Physically Based Space Layout, Physically Based Design, Responsive Design, Space Layout Planning, Computer-aided Design, Human-computer Interaction
series CAAD Futures
email
last changed 2006/11/07 07:22

_id ca13
authors Bermúdez, Julio and King, Kevin
year 1999
title Media Interaction in the Design Proces
source III Congreso Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings] Montevideo (Uruguay) September 29th - October 1st 1999, pp. 35-44
summary Integrating computers in architectural design means to negotiate between centuries-old analog design methods and the new digital systems of production. The difficulty lies in the underdeveloped state of the necessary methods, techniques, and theories to relate traditional and new media. Recent investigations on the use of multiple iterations between manual and electronic systems to advance architectural work show promising results. However, these experiments have not yet either developed a theoretical base that connects their procedures to a larger conceptual framework nor been sufficiently cross-referenced and third party tested to conform a reliable knowledge base.
series SIGRADI
email
last changed 2016/03/10 09:47

_id f11d
authors Brown, K. and Petersen, D.
year 1999
title Ready-to-Run Java 3D
source Wiley Computer Publishing
summary Written for the intermediate Java programmer and Web site designer, Ready-to-Run Java 3D provides sample Java applets and code using Sun's new Java 3D API. This book provides a worthy jump-start for Java 3D that goes well beyond the documentation provided by Sun. Coverage includes downloading the Java 2 plug-in (needed by Java 3D) and basic Java 3D classes for storing shapes, matrices, and scenes. A listing of all Java 3D classes shows off its considerable richness. Generally, this book tries to cover basic 3D concepts and how they are implemented in Java 3D. (It assumes a certain knowledge of math, particularly with matrices, which are a staple of 3D graphics). Well-commented source code is printed throughout (though there is little additional commentary). An applet for orbiting planets provides an entertaining demonstration of transforming objects onscreen. You'll learn to add processing for fog effects and texture mapping and get material on 3D sound effects and several public domain tools for working with 3D artwork (including converting VRML [Virtual Reality Markup Language] files for use with Java 3D). In all, this book largely succeeds at being accessible for HTML designers while being useful to Java programmers. With Java 3D, Sun is betting that 3D graphics shouldn't require a degree in computer science. This book reflects that philosophy, though advanced Java developers will probably want more detail on this exciting new graphics package. --Richard Dragan Topics covered: Individual applets for morphing, translation, rotation, and scaling; support for light and transparency; adding motion and interaction to 3D objects (with Java 3D classes for behaviors and interpolators); and Java 3D classes used for event handling.
series other
last changed 2003/04/23 15:14

_id 3017
authors Carson, J. and Clark, A.
year 1999
title Multicast Shared Virtual Worlds Using VRML 97
source Proceedings of VRML 99 Fourth Symposium on the Virtual Reality Modeling language, The Association for Computing Machinery, Inc. New York, pp. 133-140
summary This paper describes a system for authoring and executing shared virtual worlds within existing VRML97 viewers such as Cosmo Player. As VRML97 does not contain any direct support for the construction of virtual worlds containing multiple users extensions are presented to provide support for shared behaviours, avatars and objects that can be manipulated and carried by participants in the world; these extensions are pre-processed into standard VRML97 and Java. A system infrastructure is described which allows worlds to be authored and executed within the context of the World Wide Web and the MBone. CR Categories and Subject Descriptors: C.2.2 [Computer Communication Networks]: Network Protocols - Applications; C.2.4 [Computer Communication Networks]: Distributed Sys- tems - Distributed Applications; H.5.1 [Information Interfaces and Presentation] Multimedia Information Systems - Artificial, Aug- mented and Virtual Realities; 1.3.2 [Computer Graphics]: Graphics Systems - Distributed/network graphics: 1.3.6 [Computer Graph- ics]: Methodology and Techniques - Interaction Techniques; 1.3.7 [Computer Graphics]: Three Dimensional Graphics and Realism - Virtual Reality.
series other
last changed 2003/04/23 15:50

_id 5bce
authors Ceccato, Cristiano
year 1999
title Evolutionary Design Tools for Mass-Customisation
source III Congreso Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings] Montevideo (Uruguay) September 29th - October 1st 1999, pp. 152-156
summary This paper describes an instance of the author’s ongoing research in the field of Generative Design. The work is based on the premise that computer-aided design (CAD) should evolve beyond its current limitation of one-way interaction, and become a dynamic, intelligent, multi-user environment that encourages creativity and actively supports the evolution of individual, mass-customised designs which exhibit common features. The understanding of fundamental shape-forming processes in nature inspires us to move beyond the existing CAD paradigms and re-examine the way we can benefit from the computers in design. We can use this knowledge to create a new generation of computer-based design tools which use evolutionary search algorithms to generate create a common family of individual designs optimised according to particular criteria, while supporting our design intuition. The author explores this idea by illustrating a research project between the Hong Kong Polytechnic University and Deakin University (Australia). The project implements a multi-user oriented design tool for evolutionary design, which was tailored to produce a simple object such as door handle. The paper first gives a short historical and philosophical to the work, then describes the technical and algorithmic requirements, and implementation of the system. It concludes by describing an experiment in which the system was used on a "live" test group of people to generate individual, mass-customised designs.
series SIGRADI
email
last changed 2016/03/10 09:48

_id e8dc
authors Chase, Scott C.
year 1999
title Issues for User Interaction Models: Grammar Based Design:
doi https://doi.org/10.52842/conf.acadia.1999.198
source Media and Design Process [ACADIA ‘99 / ISBN 1-880250-08-X] Salt Lake City 29-31 October 1999, pp. 198-210
summary Grammar based production systems are considered potentially powerful design tools by their ability to generate sets of designs adhering to user specified constraints. However, development of such tools has been slow, partly because of the lack of good interaction between user and system. This paper describes modes of user interaction and control possible with grammar based design systems and presents issues to be examined in the development of models that represent the locus of interactions possible with such systems. The examination of existing grammar based systems provides empirical evidence to support the validity of such models.
series ACADIA
email
last changed 2022/06/07 07:55

_id 5a10
authors Cheng, Nancy Yen-Wen
year 1999
title Playing with Digital Media: Enlivening Computer Graphics Teaching
doi https://doi.org/10.52842/conf.acadia.1999.096
source Media and Design Process [ACADIA ‘99 / ISBN 1-880250-08-X] Salt Lake City 29-31 October 1999, pp. 96-109
summary Are there better ways of getting a student to learn? Getting students to play at learning can encourage comprehension by engaging their attention. Rather than having students' fascination with video games and entertainment limited to competing against learning, we can direct this interest towards learning computer graphics. We hypothesize that topics having a recreational component increase the learning curve for digital media instruction. To test this, we have offered design media projects with a playful element as a counterpart to more step-by-step descriptive exercises. Four kinds of problems, increasing in difficulty, are discussed in the context of computer aided architectural design education: 1) geometry play, 2) kit of parts, 3) dreams from childhood and 4) transformations. The problems engage the students in different ways: through playing with form, by capturing their imagination and by encouraging interaction. Each type of problem exercises specific design skills while providing practice with geometric modeling and rendering. The problems are sequenced from most constrained to most free, providing achievable milestones with focused objectives. Compared to descriptive assignments and more serious architectural problems, these design-oriented exercises invite experimentation by lowering risk, and neutralize stylistic questions by taking design out of the traditional architectural context. Used in conjunction with the modeling of case studies, they engage a wide range of students by addressing different kinds of issues. From examining the results of the student work, we conclude that play as a theme encourages greater degree of participation and comprehension.
series ACADIA
email
last changed 2022/06/07 07:55

_id 5716
authors Cohen Egler, Tamara Tania
year 1999
title Cyberspace: New Forms of Social Interaction
source III Congreso Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings] Montevideo (Uruguay) September 29th - October 1st 1999, pp. 253-258
summary The cyberspace becomes into news forms of communication that transform and expand interaction among men. The objective of our reflection is to understand how space-time relations are changed by the new technologies of communication and information. The starting point of this analysis is the historic dimension of production, interaction and appropriation of space-time processes, proceeding in the se of solving their contemporary forms defined by the growing technology of daily life. It is possible to notice how communication expands the interaction among companies, institutions and society because processes and procedures are publicized, reducing the disorder and uncertain. It is a way of making social complexities more accessible, more clear, being easier read by individuals so they are able to lead with the complex of opportunities and responsibilities that compound the social system. The fundamental constitution of cybernetic spaces is on its capacity of make accessible the processes of communication and information which expand the interaction eliminating intermediaries. The condition of material localization dissolves itself to give place tommunicative interaction. The essential of the question can be stated in the theory that explains that social practices are the result of a cognitive system. That statement send us to the heart of analysis over the importance of comprehending as a moment that precede the action. When societies can be read through a union of knowledge condensed all along their social and cultural development. The development of new technologies of communication and information make nations capable to produce, accumulate diffuse knowledge, conducting to an action of intelligent individuals who write the social development.
series SIGRADI
email
last changed 2016/03/10 09:49

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