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 24

_id ga0012
id ga0012
authors Galanter, Philip
year 2000
title GA2: a Programming Environment for Abstract Generative Fine Art
source International Conference on Generative Art
summary Fine artists looking to use computers to create generative works, especially those artists inclined towards abstraction, often face an uncomfortable choice in the selection of software tools. On the one hand there are a number of commercial and shareware programs available which implement a few techniques in an easy to use GUI environment. Unfortunately such programs often impose a certain look or style and are not terribly versatile or expressive. The other choice seems to be writing code from scratch, in a language such as c or Java. This can be very time consuming as every new work seems to demand a new program, and the artist's ability to write code can seldom keep pace with his ability to imagine new visual ideas. This paper describes a software system created by the author called GA2 which has been implemented in the Matlab software environment. By layering GA2 over Matlab the artist can take advantage of a very mature programming environment which includes extensive mathematical libraries, simple graphics routines, GUI construction tools, built-in help facilities, and command line, batch mode, and GUI modes of interaction. In addition, GA2 is very portable and can run on Macintosh, Windows, and Unix systems with almost no incremental effort for multi-platform support. GA2 is a work in progress and an extension of the completed GA1 environment. It is medium independent, and can be used for all manner of image, animation, and sound production. GA1 includes a complete set of genetic algorithm operations for breeding families of graphical marks, a database function for managing and recalling various genes, a set of statistical operations for creating various distributions of marks on a canvas or animation frame, a unique Markov-chain-likeoperator for generating families of visually similar lines or paths, and a complete L-system implementation. GA2 extends GA1 by adding more generative techniques such as tiling and symmetry operations, Thom's cusp catastrophe, and mechanisms inspired by complexity science notions such as cellular automata, fractals, artificial life, and chaos. All of these techniques are encapulated in genetic representations. This paper is supplemented with examples from the authors art work, and comments on the philosophy behind this method of working, and its relation towards the reinvigoration of abstraction after post-modernism.  
series other
email
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id 326c
authors Hirschberg, U., Gramazio, F., H¾ger, K., Liaropoulos Legendre, G., Milano, M. and Stöger, B.
year 2000
title EventSpaces. A Multi-Author Game And Design Environment
doi https://doi.org/10.52842/conf.ecaade.2000.065
source Promise and Reality: State of the Art versus State of Practice in Computing for the Design and Planning Process [18th eCAADe Conference Proceedings / ISBN 0-9523687-6-5] Weimar (Germany) 22-24 June 2000, pp. 65-72
summary EventSpaces is a web-based collaborative teaching environment we developed for our elective CAAD course. Its goal is to let the students collectively design a prototypical application - the EventSpaces.Game. The work students do to produce this game and the process of how they interact is actually a game in its own right. It is a process that is enabled by the EventSpaces.System, which combines work, learning, competition and play in a shared virtual environment. The EventSpaces.System allows students to criticize, evaluate, and rate each otherÕs contributions, thereby distributing the authorship credits of the game. The content of the game is therefore created in a collaborative as well as competitive manner. In the EventSpaces.System, the students form a community that shares a common interest in the development of the EventSpaces.Game. At the same time they are competing to secure as much credit as possible for themselves. This playful incentive in turn helps to improve the overall quality of the EventSpaces.Game, which is in the interest of all authors. This whole, rather intricate functionality, which also includes a messaging system for all EventSpaces activities, is achieved by means of a database driven online working environment that manages and displays all works produced. It preserves and showcases each authorÕs contributions in relation to the whole and allows for the emergence of coherence from the multiplicity of solutions. This Paper first presents the motivation for the project and gives a short technical summary of how the project was implemented. Then it describes the nature of the exercises and discusses possible implications that this approach to collaboration and teaching might have.
series eCAADe
email
more http://www.uni-weimar.de/ecaade/
last changed 2022/06/07 07:50

_id 0898
authors Chastain, Thomas and Elliott, Ame
year 2000
title Cultivating design competence: online support for beginning design studio
source Automation in Construction 9 (1) (2000) pp. 83-91
summary A primary lesson of a beginning design studio is the development of a fundamental design competence. This entails acquiring skills of integration, projection, exploration, as well as critical thinking––forming the basis of thinking "like a designer". Plaguing the beginning architectural design student as she develops this competence are three typical problems: a lagging visual intelligence, a linking of originality with creativity, and the belief that design is an act of an individual author instead of a collaborative activity. We believe that computation support for design learning has particular attributes for helping students overcome these problems. These attributes include its inherent qualities for visualization, for explicitness, and for sharing. This paper describes five interactive multi-media exercises exploiting these attributes which were developed to support a beginning design studio. The paper also reports how they have been integrated into the course curriculum.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:22

_id 34f7
authors Ehrhardt, Mark A. and Gross, Mark D.
year 2000
title Place Based Web Resources for Historic Buildings
doi https://doi.org/10.52842/conf.ecaade.2000.177
source Promise and Reality: State of the Art versus State of Practice in Computing for the Design and Planning Process [18th eCAADe Conference Proceedings / ISBN 0-9523687-6-5] Weimar (Germany) 22-24 June 2000, pp. 177-179
summary Web sites with animations, panoramic images, sound, and virtual reality can provide a strong sense of place, richer than text and photographs and more interactive than cinema. Constructing these sites demands a great deal of visual and textual information, which must be organized, integrated, and coded for delivery. Existing authoring packages are general-purpose, not specifically for architectural applications, and require technical sophistication. In our process for building Place Based Web Resources (PBWRs), after assembling photographic, drawing, text, and audio resources, the author follows a straightforward series of steps. The Hagia Sophia Web Resource resulted from this process; it includes panoramic pictures, photographs and interpretive text about the building and a VRML model.
keywords Historic Documentation, Web Authoring Tools, Representations of Place
series eCAADe
email
more http://www.uni-weimar.de/ecaade/
last changed 2022/06/07 07:55

_id 939a
authors Flanagan, Robert H.
year 2000
title Fantasy, Reality & Animation: Factors in Design
source SIGraDi’2000 - Construindo (n)o espacio digital (constructing the digital Space) [4th SIGRADI Conference Proceedings / ISBN 85-88027-02-X] Rio de Janeiro (Brazil) 25-28 september 2000, pp. 64-68
summary Cristine Boyer, author of CyberCities, has addressed some of the most difficult issues confronting design education today. It can be surmised from Boyer that digital technology has unlocked two areas related to urban and architectural design experimentation. First, symbolic representation, especially high level representation, along with its associative development, becomes addressable through digital means. Second, the translation of these symbolic compositions is significantly enhanced by emerging digital capabilities. It appears that the development of these two areas becomes the focus of contemporary “creativity” It is also predictable that the resulting discontinuous (logical) link in the design process (processes of symbolic development and translation) is where the designer intervenes. This paper explores “creativity” as made possible by digital technology. Methodology: Experimental digital design processes are examined and evaluated for their ability to assist in understanding the place of animation in the design process. These student projects investigate the evolving capabilities of design through animation.
series SIGRADI
email
last changed 2016/03/10 09:52

_id b1db
authors Francis, Sabu
year 1999
title The Importance of Being Abstract: An Indian Approach to Models
doi https://doi.org/10.52842/conf.ecaade.1999.101
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 101-109
summary Traditional Indian way of life is surrounded by ambiguity. This is in direct contrast to an Aristotelian approach, where polarised stands are always taken. A black and white approach tends to yield results speedily, but exhaustive solutions which can explain complexity are usually brute force procedures. Even so, their conclusions in the end are still suspect. The author believes that rich solutions may exist when we use an 'alternate' or abstract synthesized reality to do our modelling instead of relying on analogies and other direct links to the real world. Models that allow synthesis tend to accept ambiguity. The author presents in this paper an 'unconventional' system to represent architecture which has had some amount of success probably because it started of, on pure abstract grounds that allowed ambiguity instead of basing it on an Aristotelian, analytical model.
keywords Aristotle, Buddha, Representations, Abstract Models
series eCAADe
email
last changed 2022/06/07 07:50

_id f78f
authors Fridqvist, Sverker
year 2000
title Property-Oriented Information Systems for Design Prototypes for the BAS•CAAD system
source Lund Institute of Technology, School of Architecture
summary Property-oriented systems are a new kind of information systems that are based on concepts of properties instead of concepts of things or classes of things. By focusing on properties, the property-oriented systems become more flexible and more suited to the dynamic early stages of design than the traditional class-oriented systems can be. The theoretical framework for property-oriented systems developed within the BAS*CAAD project and presented in this thesis has previously been presented in several papers, a selection of which are included here. Some of the basic considerations from the papers are further developed in a separate chapter. Additionally, the thesis covers several questions regarding prerequisites for and implications of property-oriented systems. These questions have not been addressed in earlier BAS*CAAD publications. The development of research proptotypes based on the theoretical framework is presented, with a discussion of the different versions and the considerations behind them. A study of the history of computer aided building design has revealed that many basic ideas of today were developed the first time at the beginning of electronic computing, in the early sixties. Since the early development seems to be unknown today, a brief account is presented in this thesis, with special focus on issues considered in the BAS*CAAD project. Finally, the experimental architectural design software DASK, developed mainly by the present author in the later 1980s, will get its first presentation in writing in this thesis.
keywords Information Technology; Design; Construction; Product Modelling
series thesis:PhD
email
more http://www.lub.lu.se/cgi-bin/show_diss.pl?db=global&fname=tec_391.html
last changed 2003/02/12 22:37

_id 7d89
authors Gatermann, Harald
year 2000
title From Vrml to Augmented reality via panorama-integration and eai-java
source SIGraDi’2000 - Construindo (n)o espacio digital (constructing the digital Space) [4th SIGRADI Conference Proceedings / ISBN 85-88027-02-X] Rio de Janeiro (Brazil) 25-28 september 2000, pp. 254-256
summary The author shows the enhancement of abstract and “sterile” VRML-scenes by integration of panoramas, made from stitched photographs or special panorama cameras. The problem of having only one point of view in a photograph taken from a fixed point can be solved by using a defined, invisible “box” in vrml, which allows a movement of just a few meters, but also turning around and getting a kind of Augmented Reality. The next development of interaction not only in movement is the interactive integration of vr-objects by using EAI-Java-Tools.
series SIGRADI
email
last changed 2016/03/10 09:52

_id dba1
authors Hirschberg, Urs and Wenz, Florian
year 2000
title Phase(x) - memetic engineering for architecture
source Automation in Construction 9 (4) (2000) pp. 387-392
summary Phase(x) was a successful teaching experiment we made in our entry level CAAD course in the Wintersemester 1996/1997. The course was entirely organized by means of a central database that managed all the students' works through different learning phases. This set-up allowed that the results of one phase and one author be taken as the starting point for the work in the next phase by a different author. As students could choose which model they wanted to work with, the whole of Phase(x) could be viewed as an organism where, as in a genetic system, only the "fittest" works survived. While some discussion of the technical set-up is necessary as a background, the main topics addressed in this paper will be the structuring in phases of the course, the experiences we had with collective authorship, and the observations we made about the memes2 that developed and spread in the students' works. Finally we'll draw some conclusions in how far Phase(x) is relevant also in a larger context, which is not limited to teaching CAAD. Since this paper was first published in 1997, we have continued to explore the issues described here in various projects3 together with a growing number of other interested institutions worldwide. While leaving the paper essentially in its original form, we added a section at the end, in which we outline some of these recent developments.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:22

_id 9554
authors Jagbeck, A.
year 2000
title Field test of a product-model-based construction planning tool
source CIDAC, Volume 2 Issue 2 May 2000, pp. 80-91
summary Over the past decade, more than a dozen papers describing proposals for product-model-based planning models have been published, but only a few of these proposals have been implemented in prototypes that have been tested in full-scale tests. PreFacto is a research-based software for production planning based on product model data, which has been developed and tested in close cooperation with a construction company. It is operational but still under development. Assessing the degree of functionality achieved so far is a natural part of a modern cyclical software development process. This paper describes a 6-month full-scale field trial of the PreFacto system undertaken by the site management in cooperation with the author. It was carried out as a parallel planning activity on a real ongoing project. The trial was documented and the system's usability for the construction planning process was analysed and evaluated using mainly qualitative methods. The evaluated planning activities include importing product model data and performing a range of planning activities. The evaluation addressed such usability aspects as system capacity, ease of use of the interface, and conceptual compliance with the use context and the various planning tasks. The test method was useful for checking the conceptual model from the user's point of view. At the same time, the field trial worked equally as a case study for developers, a study of a degree of reality that would not have been possible in a laboratory situation. Apart from the evaluation of the features of the software itself, there are some results of general interest. the main result was that all the advantages of the system derive from the connection between design and planning, i.e. the use of a product model as a basis for defining the result of production tasks. Allowing production managers to freely structure tasks and to apply resource recipes were the most relevant functions.
keywords Integration, Information, Construction, Planning, Field Trial, Product Model
series journal paper
last changed 2003/05/15 21:23

_id 8d90
authors Johnson, Brian R.
year 2000
title Between Friends: Support of Workgroup Communications
doi https://doi.org/10.52842/conf.acadia.2000.041
source Eternity, Infinity and Virtuality in Architecture [Proceedings of the 22nd Annual Conference of the Association for Computer-Aided Design in Architecture / 1-880250-09-8] Washington D.C. 19-22 October 2000, pp. 41-49
summary The web offers both business and academic users potential benefits from on-line collaboration. Online education presents universities with a means of handling the “baby boom echo” without expanding physical campuses (Carnevale 2000). Business “extranets” allow greater coordination amongst team members on projects where the cast of players involves experts in different locations. Both involve substituting computer-mediated communications (CMC) for traditionally face-to-face communications. Over the past several years, the author has deployed several of the available CMC technologies in support of small group interaction in academic and administrative settings. These technologies include email, video conferencing, web publication, web bulletin boards, web databases, mailing lists, and hybrid web BBS/email combinations. This paper reflects on aspects of embodied human interaction and the affordances of current CMC technology, identifying opportunities for both exploitation and additional development. One important but under-supported aspect of work group behavior is workspace awareness, or peripheral monitoring. The Compadres web-based system, which was developed to support workspace awareness among distributed workgroup members, is described. These findings are relevant to those seeking to create online communities: virtual design studios, community groups, distributed governance organizations, and workgroups formed as parts of virtual offices.
series ACADIA
email
last changed 2022/06/07 07:52

_id b5f3
authors Johnson, Brian R.
year 2000
title Sustaining Studio Culture: How Well Do Internet Tools Meet the Needs of Virtual Design Studios?
doi https://doi.org/10.52842/conf.ecaade.2000.015
source Promise and Reality: State of the Art versus State of Practice in Computing for the Design and Planning Process [18th eCAADe Conference Proceedings / ISBN 0-9523687-6-5] Weimar (Germany) 22-24 June 2000, pp. 15-22
summary The Internet beckons seductively to students. The prospect of nearly instantaneous communication with acquaintances spread across the face of the earth is alluring. The ease with which rich graphical content can be made available to the world is stunning. The possibility of a design being seen by friends, family, and famous architects is tantalizing. Faculty are drawn by the potent synergy and learning that can be found in the opposition and cooperation of different cultural roots. It is probable that entire design studio sequences will be offered through distance-learning programs in the near future. Is that a good idea? Much has been written about "virtual design studios" in architecture schools and "virtual offices" in practice. Most offices have largely or totally abandoned drafting boards in favor of digital tools of production. Yet, regarding design, Ken Sanders, author of The Digital Architect, and Manager of Information Services at Zimmer Gunsul Frasca Partnership (ZGF), of Portland, Oregon, has written "we still make an effort to locate project teams together and always will". Production CAD work requires different kinds of interaction than design and design instruction. The experiments have been invaluable in developing strategies for use of the Internet as a component of a design studio series, but rarely depend entirely on use of the Internet for all course communications. In fact, most describe fairly isolated efforts to augment some aspect of traditional design environments using Internet tools (ftp, email, web). A few have implemented new pedagogic or collaboration paradigms (e.g., ETH’s phase(x)). This paper considers the traditional design studio in terms of formal and informal activities, characterizes the major Internet technologies with regard to the resulting interaction issues. In particular, it describes an area of informal work group communications that appears to be ill-supported with existing tools. The paper goes on to describe a web-based collaboration tool which was developed to address the need for less formal communication. The context for this development is the concept of a fully distributed collaboration environment with particular attention to questions of informal communication. Finally, it describes how the tool was deployed in an experimental "web studio" setting and student responses to use of the tool.
keywords Virtual Design Studio, Collaboration, Online Communities, Web Tools
series eCAADe
email
more http://www.uni-weimar.de/ecaade/
last changed 2022/06/07 07:52

_id avocaad_2001_22
id avocaad_2001_22
authors Jos van Leeuwen, Joran Jessurun
year 2001
title XML for Flexibility an Extensibility of Design Information Models
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 The VR-DIS research programme aims at the development of a Virtual Reality – Design Information System. This is a design and decision support system for collaborative design that provides a VR interface for the interaction with both the geometric representation of a design and the non-geometric information concerning the design throughout the design process. The major part of the research programme focuses on early stages of design. The programme is carried out by a large number of researchers from a variety of disciplines in the domain of construction and architecture, including architectural design, building physics, structural design, construction management, etc.Management of design information is at the core of this design and decision support system. Much effort in the development of the system has been and still is dedicated to the underlying theory for information management and its implementation in an Application Programming Interface (API) that the various modules of the system use. The theory is based on a so-called Feature-based modelling approach and is described in the PhD thesis by [first author, 1999] and in [first author et al., 2000a]. This information modelling approach provides three major capabilities: (1) it allows for extensibility of conceptual schemas, which is used to enable a designer to define new typologies to model with; (2) it supports sharing of conceptual schemas, called type-libraries; and (3) it provides a high level of flexibility that offers the designer the opportunity to easily reuse design information and to model information constructs that are not foreseen in any existing typologies. The latter aspect involves the capability to expand information entities in a model with relationships and properties that are not typologically defined but applicable to a particular design situation only; this helps the designer to represent the actual design concepts more accurately.The functional design of the information modelling system is based on a three-layered framework. In the bottom layer, the actual design data is stored in so-called Feature Instances. The middle layer defines the typologies of these instances in so-called Feature Types. The top layer is called the meta-layer because it provides the class definitions for both the Types layer and the Instances layer; both Feature Types and Feature Instances are objects of the classes defined in the top layer. This top layer ensures that types can be defined on the fly and that instances can be created from these types, as well as expanded with non-typological properties and relationships while still conforming to the information structures laid out in the meta-layer.The VR-DIS system consists of a growing number of modules for different kinds of functionality in relation with the design task. These modules access the design information through the API that implements the meta-layer of the framework. This API has previously been implemented using an Object-Oriented Database (OODB), but this implementation had a number of disadvantages. The dependency of the OODB, a commercial software library, was considered the most problematic. Not only are licenses of the OODB library rather expensive, also the fact that this library is not common technology that can easily be shared among a wide range of applications, including existing applications, reduces its suitability for a system with the aforementioned specifications. In addition, the OODB approach required a relatively large effort to implement the desired functionality. It lacked adequate support to generate unique identifications for worldwide information sources that were understandable for human interpretation. This strongly limited the capabilities of the system to share conceptual schemas.The approach that is currently being implemented for the core of the VR-DIS system is based on eXtensible Markup Language (XML). Rather than implementing the meta-layer of the framework into classes of Feature Types and Feature Instances, this level of meta-definitions is provided in a document type definition (DTD). The DTD is complemented with a set of rules that are implemented into a parser API, based on the Document Object Model (DOM). The advantages of the XML approach for the modelling framework are immediate. Type-libraries distributed through Internet are now supported through the mechanisms of namespaces and XLink. The implementation of the API is no longer dependent of a particular database system. This provides much more flexibility in the implementation of the various modules of the VR-DIS system. Being based on the (supposed to become) standard of XML the implementation is much more versatile in its future usage, specifically in a distributed, Internet-based environment.These immediate advantages of the XML approach opened the door to a wide range of applications that are and will be developed on top of the VR-DIS core. Examples of these are the VR-based 3D sketching module [VR-DIS ref., 2000]; the VR-based information-modelling tool that allows the management and manipulation of information models for design in a VR environment [VR-DIS ref., 2000]; and a design-knowledge capturing module that is now under development [first author et al., 2000a and 2000b]. The latter module aims to assist the designer in the recognition and utilisation of existing and new typologies in a design situation. The replacement of the OODB implementation of the API by the XML implementation enables these modules to use distributed Feature databases through Internet, without many changes to their own code, and without the loss of the flexibility and extensibility of conceptual schemas that are implemented as part of the API. Research in the near future will result in Internet-based applications that support designers in the utilisation of distributed libraries of product-information, design-knowledge, case-bases, etc.The paper roughly follows the outline of the abstract, starting with an introduction to the VR-DIS project, its objectives, and the developed theory of the Feature-modelling framework that forms the core of it. It briefly discusses the necessity of schema evolution, flexibility and extensibility of conceptual schemas, and how these capabilities have been addressed in the framework. The major part of the paper describes how the previously mentioned aspects of the framework are implemented in the XML-based approach, providing details on the so-called meta-layer, its definition in the DTD, and the parser rules that complement it. The impact of the XML approach on the functionality of the VR-DIS modules and the system as a whole is demonstrated by a discussion of these modules and scenarios of their usage for design tasks. The paper is concluded with an overview of future work on the sharing of Internet-based design information and design knowledge.
series AVOCAAD
email
last changed 2005/09/09 10:48

_id 2f0b
authors Kurzweil, R.
year 2000
title The Age of Spiritual Machines: When Computers Exceed Human Intelligence
source Penguin Books, London
summary How much do we humans enjoy our current status as the most intelligent beings on earth? Enough to try to stop our own inventions from surpassing us in smarts? If so, we'd better pull the plug right now, because if Ray Kurzweil is right, we've only got until about 2020 before computers outpace the human brain in computational power. Kurzweil, artificial intelligence expert and author of The Age of Intelligent Machines, shows that technological evolution moves at an exponential pace. Further, he asserts, in a sort of swirling postulate, time speeds up as order increases, and vice versa. He calls this the "Law of Time and Chaos," and it means that although entropy is slowing the stream of time down for the universe overall, and thus vastly increasing the amount of time between major events, in the eddy of technological evolution the exact opposite is happening, and events will soon be coming faster and more furiously. This means that we'd better figure out how to deal with conscious machines as soon as possible--they'll soon not only be able to beat us at chess, they'll likely demand civil rights, and they may at last realize the very human dream of immortality. The Age of Spiritual Machines is compelling and accessible, and not necessarily best read from front to back--it's less heavily historical if you jump around (Kurzweil encourages this). Much of the content of the book lays the groundwork to justify Kurzweil's timeline, providing an engaging primer on the philosophical and technological ideas behind the study of consciousness. Instead of being a gee-whiz futurist manifesto, Spiritual Machines reads like a history of the future, without too much science fiction dystopianism. Instead, Kurzweil shows us the logical outgrowths of current trends, with all their attendant possibilities. This is the book we'll turn to when our computers
series other
last changed 2003/04/23 15:14

_id 52a4
authors Llavaneras S., Gustavo J.
year 2000
title Bases para el desarrollo de un Asistente Inteligente que ayude a los diseñadores con las fenestraciones (Base for the Development of an Intelligent Assistant Who Helps the Designers with Fenestrations)
source SIGraDi’2000 - Construindo (n)o espacio digital (constructing the digital Space) [4th SIGRADI Conference Proceedings / ISBN 85-88027-02-X] Rio de Janeiro (Brazil) 25-28 september 2000, pp. 230-235
summary In this paper we discuss the basis for the design of an Intelligent Design Assistants system, as for the development and application of an intelligent agent for design, predict and evaluate fenestrations. Its main goal is to answer our worries about the possibility of the implementation of the Partnership Paradigm through the development of one Intelligent Design Assistant. The paper deals from the difficulties of defining what design is, through its two main Paradigms, their instrumentation in CAAD systems, definition and explanation of the Partnership Paradigm, as proposed by Swerdloff y Kalay, agents approach, to the Intelligent Design Assistants system, in special one Assistant for Designing fenestrations. The paper finishes with the author’s vision on what the future on the Architecture profession will be in a world of Intelligent Design Assistants.
series SIGRADI
email
last changed 2016/03/10 09:55

_id 2720
authors Magyar, Peter and Temkin, Aron
year 2000
title Developing an Algorithm for Topological Transformation
source SIGraDi’2000 - Construindo (n)o espacio digital (constructing the digital Space) [4th SIGRADI Conference Proceedings / ISBN 85-88027-02-X] Rio de Janeiro (Brazil) 25-28 september 2000, pp. 203-205
summary This research intends to test the architectural application of Jean Piaget’s clinical observations, described in the book: The Child’s Conception of Space (Piaget, 1956), according to which topology is an ordering discipline, active in the human psyche. Earlier attempts, based on the principles of graph-theory, were able to cover only a narrow aspect of spatial relations, i.e. connectivity, and were mostly a-perceptional, visually mute. The “Spaceprint” method, explained and illustrated in co-author’s book: Thought Palaces (Magyar, 1999), through dimensional reduction, investigates volumetric, 3D characteristics and relationships with planar 2D configurations. These configurations, however, represent dual values: they are simultaneously the formal descriptors of both finite matter and (fragments of) infinite space. The so- called “Particular Spaceprint”, as a tool of design development in building, object, or urban scales, with the help of digital technology, could express - again simultaneously - qualities of an idea-gram and the visual, even tactile aspects of material reality. With topological surface-transformations, the “General Spaceprints”, these abstract yet visually active spatial formulas can be obtained.
series SIGRADI
email
last changed 2016/03/10 09:55

_id e806
authors Maver, T.W.
year 1987
title The New Studio: CAD and the Workstation - State of the Art
doi https://doi.org/10.52842/conf.ecaade.1987.x.g1r
source Architectural Education and the Information Explosion [eCAADe Conference Proceedings] Zurich (Switzerland) 5-7 September 1987.
summary This presentation draws on three main sources: (i) reportage of the ATHENA project at MIT, (ii) the experience of the author as a Professor of CAAD, (iii) the work of the eCAADe on the social impacts of CAAD. // Project ATHENA was introduced to MIT in May 1983 as an experiment in the potential uses of advanced computer technology throughout the University curriculum. By the end of the project a network of about 2000 high performance graphics workstations - supplied mainly by IBM and DEC - will have been installed; about half of MIT's $20 million investment is being devoted to the development of new applications software for teaching across almost all the academic Departments, including Architecture.

series eCAADe
email
last changed 2022/06/07 07:50

_id ga0017
id ga0017
authors McLean, A., Ward, A. and Cox, G.
year 2000
title The aesthetics of generative code
source International Conference on Generative Art
summary Aesthetics, in general usage, lays an emphasis on subjective sense perception associated with the broad field of art and human creativity. This paper suggests that it might be useful to revisit the troubled relationship between art and aesthetics for the purpose of discussing the value of generative code. It is now generally accepted that sense perception alone is simply not enough unless contextualised within the world of ideas. Similarly, the world of multimedia is all too easily conflated with a multi-sensory experience (of combining still and moving image, sound, interaction and so on). Thus the limits of traditional aesthetics is emphasised in the problem of defining which of the senses the highest of the arts adheres to -according to Kant and Hegel - the ‘arts of speech’. Poetry throws such crude classificatory distinctions into question as it is both read and heard; or written and spoken/performed. Hegel suggests a way out of this paradox by employing dialectical thinking; as we do not hear speech by simply listening to it. He suggests that we need to represent speech to ourselves in written form in order to grasp what it essentially is. Thus poetry can neither be reduced to audible signs (the time of the ear) nor visible signs (the space of the eye) but is composed of language itself. This suggests that written and spoken forms work together to form a language that we appreciate as poetry. But does code work in the same way? By analogy, generative code has poetic qualities too, as it does not operate in a single moment in time and space but as a series of consecutive ‘actions’ that are repeatable, the outcome of which might be imagined in different contexts. Code is a notation of an internal structure that the computer is executing, expressing ideas, logic, and decisions that operate as an extension of the author's intentions. The written form is merely a computer-readable notation of logic, and is a representation of this process. Yet the written code isn't what the computer really executes, since there are many levels of interpreting and compiling and linking taking place. Code is only really understandable with the context of its overall structure – this is what makes it a language (be it source code or machine code, or even raw bytes). It may be hard to understand someone else’s code but the computer is, after all, multi-lingual. In this sense, understanding someone else's code is very much like listening to poetry in a foreign language - the appreciation goes beyond a mere understanding of the syntax or form of the language used, and as such translation is infamously problematic. Code itself is clearly not poetry as such, but retains some of its rhythm and metrical form. Code is intricately crafted, and expressed in multitudinous and idiosyncratic ways. Like poetry, the aesthetic value of code lies in its execution, not simply its written form. To appreciate it fully we need to ‘see’ the code to fully grasp what it is we are experiencing and to build an understanding of the code’s actions. To separate the code and the resultant actions would simply limit the aesthetic experience, and ultimately the study of these forms - as a form of criticism (what might be better called ‘poetics’).
series other
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id 8d64
authors Penttilä, Hannu
year 1999
title Top 5 Themes to Promote Architectural Information Technology and Top 5 Obstacles to Decelerate it
doi https://doi.org/10.52842/conf.ecaade.1999.006
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 6-10
summary The objective of this paper is to scan a few interesting themes, features and ideas of current information and communication technology (ICT) to promote their wise use within the fields of architectural practice and architectural education. The core idea is to prepare for the future by understanding the future relevance of the dominating themes. The meaning and significance of the selected and presented common ideas is evaluated to strengthen a realistic future basis for the design discipline. The author finds organizing, structuring and sharing architectural design data with digital tools the most future-relevant ICT-theme, that should be supported with R&D-activities and taught in architectural ICT-education. The obstacles of digitalization to produce negative impacts to architectural profession seem to be of mental nature rather than technical. The human mind, juridical agreements and long-lived design traditions are possibly the most threatening and restrictive obstacles in the future. The selected top 5 methods in evaluating existing trends and features has been used for instance in futures studies as one systematical approach to chart history and current times as informants of the future (Bell, 1996). A pragmatic and personal approach has been used in selecting the themes.
keywords Architectural Information and Communication Technology (ICT), ICT-trends, Future Studies, Future Relevance
series eCAADe
type normal paper
email
last changed 2022/06/07 08:00

_id 430a
authors Rheingold, H.
year 2000
title The Virtual Community
source MIT Press
summary Cyberculture authority Howard Rheingold was the first to write about online communities in this style that is part-travelogue and part-anthropological guide. This groundbreaking classic explores the entire virtual community, beginning with a selective but probing look at the author's original online home, The Well. Rheingold relates plenty of anecdotes that demonstrate the upsides of online life, such as how he was able to get information on removing a tick from his child before his doctor could respond to his phone call. But the bulk of the material relates to how individuals interact online much as they do in a face-to-face community. Rheingold speaks to how both friendships and enmities are formed online and how people come together to support each other through misfortune. He gives the example of how computer-moderated communication enabled members of one Well community to send vital medical aid to a friend hospitalized halfway around the world. Rheingold goes on to show how communities can form by various electronic communication methods, using the conferencing system of The Well as one example. He also examines how people interact through mailing lists, live chat, and the fantasy cyberenvironments of online role-playing games. In the process, he questions what kind of relationships can really be formed in a medium where people can change their apparent identity at will. This book questions whether a distinction between "virtual" communities and "real-life" communities is entirely valid. The Virtual Community argues that real relationships happen and real communities develop when people communicate upon virtual common ground. Rheingold also shares his far-reaching knowledge of how technology effects our social constructs. If you are involved in an online community, here is your cultural heritage.
series other
last changed 2003/04/23 15:14

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