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 751

_id ga0020
id ga0020
authors Codignola, G.Matteo
year 2000
title [Title missing]
source International Conference on Generative Art
summary This paper is a summary of my last degree in architecture (discussed in December 1999) with Prof. Celestino Soddu and Prof. Enrica Colabella. In this work I had the possibility to reach complexity by a generative approach with the construction of a paradigm that organizes the different codes of project identity. My general objective was to design shape complexity in variable categories : 3d space surfaces, 2d drawings and 2d textures. I was to discover the identity of one of my favourite architects of the 20th century : Antoni Gaudì, by constructing codes relative to shape complexity. I defined my particular objective in the possibility to abduct from Gaudì's imaginary reference the generatives codes that operate in the logical processing I use to create a possible species project. The next step was to verify the exact working of the new generative codes by means of 3d scenaries, that are recognizable as "Antoni Gaudì specie's architecture". Whit project processing on the generative codes and not on a possible resulting shape design, I was able to organize by my general paradigm the attributes of the project's species : different shapes, different attributes (color, scale, proportion), to get to possible and different scenarys, all recognizable by the relative class codes. I chose three examples in Barcellona built during the period 1902 to 1914 : The Parco Guell, Casa Batllò and Casa Milà are the three reference sceneryes that I used to create the generative codes. In the second step I defined different codes that operate in sequence (it is defined in the paradigm) : The generatives codes are only subjective; they are one possible solution of my interpretation of Antoni Gaudì's identity. This codes operate in four differents ways : Geometrical codes for 2d shapes Geometrical codes for interface relations Spatial codes for 3d extrusion of 2d shapes Geometrical codes for 2d and 3d texturing of generated surfaces. By a stratified application of this codes I arrived at one idea for all the generative processes but many different, possible scenaryes, all recognizable in Gaudì's species. So, my final result has made possible sceneryes belonging to related species defined previously. At the end of my research I designed a project by combination : using Antoni Gaudì's generative codes on a new 3d scenary with a shape catalyst : the Frank Lloyd Wright Guggenheim Museum of New York. In this process I created a "hybrid scenary" : a new species of architectural look; a Guggenheim museum planned by Wright with a god pinch of Gaudì.
series other
email
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id ecaade2016_132
id ecaade2016_132
authors Mohite, Ashish and Kotnik, Toni
year 2016
title Model Translations - Studies of translations between physical and digital architectural models
doi https://doi.org/10.52842/conf.ecaade.2016.1.561
source Herneoja, Aulikki; Toni Österlund and Piia Markkanen (eds.), Complexity & Simplicity - Proceedings of the 34th eCAADe Conference - Volume 1, University of Oulu, Oulu, Finland, 22-26 August 2016, pp. 561-570
wos WOS:000402063700061
summary With the rise of the digital in architecture and the availability of digital fabrication tools, the interest in the material aspect of the model has intensified. At the same time, the design space for exploration of material behavior and its design potential has been extended from the physical into the digital. This has resulted in a cyclic set of translations from the physical realm into the digital by means of mathematical descriptions and back from the digital realm into the physical by means of digitally controlled fabrication processes. Despite the availability of more and more computational power and improvement of precision in simulation, these translations from the physical into the digital and vice versa can never be exact (Eco 2006), the translations from the physical model into a digital model and from the digital into the physical are "spaces of instability" (Evans 2000). The current paper explores in more detail this space of instability between physical and digital models, its potential for architectural design, and the central role of the mathematical description in this reciprocal set of translations.
keywords Architectural model; simulation; digital fabrication; material computation; material behavior
series eCAADe
email
last changed 2022/06/07 07:58

_id ga0009
id ga0009
authors Lewis, Matthew
year 2000
title Aesthetic Evolutionary Design with Data Flow Networks
source International Conference on Generative Art
summary For a little over a decade, software has been created which allows for the design of visual content by aesthetic evolutionary design (AED) [3]. The great majority of these AED systems involve custom software intended for breeding entities within one fairly narrow problem domain, e.g., certain classes of buildings, cars, images, etc. [5]. Only a very few generic AED systems have been attempted, and extending them to a new design problem domain can require a significant amount of custom software development [6][8]. High end computer graphics software packages have in recent years become sufficiently robust to allow for flexible specification and construction of high level procedural models. These packages also provide extensibility, allowing for the creation of new software tools. One component of these systems which enables rapid development of new generative models and tools is the visual data flow network [1][2][7]. One of the first CG packages to employ this paradigm was Houdini. A system constructed within Houdini which allows for very fast generic specification of evolvable parametric prototypes is described [4]. The real-time nature of the software, when combined with the interlocking data networks, allows not only for vertical ancestor/child populations within the design space to be explored, but also allows for fast "horizontal" exploration of the potential population surface. Several example problem domains will be presented and discussed. References: [1] Alias | Wavefront. Maya. 2000, http://www.aliaswavefront.com [2] Avid. SOFTIMAGE. 2000, http://www.softimage.com [3] Bentley, Peter J. Evolutionary Design by Computers. Morgan Kaufmann, 1999. [4] Lewis, Matthew. "Metavolve Home Page". 2000, http://www.cgrg.ohio-state.edu/~mlewis/AED/Metavolve/ [5] Lewis, Matthew. "Visual Aesthetic Evolutionary Design Links". 2000, http://www.cgrg.ohio-state.edu/~mlewis/aed.html [6] Rowley, Timothy. "A Toolkit for Visual Genetic Programming". Technical Report GCG-74, The Geometry Center, University of Minnesota, 1994. [7] Side Effects Software. Houdini. 2000, http://www.sidefx.com [8] Todd, Stephen and William Latham. "The Mutation and Growth of Art by Computers" in Evolutionary Design by Computers, Peter Bentley ed., pp. 221-250, Chapter 9, Morgan Kaufmann, 1999.    
series other
email
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_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 998a
authors Navon, R.,
year 2000
title Process and quality control with a video camera, for a floor-tilling robot
source Automation in Construction 10 (1) (2000) pp. 113-125
summary The paper describes the development of a floor-tiling robot. Both the development and the performance measurements of the robot were carried out with a graphic simulation system. Based on those measurements and on a time study of the corresponding manual work, the robot's work output is expected to be 2–5 times higher than that of the manual work. It was decided to concentrate, at this stage of the development, on the robot's autonomy at a workstation, which means that all operations at a workstation –– stabilizing and calibrating, loading tiles, etc. –– including real-time quality assurance (QA) are done without human intervention, while the transfer between workstations is assisted by an operator. The QA function has to identify the exact location and orientation of tiles to be taken, since they may be expected to differ from those specified in the robot's program. This is needed in order to allow accurate placing of the tiles in straight lines and with a uniform distance between them. Additionally, the QA function has to identify defective tiles. A computer vision system was developed to perform the QA functions. The prototype, its operational principles, and the experiments are described. The system's limitations are discussed together with needs for further research.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:23

_id ga0101
id ga0101
authors Tanzini, Luca
year 2000
title Universal City
source International Conference on Generative Art
summary "Universal City" is a multimedia performance that documents the evolution of the city in history. Whereas in the past the city was symbolically the world, today the world has become a city. The city rose up in an area once scattered and disorganized for so long that most of its ancient elements of culture were destroyed. It absorbed and re synthesized the remnants of this culture, cultivating power and efficiency. By means of this concentration of physical and cultural power, the city accelerated the rhythm of human relationships and converted their products into forms that are easily stockpiled and reproduced. Along with monuments, written documents and ordered associative organizations amplified the impact of all human activities, extending backwards and forwards over time. Since the beginning however, law and order stood alongside brute force, and power was always determined by these new institutions. Written law served to produce a canon of justice and equality that claimed a higher principle: the king's will, synonymous with divine command. The Urban Neolithic Revolution is comparable only to the Industrial Revolution, and the Media Technology in our own era. There is of course a substantial difference: ours is an era of immeasurable technological progress as an end in itself, which leads to the explosion of the city, and the consequent dissemination of its structure across the countryside. The old walled city has not only fallen, it's buried its foundations. Our civilization flees from every possibility of control, by means of its own extra resources not controllable by the egregious ambitions of man. The image of modern industrialization that Charlie Chaplin resurrected from the past in "Modern Times" is the exact opposite of contemporary metropolitan reality. He figured the worker as a slave chained to his machine and fed by machinery as he continued to work at maintaining the machine itself. Today the workplace is not so brutal, but automation has made it much more oppressive. Energy and dedication once directed towards the production process are today shifted towards consumption. The metropolis in the final phase of its evolution, is becoming a collective mechanism for maintaining the function of this system, and for giving the illusion of power, wealth, happiness, and total success, to those who are, in actuality, its victims. It is a concept foreign to the modern metropolitan mentality that life should be an occasion to Live, and not an excuse for generating newspaper articles, television interviews, or mass spectacles for those who know nothing better. Instead the process continues, until people prefer the simulacrum to the real, where image dominates over object, the copy over the original, representation over reality, appearance over Being. The first phase of the Economy's domination over social life brought about the visible degradation of every human accomplishment from "Being" into "Having". The present phase of social life's total occupation by the accumulated effects of the Economy is leading to a general downslide from "Having" into "Seeming". The performance is based on the instantaneous interaction between video and music: the video component is assembled in real time with RandomCinema a software that I developed and projected on a screen. The music-noise is the product of human radical improvisation togheter automatic-computer process. Everything is based on the consideration of the element of chance as a stimulus for the construction of the most options. The unpredictable helps to reveal things as they happen. The montage, the music, and their interaction, are born and die and the same moment: there are no stage directions or scripts.
series other
email
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id 8d5c
authors Wall, S. and Harwin, W.
year 2001
title Interaction of Visual and Haptic Information in Simulated Environments: Texture Perception
source Brewster, S., Smith, R. (eds.) Haptic humancomputer interaction : First International Workshop, Glasgow, UK, August31 - September 1, 2000 : Proceedings. Hong Kong: Springer
summary This paper describes experiments relating to the perception of the roughness of simulated surfaces via the haptic and visual senses. Subjects used a magnitude estimation technique to judge the roughness of "virtual gratings" presented via a PHANToM haptic interface device, and a standard visual display unit. It was shown that under haptic perception, subjects tended to perceive roughness as decreasing with increased grating period, though this relationship was not always statistically significant. Under visual exploration, the exact relationship between spatial period and perceived roughness was less well defined, though linear regressions provided a reliable approximation to individual subjects' estimates.
series other
last changed 2003/04/23 15:50

_id 41e5
authors Abendroth, M., Decock, J. and Mestaoui, N.
year 2000
title O_1:// the hypertextu(r)al matrix
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. 75-76
summary Founded in 1995 LAB[au], laboratory for architecture and urbanism, links theoretic research LAB[a+u] to concrete works of conception and realisations LA.BAU. LAB[au] elaborates a “hyperdesign” investigating the implications of new technologies of communication and computation in spatiotemporal and social processes and their forms of representation as architecture and urbanism. The transposition of the hypertext model to architectural and urban concepts question the mutation of the spatial and semantic construct of space. The definition of architecture as a code is based on “glocal” systems according to the processes of computation and communication.
series SIGRADI
email
last changed 2016/03/10 09:47

_id b004
authors Anders, Peter
year 2000
title Defining Architecture: Defining Information
doi https://doi.org/10.52842/conf.acadia.2000.003.3
source ACADIA Quarterly, vol. 19, no. 1, pp. 3-7
summary The rapid onset of information technologies has changed ways we do things and how we view the world. Computation already pervades many aspects of daily life through subtle augmentations and by changing our tools and our professions. Moreover, information technology accelerates the pace of our activities, its speed outstripping our capacity to digest its product. The changes brought on by this deluge force its chroniclers to create new terms. Neologisms spring up daily, often only adding to the confusion. Conversely, old terms take on new meanings. Their familiarity fading under the rush of new technologies, new disciplines. We are bombarded with a hasty terminology all delivered with the urgency – perhaps intent – reserved to advertising and propaganda.
series ACADIA
email
last changed 2022/06/07 07:54

_id 6559
authors Barrionuevo, Luis F. and Borsetti, Ricardo
year 2001
title LA POTENCIALIDAD ESPACIAL DE LOS "SPIROLATERALS" EN LA ARQUITECTURA (The Spacial Potential of the "Spirolaterals" in Architecture)
source SIGraDi biobio2001 - [Proceedings of the 5th Iberoamerican Congress of Digital Graphics / ISBN 956-7813-12-4] Concepcion (Chile) 21-23 november 2001, pp. 74-76
summary “Spirolaterals” (Odds, 1973) are mathematical entities created by drawing a set of lines, the first at a unit length, then each additional line increasing by a value of certain longitude while turning a constant or variable direction. (Krawczyk, 2000) The objective of this work is to propose the use of spirolaterals as a geometric support to produce preliminary alternatives for architectural layouts. A computation program is implemented to demonstrate the automatic production of spatial spirolaterals: spirospace, and images of results are exposed.
series SIGRADI
email
last changed 2016/03/10 09:47

_id ga0019
id ga0019
authors Ceccato, Cristiano
year 2000
title On the Translation of Design Data into Design Form in Evolutionary Design
source International Conference on Generative Art
summary The marriage of advanced computational methods and new manufacturing technologies give rise to new paradigms in design process and execution. Specifically, the research concerns itself with the application of Generative and Evolutionary computation to the production of mass-customized products and building components. The work is based on the premise that CAD-CAM should evolve into a dynamic, intelligent, multi-user environment that encourages creativity and actively supports the evolution of individual, mass-customized designs that exhibit common features. The concept of Parametric Design is well established, and chiefly concerns itself with generating design sets that exists within the boundaries of pre-set parametric values. Evolutionary Design extends the notion of parametric control by using rule-based generative algorithms to evolve common families of individual design solutions. These can be optimized according to particular criteria, or can form a wide variety of hierarchically related design solutions, while supporting design intuition. The integration of Evolutionary Design with CAD-CAM, in particular the areas of flexible manufacturing and mass-customization, creates a unique scenario which exploits the full power of both approaches to create a new design-process paradigm that can generate limitless possibilities in a non-deterministic manner within a variable search-space of possible solutions.This paper concerns itself with the technical and philosophical aspects of the codification, generation and translation of data within the evolutionary-parametric design process. The efficiency and relevance of different methods for treating design data form the most fundamental aspect within the realm of CAD/CAM and are crucial to the successful implementation of Evolutionary Design mechanisms. This begins at the level of seeding and progresses through the entire evolutionary sequence, including the codification for evaluation criteria. Furthermore, the integration of digital design mechanisms with CAM and CNC technologies requires further translation of data into manufacturable formats. This paper examines different methods available to system designers and discussed their effect on new paradigms of digital design methods.
keywords Evolutionary, Parametric, Generative, Data, Format, Objects, Codification
series other
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id 9d16
authors Chan, Chiu-Shui
year 2000
title A Virtual Reality Tool to Implement City Building Codes on Capitol View Preservation
doi https://doi.org/10.52842/conf.acadia.2000.203
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. 203-209
summary In urban planning, the urban environment is a very complicated system with many layers of building codes cross-referenced and interacting together to guide urban growth. Especially, if a new urban design is located in a historical area, additional restrictions will be imposed upon regular zoning regulations to maintain the area’s historical characteristics. Often, urban regulations read as text are difficult to understand. A tool that generates adequate urban information and a quick visualization of the design will ease decision-making and enhance urban design processes. The goal of this research project is to develop a virtual reality (VR) tool with high resolution, speedy computation, and a userfriendly environment. This project initiates an interactive visualization tool to enforce city-planning regulations on viewing access to the state capitol building in Des Moines, Iowa. The capitol building houses the Iowa Legislature and is a symbol of state power. Maintaining the view from surrounding areas will preserve the building’s monumental and symbolic meaning. To accomplish this, the City Community Development Department and the Capitol Planning Committee developed a Capitol View Corridor Project, which sets up seven visual corridors to prevent the view toward the capitol from being blocked by any future designs. Because city regulations are not easy for the public and designers to interpret and comprehend, this project intends to develop a VR tool to create a transparent environment for visualizing the city ordinances.
series ACADIA
last changed 2022/06/07 07:56

_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 sigradi2006_e183a
id sigradi2006_e183a
authors Costa Couceiro, Mauro
year 2006
title La Arquitectura como Extensión Fenotípica Humana - Un Acercamiento Basado en Análisis Computacionales [Architecture as human phenotypic extension – An approach based on computational explorations]
source SIGraDi 2006 - [Proceedings of the 10th Iberoamerican Congress of Digital Graphics] Santiago de Chile - Chile 21-23 November 2006, pp. 56-60
summary The study describes some of the aspects tackled within a current Ph.D. research where architectural applications of constructive, structural and organization processes existing in biological systems are considered. The present information processing capacity of computers and the specific software development have allowed creating a bridge between two holistic nature disciplines: architecture and biology. The crossover between those disciplines entails a methodological paradigm change towards a new one based on the dynamical aspects of forms and compositions. Recent studies about artificial-natural intelligence (Hawkins, 2004) and developmental-evolutionary biology (Maturana, 2004) have added fundamental knowledge about the role of the analogy in the creative process and the relationship between forms and functions. The dimensions and restrictions of the Evo-Devo concepts are analyzed, developed and tested by software that combines parametric geometries, L-systems (Lindenmayer, 1990), shape-grammars (Stiny and Gips, 1971) and evolutionary algorithms (Holland, 1975) as a way of testing new architectural solutions within computable environments. It is pondered Lamarck´s (1744-1829) and Weismann (1834-1914) theoretical approaches to evolution where can be found significant opposing views. Lamarck´s theory assumes that an individual effort towards a specific evolutionary goal can cause change to descendents. On the other hand, Weismann defended that the germ cells are not affected by anything the body learns or any ability it acquires during its life, and cannot pass this information on to the next generation; this is called the Weismann barrier. Lamarck’s widely rejected theory has recently found a new place in artificial and natural intelligence researches as a valid explanation to some aspects of the human knowledge evolution phenomena, that is, the deliberate change of paradigms in the intentional research of solutions. As well as the analogy between genetics and architecture (Estévez and Shu, 2000) is useful in order to understand and program emergent complexity phenomena (Hopfield, 1982) for architectural solutions, also the consideration of architecture as a product of a human extended phenotype can help us to understand better its cultural dimension.
keywords evolutionary computation; genetic architectures; artificial/natural intelligence
series SIGRADI
email
last changed 2016/03/10 09:49

_id 0cb1
authors Dave, Bharat
year 2000
title Architecture of Digital Imagination
doi https://doi.org/10.52842/conf.caadria.2000.297
source CAADRIA 2000 [Proceedings of the Fifth Conference on Computer Aided Architectural Design Research in Asia / ISBN 981-04-2491-4] Singapore 18-19 May 2000, pp. 297-306
summary Digital technologies extend, displace or substitute entirely new elements into what has been observed so far in the traditional modes of conception, representation and communication of design. This paper examines various characteristics of digital media and representations, their impacts- constraining and liberating- on modes of conception in design, and possible shifts in design expressions and ways of designing. While much effort invested in research to date has relied upon architecture as conceived, taught and communicated in traditional modes, the use of digital technologies changes those very premises. The import of such characterisation for design computation research is to highlight emerging agendas for future investigation.
series CAADRIA
email
last changed 2022/06/07 07:55

_id 9b63
authors De Mesa, A., Quilez, J. and Regot, J.
year 1999
title Sunlight Energy Graphic and Analytic Control in 3D Modelling
doi https://doi.org/10.52842/conf.ecaade.1999.733
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 733-738
summary Linking solar positions with architecture is a traditional idea, but the use of graphical tools to control sunlight in urban surroundings or buildings is relatively recent. A three-dimensional working environment like the computer offers a new dimension to verify the relationships between the sun and the architecture. This paper shows a new way to calculate the incidence of solar energy in architectural environments using computer 3D modelling. The addition of virtual space visualisation to the analytic computation brings a new tool that simplifies the technical study of sunlight. We have developed several programs based upon the three-dimensional construction of the solar vault and the obstructing objects for a defined position. The first one draws the solar vault for a defined range of dates according to latitude, that is the basis of the energetic calculation. The second program computes the obstruction, i.e. the solar regions that are obstructed by any object. Finally, the third one, allow us to define an orientation to compute the energy that arrives to the analysed positioning. The last program returns the result of calculation in several ways: it shows the amount of energy through colours and makes a list of solar hours according to its energy.
keywords Sunlight, Energy, 3D modelling
series eCAADe
last changed 2022/06/07 07:56

_id acadia20_150
id acadia20_150
authors Gaudilliere-Jami, Nadja
year 2020
title AD Magazine
doi https://doi.org/10.52842/conf.acadia.2020.1.150
source ACADIA 2020: Distributed Proximities / Volume I: Technical Papers [Proceedings of the 40th Annual Conference of the Association of Computer Aided Design in Architecture (ACADIA) ISBN 978-0-578-95213-0]. Online and Global. 24-30 October 2020. edited by B. Slocum, V. Ago, S. Doyle, A. Marcus, M. Yablonina, and M. del Campo. 150-159.
summary This paper aims to contribute to a history of computational design and to a historiography of the field by proposing a study of the development of sociotechnical networks of computation in architecture between 1965 and 2020 as shown in AD magazine. The research focuses on two aspects: (1) a methodological approach for the constitution of a comprehensive history of the field and the application of that methodology to a corpus of items published in AD, and (2) questions the relevance of the outlook into computational design as given by the magazine in comparison to a more comprehensive history taking into account other sources. First, the paper presents the history and the editorial line of AD, as well as its pertinence as a primary source. Second, a brief account of the history emerging from this research is given, with a focus on four different periods: pioneering research of the 1960s–1970s, emergence of 3D modeling tools and the procedural winter in the 1980s–1990s, constitution of a large-scale academic and professional network in the 2000s, and democratization of algorithmic design tools in the 2010s. Third, observations are made on editorial choices of the magazine and the biases of its account of computational research, with a special focus on the period 2000–2020, during which many issues have been dedicated to computational design themes, therefore making potential biases more visible. Despite the preponderance of specific topics, editors, and contributors, AD magazine provides an outlook into key concerns of the community at given times. The main biases identified, including a strong focus on the themes of biodesign and rationalization of practices, mirror the biases of the computational field itself, demonstrating the value of AD as an archive for the history of the field.
series ACADIA
type paper
email
last changed 2023/10/22 12:06

_id 57bd
authors Inanc, B. Sinan
year 2000
title Casebook. An Information Retrieval System for Housing Floor Plans
doi https://doi.org/10.52842/conf.caadria.2000.389
source CAADRIA 2000 [Proceedings of the Fifth Conference on Computer Aided Architectural Design Research in Asia / ISBN 981-04-2491-4] Singapore 18-19 May 2000, pp. 389-398
summary Floor plans are representations of choice for spatial information in architectural practice. They are expressive, readable, and familiar. My research examines possible uses of floor plan layouts in architectural information systems. Classification problems that arise are addressed by lazy computation. A prototype in the domain of residential units, CaseBook, has been developed and implemented. CaseBook uses graphical floor plans as core representations for storage, classification and retrieval. To reflect the plasticity of interpretations inherent to the complex and ill-defined architectural domain, the focus is on the flexibility of classification schemes. Flexibility is achieved through the application of adaptable automatic feature extraction and classification-on-demand by user-selected criteria. Queries can be graphically expressed in example layouts. The system ranks layouts according to their similarity to a query based on weighted nearest neighbor algorithm.
series CAADRIA
email
last changed 2022/06/07 07:50

_id 17ae
authors McCullogh, M.
year 2000
title Abstracting Craft: The Practised Digital Hand
source MIT Press, Cambridge Mass.
summary Can designing for computers be a craft? This is the question this book sets out to answer. At first sight, the situation is unpromising: craft is the work of hands, and "hands are underrated," in modern life; especially as computers are seen as abstract, conceptual, creations of pure mind. Yet since computation has become a medium, rather than just a tool kit, the correspondence between digital work and traditional craft is increasing. Modern software products, though immaterial, are nevertheless the creation of "practised hands" and eyes, as well as minds. Moreover, to craft is to care: humane values can - and should - inform a software designer's work just as a potter's or carpenter's. McCullough gives all those who work with code the chance to proclaim: "I am not a programmer! I am a digital craftsperson!"
series other
email
last changed 2003/04/23 15:14

_id 7449
authors Medero Rocha, Isabel A. and Danckwardt, Voltaire
year 2000
title Projeto Missões, Computação Gráfica - Multimídia da Reconstituição Computadorizada da Redução de São Miguel Arcanjo no Rio Grande do Sul - Brasil ("Missões" Project, Computer Graphics and Multimedia of the "Redução de São Miguel Arcanjo" Digital Reconstruction (Rio Grande do Sul, Brazil))
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. 191-193
summary The Project Missions - Graphical Computation, recoups in a graphical and digital the pictures of the Church and the Reduction of São Miguel Arcanjo/RS/Brasil, allowing to the public a virtual stroll through the set at the time of its foundation in 1687. Initiate in 1990, the design refers the appropriation and implementation of the new computational technologies. The 3D model allows the dynamic visualization of the set, through aerial sights and walkthrough animations into the main streets and the inward of the central ship of the church. For the generation of the model, it was followed the principles of the architectural composition to decompose the parts, to be shaped, defining the architectural and composition elements. This COMPACT DISC, is one of the some midias of the Design Missions - Graphical Computation. In this proposal, the music was developed especially for the COMPACT DISC, looks for to reflect the poetical aspect of the interaction between light, shadow, of the inwards and exteriors, attenuating the technology of a virtual environment. In the integration between the art and the technology its recovered virtually, the poetical way, the memory of one of the icons of the identity of the Rio Grande do Sul, with the objective to keep alive, for the new generations, a patrimony that practically in ruins would have the souvenir of its lost real picture in the time.
series SIGRADI
email
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