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 624

_id 9a1e
authors Clayton, Mark J. and Vasquez de Velasco, Guillermo
year 1999
title Stumbling, Backtracking, and Leapfrogging: Two Decades of Introductory Architectural Computing
doi https://doi.org/10.52842/conf.ecaade.1999.151
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 151-158
summary Our collective concept of computing and its relevance to architecture has undergone dramatic shifts in emphasis. A review of popular texts from the past reveals the biases and emphases that were current. In the seventies, architectural computing was generally seen as an elective for data processing specialists. In the early eighties, personal computers and commercial CAD systems were widely adopted. Architectural computing diverged from the "batch" world into the "interactive" world. As personal computing matured, introductory architectural computing courses turned away from a foundation in programming toward instruction in CAD software. By the late eighties, Graphic User Interfaces and windowing operating systems had appeared, leading to a profusion of architecturally relevant applications that needed to be addressed in introductory computing. The introduction of desktop 3D modeling in the early nineties led to increased emphasis upon rendering and animation. The past few years have added new emphases, particularly in the area of network communications, the World Wide Web and Virtual Design Studios. On the horizon are topics of electronic commerce and knowledge markets. This paper reviews these past and current trends and presents an outline for an introductory computing course that is relevant to the year 2000.
keywords Computer-Aided Architectural Design, Computer-Aided Design, Computing Education, Introductory Courses
series eCAADe
email
last changed 2022/06/07 07:56

_id 7546
authors Coyne, R.
year 1999
title Technoromanticism - digital narrative, holism, and the romance of the real
source MIT Press
summary It's no secret that contemporary culture romanticizes digital technologies. In books, articles, and movies about virtual community, virtual reality, artificial intelligence, artificial life, and other wonders of the digital age, breathless anticipation of vast and thrilling changes has become a running theme. But as Richard Coyne makes clear in Technoromanticism: Digital Narrative, Holism, and the Romance of the Real, a dense but rewarding piece of academic criticism, we also get romantic about the new technologies in a more rigorous sense of the word. Whether heralding an electronic return to village communalism or celebrating cyberspace as a realm of pure mind, today's utopian thinking about the digital, Coyne argues, essentially replays the 18th- and 19th-century cultural movement called Romanticism, with its powerful yearnings for transcendence and wholeness. And this apparently is not a good thing. Romanticism, like the more sober Enlightenment rationalism against which it rebelled, has outlived its usefulness as a way of understanding the world, Coyne argues. And so he spends the duration of the book bombarding both the romantic and the rationalist tendencies in cyberculture with every weapon in the arsenal of 20th-century critical theory: poststructuralism, Freudianism, postmodern pragmatism, Heideggerian phenomenology, surrealism--Coyne uses each in turn to whack away at conventional wisdoms about digital tech. Whether the conventional wisdoms remain standing at the end is an open question, but Coyne's tour of the contemporary intellectual landscape is a tour de force, and never before has digital technology's place in that landscape been mapped so thoroughly. --
series other
email
last changed 2003/04/23 15:14

_id 1ead
authors Dinand, Munevver Ozgur and Ozersay, Fevzi
year 1999
title CAAD Education under the Lens of Critical Communication Theories and Critical Pedagogy: Towards a Critical Computer Aided Architectural Design Education (CCAADE)
doi https://doi.org/10.52842/conf.ecaade.1999.086
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 86-93
summary Understanding the dominant ethos of our age is imperative but not easy. However it is quite evident that new technologies have altered our times. Every discipline is now forced to be critical in developing new concepts according to the realities of our times. Implementing a critical worldview and consciousness is now more essential than ever. Latest changes in information technology are creating pressure on change both in societal and cultural terms. With its direct relation to these technologies, computer aided architectural design education, is obviously an outstanding / prominent case within contemporary debate. This paper aims to name some critical points related to computer aided architectural design education (CAADE) from the perspective of critical communication studies and critical education theories. It tries to relate these three areas, by introducing their common concepts to each other. In this way, it hopes to open a path for a language of critique. A critique that supports and promotes experimentation, negotiation, creativity, social consciousness and active participation in architectural education in general, and CAADE in specific. It suggests that CAADE might become critical and produce meta-discourses [1 ] in two ways. Firstly, by being critical about the context it exists in, that is to say, its relationships to the existing institutional and social structures and secondly by being critical about the content it handles; in other words by questioning its ideological dimensions. This study considers that analysing the role of CAADE in this scheme can provide architectural education with the opportunity to make healthy projections for the future.
keywords Critical Theories, Critical Pedagogy, Critical CAADE
series eCAADe
email
last changed 2022/06/07 07:55

_id ab9c
authors Kvan, Thomas and Kvan, Erik
year 1999
title Is Design Really Social
source International Journal of Virtual Reality, 4:1
summary There are many who will readily agree with Mitchell's assertion that "the most interesting new directions (for computer-aided design) are suggested by the growing convergence of computation and telecommunication. This allows us to treat designing not just as a technical process... but also as a social process." [Mitchell 1995]. The assumption is that design was a social process until users of computer-aided design systems were distracted into treating it as a merely technical process. Most readers will assume that this convergence must and will lead to increased communication between design participants, that better social interaction leads to be better design. The unspoken assumption appears to be that putting the participants into an environment with maximal communication channels will result in design collaboration. The tools provided, therefore, must permit the best communication and the best social interaction. We see a danger here, a pattern being repeated which may lead us into less than useful activities. As with several (popular) architectural design or modelling systems already available, however, computer system implementations all too often are poor imitations manual systems. For example, few in the field will argue with the statement that the storage of data in layers in a computer-aided drafting system is an dispensable approach. Layers derive from manual overlay drafting technology [Stitt 1984] which was regarded as an advanced (manual) production concept at the time many software engineers were specifying CAD software designs. Early implementations of CAD systems (such as RUCAPS, GDS, Computervision) avoided such data organisation, the software engineers recognising that object-based structures are more flexible, permitting greater control of data editing and display. Layer-based systems, however, are easier to implement in software, more familiar to the user and hence easier to explain, initially easier to use but more limiting for an experienced and thoughtful user, leading in the end to a lesser quality in resultant drawings and significant problems in output control (see Richens [1990], pp. 31-40 for a detailed analysis of such features and constraints). Here then we see the design for architectural software faithfully but inappropriately following manual methods. So too is there a danger of assuming that the best social interaction is that done face-to-face, therefore all collaborative design communications environments must mimic face-to-face.
series journal paper
email
last changed 2003/05/15 10:29

_id ga9914
id ga9914
authors Meogrossi, Piero
year 1999
title The Idea of Rome: The Shape of Utopy
source International Conference on Generative Art
summary After having spent many years in researching about the topographical connections in the city and over the monumental sites and the main architectures of Rome (Palatino, Coliseum, Appia Antica are the areas where he’s working as director of restoring for the Rome Soprintendenza Archeologica) the architect Piero Meogrossi confirms his personal thesis dealing with a strategic oriented direction showing a geomanthic dynamism able to drive the urban growth. A key measure axis used to plan the topography submits the urban shape and the design itself at different ages revealing a virtual matrix whose hidden identity remains astronomically and simbolically characterized by the specific season position of the sun accorded to the dies natalis of Rome, the famous april XXIth connected with the romulean age and the tradictional Squared Rome. Such recognition over the archeological city connects the legendary and historical tales to the main monuments of Rome whose architectonical centers become instrumental knots to control, to accord and to submit to a DNA topographical codex, a symbolical axis-decuimanus by which the romans drive rules of the earth and of the sky (natural perspectives and sundial measures). The utopian reconstruction of the "sun-city plan" has confirmed the quality of the project by Sixtus Vth, the XVIIth century pope who wanted to create, as a new Romulus, a town design able to make comparison with the dynamic shape of the roman antiquities, a "net-city" whose infrastructures (obelisques and streets, etc.) let understood the value of that ancient topographical axis linking each others the center of the optagonal labyrinth to the center of Palatino,to the center of arch of Costantine to the center of Coliseum, to the center of optagonal hall in the golden kingdome by Nero........and further on. Rome, as example of historical town due to the western culture globality, needs to discover and organise those phisical memories,hidden identies whose ancient shape which can yet offer opportunies for the future plans and projects but only if the reality will be pushed by an Utopian vision as the Roman Column 200mt.high,accorded to the shapes upwritten, a Meogrossi’s project winner of the Utopia award in a national competition for the Rome of third millennium.
series other
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id avocaad_2001_09
id avocaad_2001_09
authors Yu-Tung Liu, Yung-Ching Yeh, Sheng-Cheng Shih
year 2001
title Digital Architecture in CAD studio and Internet-based competition
source AVOCAAD - ADDED VALUE OF COMPUTER AIDED ARCHITECTURAL DESIGN, Nys Koenraad, Provoost Tom, Verbeke Johan, Verleye Johan (Eds.), (2001) Hogeschool voor Wetenschap en Kunst - Departement Architectuur Sint-Lucas, Campus Brussel, ISBN 80-76101-05-1
summary Architectural design has been changing because of the vast and creative use of computer in different ways. From the viewpoint of designing itself, computer has been used as drawing tools in the latter phase of design (Mitchell 1977; Coyne et al. 1990), presentation and simulation tools in the middle phase (Liu and Bai 2000), and even critical media which triggers creative thinking in the very early phase (Maher et al. 2000; Liu 1999; Won 1999). All the various roles that computer can play have been adopted in a number of professional design corporations and so-called computer-aided design (CAD) studio in schools worldwide (Kvan 1997, 2000; Cheng 1998). The processes and outcomes of design have been continuously developing to capture the movement of the computer age. However, from the viewpoint of social-cultural theories of architecture, the evolvement of design cannot be achieved solely by designers or design processes. Any new idea of design can be accepted socially, culturally and historically only under one condition: The design outcomes could be reviewed and appreciated by critics in the field at the time of its production (Csikszentmihalyi 1986, 1988; Schon and Wiggins 1992; Liu 2000). In other words, aspects of design production (by designers in different design processes) are as critical as those of design appreciation (by critics in different review processes) in the observation of the future trends of architecture.Nevertheless, in the field of architectural design with computer and Internet, that is, so-called computer-aided design computer-mediated design, or internet-based design, most existing studies pay more attentions to producing design in design processes as mentioned above. Relatively few studies focus on how critics act and how they interact with designers in the review processes. Therefore, this study intends to investigate some evolving phenomena of the interaction between design production and appreciation in the environment of computer and Internet.This paper takes a CAD studio and an Internet-based competition as examples. The CAD studio includes 7 master's students and 2 critics, all from the same countries. The Internet-based competition, held in year 2000, includes 206 designers from 43 counties and 26 critics from 11 countries. 3 students and the 2 critics in the CAD studio are the competition participating designers and critics respectively. The methodological steps are as follows: 1. A qualitative analysis: observation and interview of the 3 participants and 2 reviewers who join both the CAD studio and the competition. The 4 analytical criteria are the kinds of presenting media, the kinds of supportive media (such as verbal and gesture/facial data), stages of the review processes, and interaction between the designer and critics. The behavioral data are acquired by recording the design presentation and dialogue within 3 months. 2. A quantitative analysis: statistical analysis of the detailed reviewing data in the CAD studio and the competition. The four 4 analytical factors are the reviewing time, the number of reviewing of the same project, the comparison between different projects, and grades/comments. 3. Both the qualitative and quantitative data are cross analyzed and discussed, based on the theories of design thinking, design production/appreciation, and the appreciative system (Goodman 1978, 1984).The result of this study indicates that the interaction between design production and appreciation during the review processes could differ significantly. The review processes could be either linear or cyclic due to the influences from the kinds of media, the environmental discrepancies between studio and Internet, as well as cognitive thinking/memory capacity. The design production and appreciation seem to be more linear in CAD studio whereas more cyclic in the Internet environment. This distinction coincides with the complementary observations of designing as a linear process (Jones 1970; Simon 1981) or a cyclic movement (Schon and Wiggins 1992). Some phenomena during the two processes are also illustrated in detail in this paper.This study is merely a starting point of the research in design production and appreciation in the computer and network age. The future direction of investigation is to establish a theoretical model for the interaction between design production and appreciation based on current findings. The model is expected to conduct using revised protocol analysis and interviews. The other future research is to explore how design computing creativity emerge from the process of producing and appreciating.
series AVOCAAD
email
last changed 2005/09/09 10:48

_id avocaad_2001_16
id avocaad_2001_16
authors Yu-Ying Chang, Yu-Tung Liu, Chien-Hui Wong
year 2001
title Some Phenomena of Spatial Characteristics of Cyberspace
source AVOCAAD - ADDED VALUE OF COMPUTER AIDED ARCHITECTURAL DESIGN, Nys Koenraad, Provoost Tom, Verbeke Johan, Verleye Johan (Eds.), (2001) Hogeschool voor Wetenschap en Kunst - Departement Architectuur Sint-Lucas, Campus Brussel, ISBN 80-76101-05-1
summary "Space," which has long been an important concept in architecture (Bloomer & Moore, 1977; Mitchell, 1995, 1999), has attracted interest of researchers from various academic disciplines in recent years (Agnew, 1993; Benko & Strohmayer, 1996; Chang, 1999; Foucault, 1982; Gould, 1998). Researchers from disciplines such as anthropology, geography, sociology, philosophy, and linguistics regard it as the basis of the discussion of various theories in social sciences and humanities (Chen, 1999). On the other hand, since the invention of Internet, Internet users have been experiencing a new and magic "world." According to the definitions in traditional architecture theories, "space" is generated whenever people define a finite void by some physical elements (Zevi, 1985). However, although Internet is a virtual, immense, invisible and intangible world, navigating in it, we can still sense the very presence of ourselves and others in a wonderland. This sense could be testified by our naming of Internet as Cyberspace -- an exotic kind of space. Therefore, as people nowadays rely more and more on the Internet in their daily life, and as more and more architectural scholars and designers begin to invest their efforts in the design of virtual places online (e.g., Maher, 1999; Li & Maher, 2000), we cannot help but ask whether there are indeed sensible spaces in Internet. And if yes, these spaces exist in terms of what forms and created by what ways?To join the current interdisciplinary discussion on the issue of space, and to obtain new definition as well as insightful understanding of "space", this study explores the spatial phenomena in Internet. We hope that our findings would ultimately be also useful for contemporary architectural designers and scholars in their designs in the real world.As a preliminary exploration, the main objective of this study is to discover the elements involved in the creation/construction of Internet spaces and to examine the relationship between human participants and Internet spaces. In addition, this study also attempts to investigate whether participants from different academic disciplines define or experience Internet spaces in different ways, and to find what spatial elements of Internet they emphasize the most.In order to achieve a more comprehensive understanding of the spatial phenomena in Internet and to overcome the subjectivity of the members of the research team, the research design of this study was divided into two stages. At the first stage, we conducted literature review to study existing theories of space (which are based on observations and investigations of the physical world). At the second stage of this study, we recruited 8 Internet regular users to approach this topic from different point of views, and to see whether people with different academic training would define and experience Internet spaces differently.The results of this study reveal that the relationship between human participants and Internet spaces is different from that between human participants and physical spaces. In the physical world, physical elements of space must be established first; it then begins to be regarded as a place after interaction between/among human participants or interaction between human participants and the physical environment. In contrast, in Internet, a sense of place is first created through human interactions (or activities), Internet participants then begin to sense the existence of a space. Therefore, it seems that, among the many spatial elements of Internet we found, "interaction/reciprocity" Ñ either between/among human participants or between human participants and the computer interface Ð seems to be the most crucial element.In addition, another interesting result of this study is that verbal (linguistic) elements could provoke a sense of space in a degree higher than 2D visual representation and no less than 3D visual simulations. Nevertheless, verbal and 3D visual elements seem to work in different ways in terms of cognitive behaviors: Verbal elements provoke visual imagery and other sensory perceptions by "imagining" and then excite personal experiences of space; visual elements, on the other hand, provoke and excite visual experiences of space directly by "mapping".Finally, it was found that participants with different academic training did experience and define space differently. For example, when experiencing and analyzing Internet spaces, architecture designers, the creators of the physical world, emphasize the design of circulation and orientation, while participants with linguistics training focus more on subtle language usage. Visual designers tend to analyze the graphical elements of virtual spaces based on traditional painting theories; industrial designers, on the other hand, tend to treat these spaces as industrial products, emphasizing concept of user-center and the control of the computer interface.The findings of this study seem to add new information to our understanding of virtual space. It would be interesting for future studies to investigate how this information influences architectural designers in their real-world practices in this digital age. In addition, to obtain a fuller picture of Internet space, further research is needed to study the same issue by examining more Internet participants who have no formal linguistics and graphical training.
series AVOCAAD
email
last changed 2005/09/09 10:48

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

_id e719
authors Achten, Henri and Turksma, Arthur
year 1999
title Virtual Reality in Early Design: the Design Studio Experiences
source AVOCAAD Second International Conference [AVOCAAD Conference Proceedings / ISBN 90-76101-02-07] Brussels (Belgium) 8-10 April 1999, pp. 327-335
summary The Design Systems group of the Eindhoven University of Technology started a new kind of design studio teaching. With the use of high-end equipment, students use Virtual Reality from the very start of the design process. Virtual Reality technology up to now was primarily used for giving presentations. We use the same technology in the design process itself by means of reducing the time span in which one gets results in Virtual Reality. The method is based on a very brief cycle of modelling in AutoCAD, assigning materials in 3DStudio Viz, and then making a walkthrough in Virtual Reality in a standard landscape. Due to this cycle, which takes about 15 seconds, the student gets immediate feedback on design decisions which facilitates evaluation of the design in three dimensions much faster than usual. Usually the learning curve of this kind of software is quite steep, but with the use of templates the number of required steps to achieve results is reduced significantly. In this way, the potential of Virtual Reality is not only explored in research projects, but also in education. This paper discusses the general set-up of the design studio and shows how, via short workshops, students acquire knowledge of the cycle in a short time. The paper focuses on the added value of using Virtual Reality technology in this manner: improved spatial reasoning, translation from two-dimensional to three-dimensional representations, and VR feedback on design decisions. It discusses the needs for new design representations in this design environment, and shows how fast feedback in Virtual Reality can improve the spatial design at an early stage of the design process.
series AVOCAAD
email
last changed 2005/09/09 10:48

_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 ga9925
id ga9925
authors Ambrosini, L., Longatti, M. and Miyajima, H.
year 1999
title Time sections, abstract machines
source International Conference on Generative Art
summary conditions a time-spatial discontinuity in the urban grid, ancient walls casually discovered in a substrate of the contemporary town needs a surplus of information to be understood and interfaced with their current condition. diagrams diverse chronological stages of the urban evolution are mapped on the area, in order to read the historical stratifications as a multiplicity of signs; this abstract approach leads to consider the roman space as guided by metrics, a system of measure superimposed on the landscape, vs. medioeval spatial continuity, where more fluid relations between the same urban elements create a completely different pattern.assemblage (time sections) a surface, automatically displaced from the medioeval diagram, moves along the z axis, the historical stratification direction, intersecting in various, unpredictable, manners a series of paths; these paths start as parallels, allowing an undifferentiated access to the area, and mutate along their developing direction, intertweening and blending each other; linear openings are cut on the surface, virtually connecting the two levels by light, following the roman grid in rhythm and measure. Projected on the lateral wall, the cadence of the vertical and horizontal elements becomes a temporal diagram of the design process.movement time takes part into the process through two kinds of movement: the first one, freezed when reaches the best results, in terms of complexity, is given by the surface intersecting the tubular paths; the second one is represented by multiple routes walking on which the project can be experienced (in absence of any objective, fixed, point of view, movement becomes the only way to understand relations). Thresholds between typical architectural categories (such as inside-outside, object-landscape etc.) are blurred in favour of a more supple condition, another kind of continuity (re)appears, as a new media, between the different historical layers of the city.
series other
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id 93a8
authors Anders, P.
year 1999
title Envisioning Cyberspace: Designing 3D Electronic Spaces
source McGraw-Hill, NY
summary Free of the constraints of physical form and limited only by imagination, new environments spring to life daily in a fantastic realm called cyberspace. The creators of this new virtual world may be programmers, designers, architects, even children. In this invigorating exploration of the juncture between cyberspace and the physical world, architect Peter Anders brings together leading-edge cyberspace art and architecture ... inspiring new techniques and technologies ... unexpected unions of reality and virtuality ... and visions of challenges and opportunities as yet unexplored. More than an invitation to tour fantastic realms and examine powerful tools, this book is a hard-eyed look at cyberspace's impact on physical, cultural, and social reality, and the human-centered principles of its design. This is a book that will set designers and architects thinkingNand a work of importance to anyone fascinated with the fast-closing space between the real and the virtual.
series other
email
last changed 2003/04/23 15:14

_id 5cba
authors Anders, Peter
year 1999
title Beyond Y2k: A Look at Acadia's Present and Future
doi https://doi.org/10.52842/conf.acadia.1999.x.o3r
source ACADIA Quarterly, vol. 18, no. 1, p. 10
summary The sky may not be falling, but it sure is getting closer. Where will you when the last three zeros of our millennial odometer click into place? Computer scientists tell us that Y2K will bring the world’s computer infrastructure to its knees. Maybe, maybe not. But it is interesting that Y2K is an issue at all. Speculating on the future is simultaneously a magnifying glass for examining our technologies and a looking glass for what we become through them. "The future" is nothing new. Orwell's vision of totalitarian mass media did come true, if only as Madison Avenue rather than Big Brother. Futureboosters of the '50s were convinced that each garage would house a private airplane by the year 2000. But world citizens of the 60's and 70's feared a nuclear catastrophe that would replace the earth with a smoking crater. Others - perhaps more optimistically -predicted that computers were going to drive all our activities by the year 2000. And, in fact, theymay not be far off... The year 2000 is symbolic marker, a point of reflection and assessment. And - as this date is approaching rapidly - this may be a good time to come to grips with who we are and where we want to be.
series ACADIA
email
last changed 2022/06/07 07:49

_id becb
authors Anders, Peter
year 1999
title Electronic Extension: Some implications of cyberspace for the practice of architecture
doi https://doi.org/10.52842/conf.acadia.1999.276
source Media and Design Process [ACADIA ‘99 / ISBN 1-880250-08-X] Salt Lake City 29-31 October 1999, pp. 276-289
summary This white-paper builds upon previous research to present hybrids of electronic and physical spaces as extensions of current design practice. It poses an hypothetical project - a hybrid of physical and cyberspaces - to be developed through an extrapolation of current architectural practice by fully exploiting new information technologies. The hybrid's attributes not only affect the scope of development but the very activities of the design team and client during - and after - deployment. The entire life cycle of the project is affected by its dual material and media presence. The paper concludes by discussing the effect the hybrid - here called a "cybrid" - on the occupant, and its local and global communities. It reviews the economics, administration, marketing, operation, flexibility, and extension of the project to assess its effects on these scales. The conclusions are provisional owing to the youth of the technologies. However, in laying out these issues, the author hopes to begin a discussion on effects computation will have on our built environment.
series ACADIA
email
last changed 2022/06/07 07:54

_id b73a
authors Angelo,C.V., Bins Ely, V.H.M., Bueno,A.P., Ludvig C. and Trezub, D.
year 1999
title Space Syntax and the New Transportation System in the Santa Catarina Island
source III Congreso Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings] Montevideo (Uruguay) September 29th - October 1st 1999, pp. 434-437
summary The paper reports an on-going research that aims at describing and analysing some of the syntactic characteristics of the urban space of Santa Catarina Island, in an attempt to evaluate its performance, more specifically its social and spatial integration and segregation. The research has been conducted with the aid of the Aximagic software, still in exam stage and not yet released to the public, a tool being developed by a group of researches of the Rio Grande do Sul Federal University and given up by Prof. Doctor Benamy Turkienicz. The software is part of a larger georeferenced program called CityZoom wich includes others tools to the comprehention of the urban morphology. This program works with graphic pictures in the inlet of data and also in the acquisition of results. The syntactic study of the Santa Catarina Island as a whole aims to obtain the comprehension of its global structure, relating it to the integrated public transportation system proposed to Florianópolis. These studies should allow an understanding of the impact the developments will have upon the urban morphology, and the new public transportation system.
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 2c4a
authors Aroztegui, Carmen
year 1999
title The Architect's Use of the Internet - Study of the Architectural Presentation Possibilities
source III Congreso Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings] Montevideo (Uruguay) September 29th - October 1st 1999, pp. 363-368
summary The Internet media is opening new horizons in communication and representation in architecture. However, its use today is superficial, limited, and without creativity. This study will explore theories, methods and examples of how the virtual space of the Internet can be used in its full potential. That means to present ways of observing, understanding, interacting, and communicating the space without precedents in architecture. The existent presentations made by architects in the Internet are in general poor and static. Through the comparative analysis of two presentations of the same architectural space in the Internet and the use of state of the art technology in the Internet, this study will show innovations that will make the exploration of the architectural space more attractive, dynamic and interactive. The main issues will be on one hand, the improvement in the communication of the design through the use of the Internet, and on the other hand, the rise of the standards in the quality of the architectural presentations. This work will project possible implications of the Internet in architecture.
series SIGRADI
email
last changed 2016/03/10 09:47

_id a35a
authors Arponen, Matti
year 2002
title From 2D Base Map To 3D City Model
source UMDS '02 Proceedings, Prague (Czech Republic) 2-4 October 2002, I.17-I.28
summary Since 1997 Helsinki City Survey Division has proceeded in experimenting and in developing the methods for converting and supplementing current digital 2D base maps in the scale 1:500 to a 3D city model. Actually since 1986 project areas have been produced in 3D for city planning and construction projects, but working with the whole map database started in 1997 because of customer demands and competitive 3D projects. 3D map database needs new data modelling and structures, map update processes need new working orders and the draftsmen need to learn a new profession; the 3D modeller. Laser-scanning and digital photogrammetry have been used in collecting 3D information on the map objects. During the years 1999-2000 laser-scanning experiments covering 45 km2 have been carried out utilizing the Swedish TopEye system. Simultaneous digital photography produces material for orto photo mosaics. These have been applied in mapping out dated map features and in vectorizing 3D buildings manually, semi automatically and automatically. In modelling we use TerraScan, TerraPhoto and TerraModeler sw, which are developed in Finland. The 3D city model project is at the same time partially a software development project. An accuracy and feasibility study was also completed and will be shortly presented. The three scales of 3D models are also presented in this paper. Some new 3D products and some usage of 3D city models in practice will be demonstrated in the actual presentation.
keywords 3D City modeling
series other
email
more www.udms.net
last changed 2003/11/21 15:16

_id 1071
authors Asanowicz, Aleksander
year 1999
title Evolution of Computer Aided Design: Three Generations of CAD
doi https://doi.org/10.52842/conf.ecaade.1999.094
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 94-100
summary This paper describes the three generations of CAD systems. The first generation of (primarily analytical) computer programmes really aided designing. These programmes were the tools for finding a functional solution in different areas of designing, from flat plans to the space organisation of a hospital. One of the shortcomings of these programmes was the lack of graphic interface. With time, however, this kind of interface was developed. As a result of this second generation of CAD systems the computer was transformed into a drafting machine and CAD meant Computer Aided Drafting. The main thesis of this consideration is that only now we have the chance to return to the idea of Computer Aided Design. One of the examples of these trends is the AVOCAAD programme in which Added Value of CAAD is analysed. The development of the third generation of CAD systems will be possible in the near future. Aiding the process of designing will demand the elaboration of new methods of using the computer at the early stages of this process. The computer should be used not for generating variants of functional solutions only but for also for the creation of 3D forms by 3D sketching. For this, the computer should be transformed from a tool into a medium; only then will designing become true Designing in Cyber Space.
keywords Generations of CAAD, Design Process, Creation, Medium
series eCAADe
email
last changed 2022/06/07 07:54

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