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

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_id bf19
id bf19
authors Rafi, A
year 2001
title Design computing: A new challenge for creative synergy
source In Saito, N. (Ed.), Creative digital media: Its impact on the new century (pp. 132-136), Japan: Keio University Press
summary As content becomes increasingly significant in giving ‘face’ to information technology (IT), the need to train and produce content designers has also become more and more important. The development of powerful computer technologies and the complexity of design have demanded designers to re-examine the design process and consider the adaptation of tools that will provide for creativity, improve the overall design process and, at the same time, reveal new insights (Rafi and Karboulonis, 2000). This paper gives an overview of the relationship between art and science through the ages, and discusses their relatively recent re-convergence. This text further argues that a re-convergence between art and science is currently occurring, highlighting the need to accelerate the process. It is suggested that re-convergence is a result of new technologies being researched, namely related to effective visualisation and communication of ideas and concepts, subsequently adopted by practitioners. Such elements, with tools that offer increased power and new abilities, are widely found today in the multimedia and the Virtual Environment (VE) as scientists and designers venture into each other’s domain. This paper also argues that content designers of the future must not only be both artist and technologist, but artist and technologist that are aware of the context in which content is being developed. The presentation will be a showcase of our exploration at the Faculty of Creative Multimedia, Multimedia University for the last 4 years, in integrating design and computer skills – the synergy that we called DESIGN COMPUTING.
keywords design computing, creativity, content, design
series book
type normal paper
email
last changed 2007/09/13 03:43

_id ga0026
id ga0026
authors Ransen, Owen F.
year 2000
title Possible Futures in Computer Art Generation
source International Conference on Generative Art
summary Years of trying to create an "Image Idea Generator" program have convinced me that the perfect solution would be to have an artificial artistic person, a design slave. This paper describes how I came to that conclusion, realistic alternatives, and briefly, how it could possibly happen. 1. The history of Repligator and Gliftic 1.1 Repligator In 1996 I had the idea of creating an “image idea generator”. I wanted something which would create images out of nothing, but guided by the user. The biggest conceptual problem I had was “out of nothing”. What does that mean? So I put aside that problem and forced the user to give the program a starting image. This program eventually turned into Repligator, commercially described as an “easy to use graphical effects program”, but actually, to my mind, an Image Idea Generator. The first release came out in October 1997. In December 1998 I described Repligator V4 [1] and how I thought it could be developed away from simply being an effects program. In July 1999 Repligator V4 won the Shareware Industry Awards Foundation prize for "Best Graphics Program of 1999". Prize winners are never told why they won, but I am sure that it was because of two things: 1) Easy of use 2) Ease of experimentation "Ease of experimentation" means that Repligator does in fact come up with new graphics ideas. Once you have input your original image you can generate new versions of that image simply by pushing a single key. Repligator is currently at version 6, but, apart from adding many new effects and a few new features, is basically the same program as version 4. Following on from the ideas in [1] I started to develop Gliftic, which is closer to my original thoughts of an image idea generator which "starts from nothing". The Gliftic model of images was that they are composed of three components: 1. Layout or form, for example the outline of a mandala is a form. 2. Color scheme, for example colors selected from autumn leaves from an oak tree. 3. Interpretation, for example Van Gogh would paint a mandala with oak tree colors in a different way to Andy Warhol. There is a Van Gogh interpretation and an Andy Warhol interpretation. Further I wanted to be able to genetically breed images, for example crossing two layouts to produce a child layout. And the same with interpretations and color schemes. If I could achieve this then the program would be very powerful. 1.2 Getting to Gliftic Programming has an amazing way of crystalising ideas. If you want to put an idea into practice via a computer program you really have to understand the idea not only globally, but just as importantly, in detail. You have to make hard design decisions, there can be no vagueness, and so implementing what I had decribed above turned out to be a considerable challenge. I soon found out that the hardest thing to do would be the breeding of forms. What are the "genes" of a form? What are the genes of a circle, say, and how do they compare to the genes of the outline of the UK? I wanted the genotype representation (inside the computer program's data) to be directly linked to the phenotype representation (on the computer screen). This seemed to be the best way of making sure that bred-forms would bare some visual relationship to their parents. I also wanted symmetry to be preserved. For example if two symmetrical objects were bred then their children should be symmetrical. I decided to represent shapes as simply closed polygonal shapes, and the "genes" of these shapes were simply the list of points defining the polygon. Thus a circle would have to be represented by a regular polygon of, say, 100 sides. The outline of the UK could easily be represented as a list of points every 10 Kilometers along the coast line. Now for the important question: what do you get when you cross a circle with the outline of the UK? I tried various ways of combining the "genes" (i.e. coordinates) of the shapes, but none of them really ended up producing interesting shapes. And of the methods I used, many of them, applied over several "generations" simply resulted in amorphous blobs, with no distinct family characteristics. Or rather maybe I should say that no single method of breeding shapes gave decent results for all types of images. Figure 1 shows an example of breeding a mandala with 6 regular polygons: Figure 1 Mandala bred with array of regular polygons I did not try out all my ideas, and maybe in the future I will return to the problem, but it was clear to me that it is a non-trivial problem. And if the breeding of shapes is a non-trivial problem, then what about the breeding of interpretations? I abandoned the genetic (breeding) model of generating designs but retained the idea of the three components (form, color scheme, interpretation). 1.3 Gliftic today Gliftic Version 1.0 was released in May 2000. It allows the user to change a form, a color scheme and an interpretation. The user can experiment with combining different components together and can thus home in on an personally pleasing image. Just as in Repligator, pushing the F7 key make the program choose all the options. Unlike Repligator however the user can also easily experiment with the form (only) by pushing F4, the color scheme (only) by pushing F5 and the interpretation (only) by pushing F6. Figures 2, 3 and 4 show some example images created by Gliftic. Figure 2 Mandala interpreted with arabesques   Figure 3 Trellis interpreted with "graphic ivy"   Figure 4 Regular dots interpreted as "sparks" 1.4 Forms in Gliftic V1 Forms are simply collections of graphics primitives (points, lines, ellipses and polygons). The program generates these collections according to the user's instructions. Currently the forms are: Mandala, Regular Polygon, Random Dots, Random Sticks, Random Shapes, Grid Of Polygons, Trellis, Flying Leap, Sticks And Waves, Spoked Wheel, Biological Growth, Chequer Squares, Regular Dots, Single Line, Paisley, Random Circles, Chevrons. 1.5 Color Schemes in Gliftic V1 When combining a form with an interpretation (described later) the program needs to know what colors it can use. The range of colors is called a color scheme. Gliftic has three color scheme types: 1. Random colors: Colors for the various parts of the image are chosen purely at random. 2. Hue Saturation Value (HSV) colors: The user can choose the main hue (e.g. red or yellow), the saturation (purity) of the color scheme and the value (brightness/darkness) . The user also has to choose how much variation is allowed in the color scheme. A wide variation allows the various colors of the final image to depart a long way from the HSV settings. A smaller variation results in the final image using almost a single color. 3. Colors chosen from an image: The user can choose an image (for example a JPG file of a famous painting, or a digital photograph he took while on holiday in Greece) and Gliftic will select colors from that image. Only colors from the selected image will appear in the output image. 1.6 Interpretations in Gliftic V1 Interpretation in Gliftic is best decribed with a few examples. A pure geometric line could be interpreted as: 1) the branch of a tree 2) a long thin arabesque 3) a sequence of disks 4) a chain, 5) a row of diamonds. An pure geometric ellipse could be interpreted as 1) a lake, 2) a planet, 3) an eye. Gliftic V1 has the following interpretations: Standard, Circles, Flying Leap, Graphic Ivy, Diamond Bar, Sparkz, Ess Disk, Ribbons, George Haite, Arabesque, ZigZag. 1.7 Applications of Gliftic Currently Gliftic is mostly used for creating WEB graphics, often backgrounds as it has an option to enable "tiling" of the generated images. There is also a possibility that it will be used in the custom textile business sometime within the next year or two. The real application of Gliftic is that of generating new graphics ideas, and I suspect that, like Repligator, many users will only understand this later. 2. The future of Gliftic, 3 possibilties Completing Gliftic V1 gave me the experience to understand what problems and opportunities there will be in future development of the program. Here I divide my many ideas into three oversimplified possibilities, and the real result may be a mix of two or all three of them. 2.1 Continue the current development "linearly" Gliftic could grow simply by the addition of more forms and interpretations. In fact I am sure that initially it will grow like this. However this limits the possibilities to what is inside the program itself. These limits can be mitigated by allowing the user to add forms (as vector files). The user can already add color schemes (as images). The biggest problem with leaving the program in its current state is that there is no easy way to add interpretations. 2.2 Allow the artist to program Gliftic It would be interesting to add a language to Gliftic which allows the user to program his own form generators and interpreters. In this way Gliftic becomes a "platform" for the development of dynamic graphics styles by the artist. The advantage of not having to deal with the complexities of Windows programming could attract the more adventurous artists and designers. The choice of programming language of course needs to take into account the fact that the "programmer" is probably not be an expert computer scientist. I have seen how LISP (an not exactly easy artificial intelligence language) has become very popular among non programming users of AutoCAD. If, to complete a job which you do manually and repeatedly, you can write a LISP macro of only 5 lines, then you may be tempted to learn enough LISP to write those 5 lines. Imagine also the ability to publish (and/or sell) "style generators". An artist could develop a particular interpretation function, it creates images of a given character which others find appealing. The interpretation (which runs inside Gliftic as a routine) could be offered to interior designers (for example) to unify carpets, wallpaper, furniture coverings for single projects. As Adrian Ward [3] says on his WEB site: "Programming is no less an artform than painting is a technical process." Learning a computer language to create a single image is overkill and impractical. Learning a computer language to create your own artistic style which generates an infinite series of images in that style may well be attractive. 2.3 Add an artificial conciousness to Gliftic This is a wild science fiction idea which comes into my head regularly. Gliftic manages to surprise the users with the images it makes, but, currently, is limited by what gets programmed into it or by pure chance. How about adding a real artifical conciousness to the program? Creating an intelligent artificial designer? According to Igor Aleksander [1] conciousness is required for programs (computers) to really become usefully intelligent. Aleksander thinks that "the line has been drawn under the philosophical discussion of conciousness, and the way is open to sound scientific investigation". Without going into the details, and with great over-simplification, there are roughly two sorts of artificial intelligence: 1) Programmed intelligence, where, to all intents and purposes, the programmer is the "intelligence". The program may perform well (but often, in practice, doesn't) and any learning which is done is simply statistical and pre-programmed. There is no way that this type of program could become concious. 2) Neural network intelligence, where the programs are based roughly on a simple model of the brain, and the network learns how to do specific tasks. It is this sort of program which, according to Aleksander, could, in the future, become concious, and thus usefully intelligent. What could the advantages of an artificial artist be? 1) There would be no need for programming. Presumbably the human artist would dialog with the artificial artist, directing its development. 2) The artificial artist could be used as an apprentice, doing the "drudge" work of art, which needs intelligence, but is, anyway, monotonous for the human artist. 3) The human artist imagines "concepts", the artificial artist makes them concrete. 4) An concious artificial artist may come up with ideas of its own. Is this science fiction? Arthur C. Clarke's 1st Law: "If a famous scientist says that something can be done, then he is in all probability correct. If a famous scientist says that something cannot be done, then he is in all probability wrong". Arthur C Clarke's 2nd Law: "Only by trying to go beyond the current limits can you find out what the real limits are." One of Bertrand Russell's 10 commandments: "Do not fear to be eccentric in opinion, for every opinion now accepted was once eccentric" 3. References 1. "From Ramon Llull to Image Idea Generation". Ransen, Owen. Proceedings of the 1998 Milan First International Conference on Generative Art. 2. "How To Build A Mind" Aleksander, Igor. Wiedenfeld and Nicolson, 1999 3. "How I Drew One of My Pictures: or, The Authorship of Generative Art" by Adrian Ward and Geof Cox. Proceedings of the 1999 Milan 2nd International Conference on Generative Art.
series other
email
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id 01c0
authors Af Klercker, Jonas
year 2000
title Modelling for Virtual Reality in Architecture
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. 209-213
doi https://doi.org/10.52842/conf.ecaade.2000.209
summary CAAD systems are using object modelling methods for building databases to make information available. Object data must then be made useful for many different purposes in the design process. Even if the capacity of the computer will allow an almost unlimited amount of information to be transformed, the eye does not make the transformations in the same “simple” mathematical way. Trained architects have to involve in an inventive process of finding ways to “harmonize” this new medium with the human eye and the architect’s professional experience. This paper will be an interimistic report from a surveying course. During the spring semester 2000 the CAAD division of TU-Lund is giving a course “Modelling for VR in Architecture”. The students are practising architects with experience from using object modelling CAAD. The aims are to survey different ways to use available hard- and software to create VR-models of pieces of architecture and evaluate them in desktop and CAVE environments. The architect is to do as much preparation work as possible with his CAAD program and only the final adjustments with the special VR tool.
keywords CAAD, VR, Modelling, Spatial Experience
series eCAADe
email
more http://www.uni-weimar.de/ecaade/
last changed 2022/06/07 07:54

_id b0e7
authors Ahmad Rafi, M.E. and Karboulonis, P.
year 2000
title The Re-Convergence of Art and Science: A Vehicle for Creativity
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. 491-500
doi https://doi.org/10.52842/conf.caadria.2000.491
summary Ever-increasing complexity in product design and the need to deliver a cost-effective solution that benefits from a dynamic approach requires the employment and adoption of innovative design methods which ensure that products are of the highest quality and meet or exceed customers' expectations. According to Bronowski (1976) science and art were originally two faces of the same human creativity. However, as civilisation advances and works became specialised, the dichotomy of science and art gradually became apparent. Hence scientists and artists were born, and began to develop work that was polar opposite. The sense of beauty itself became separated from science and was confined within the field of art. This dichotomy existed through mankind's efforts in advancing civilisation to its present state. This paper briefly examines the relationship between art and science through the ages and discusses their relatively recent re-convergence. Based on this hypothesis, this paper studies the current state of the convergence between arts and sciences and examines the current relationship between the two by considering real world applications and products. The study of such products and their successes and impact they had in the marketplace due to their designs and aesthetics rather than their advanced technology that had partially failed them appears to support this argument. This text further argues that a re-convergence between art and science is currently occurring and highlights the need for accelerating this process. It is suggested that re-convergence is a result of new technologies which are adopted by practitioners that include effective visualisation and communication of ideas and concepts. Such elements are widely found today in multimedia and Virtual Environments (VEs) where such tools offer increased power and new abilities to both scientists and designers as both venture in each other's domains. This paper highlights the need for the employment of emerging computer based real-time interactive technologies that are expected to enhance the design process through real-time prototyping and visualisation, better decision-making, higher quality communication and collaboration, lessor error and reduced design cycles. Effective employment and adoption of innovative design methods that ensure products are delivered on time, and within budget, are of the highest quality and meet customer expectations are becoming of ever increasing importance. Such tools and concepts are outlined and their roles in the industries they currently serve are identified. Case studies from differing fields are also studied. It is also suggested that Virtual Reality interfaces should be used and given access to Computer Aided Design (CAD) model information and data so that users may interrogate virtual models for additional information and functionality. Adoption and appliance of such integrated technologies over the Internet and their relevance to electronic commerce is also discussed. Finally, emerging software and hardware technologies are outlined and case studies from the architecture, electronic games, and retail industries among others are discussed, the benefits are subsequently put forward to support the argument. The requirements for adopting such technologies in financial, skills required and process management terms are also considered and outlined.
series CAADRIA
email
last changed 2022/06/07 07:54

_id 9d10
authors Anders, Peter and Livingstone, Daniel
year 2001
title STARS: Shared Transatlantic Augmented Reality System
source Reinventing the Discourse - How Digital Tools Help Bridge and Transform Research, Education and Practice in Architecture [Proceedings of the Twenty First Annual Conference of the Association for Computer-Aided Design in Architecture / ISBN 1-880250-10-1] Buffalo (New York) 11-14 October 2001, pp. 350-355
doi https://doi.org/10.52842/conf.acadia.2001.350
summary Since October 2000 the authors have operated a laboratory, the Shared Transatlantic Augmented Reality System (STARS), for exploring telepresence in the domestic environment. The authors, an artist and an architect, are conducting a series of experiments to test their hypotheses concerning mixed reality and supportive environments. This paper describes these hypotheses, the purpose and construction of the lab, and preliminary results from the ongoing collaboration.
keywords Mixed Reality, Cybrid, Art, Cyberspace, CAiiA-STAR
series ACADIA
email
last changed 2022/06/07 07:54

_id 0c0d
authors Asanowicz, Aleksander
year 2000
title Computer as an Metaphorisation Machine
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. 283-286
doi https://doi.org/10.52842/conf.ecaade.2000.283
summary Digital media is transforming the practice and teaching of design. Information technologies offer not only better production and rendering tools but also the ability to model, manipulate, and understand design in new ways. A new era in CAAD has started. One of the aspects of this situation is the increase in the number of computers in design offices and architectural schools (many of our students have their own computers, which a re often better than the computers we have at our school). We can submit a proposition that the critical point in the creative use of computers is over, and we should think how computers and new media may extend the designer’s perception and imagination.
keywords Creation of a Form, Imagination, Metaphors, Computer Support of Form Searching
series eCAADe
email
more http://www.uni-weimar.de/ecaade/
last changed 2022/06/07 07:54

_id c42a
authors Bermudez, J., Agutter, J., Brent, L., Syroid, N., Gondeck-Becker, D., Westenskow, D., Foresti, S. and Sharir, Y.
year 2000
title Cyberprint: Toward an Architecture of Being
source ACADIA Quarterly, vol. 19, no. 3, pp. 8-12
doi https://doi.org/10.52842/conf.acadia.2000.008
summary This project involves the design, construction and performance of an “architecture of being” that expresses selfhood in virtual space and real time using: (1) physiological data as its building material, (2) architectural design as its expressive intent, (3) digital space as its medium, (4) screen projection as its enveloping and viewing technique, (5) user interactivity and performance as its partner, and (6) interdisciplinary collaborations among Architecture, Choreography, Modern Dance, Music, Bioengineering, Medicine and Computer Science as its creative and technical contexts. The paper presents the implementation of the cyberPRINT during a series of techno-media performances at the Rose Wagner Performing Art Center in Salt Lake City, USA, in May 2000. This work is believed to be the first of its kind in the world. The cyberPRINT is building a new area of creative inquiry in Architecture by means of collaborations with the Arts and Sciences.
keywords Performance; Data Visualization; Interdisciplinary; Virtual; Architecture
series ACADIA
email
last changed 2022/06/07 07:52

_id 95b0
authors Bermudez, J., Agutter, J., Lilly,. B., Syroid, N., Westenskow, D., Gondeck-Becker, D. Foresti, S. and Sharir, Y.
year 2000
title CyberPRINT: Hacia una Arquitectura del Ser (CyberPRINT: Towards an Architecture of the Being)
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. 220-223
summary This project involves the design, construction and performance of an “architecture of being” that expresses selfhood in virtual space and real time using: (1) physiological data as its building material, (2) architectural design as its expressive intent, (3) digital space as its medium, (4) screen projection as its enveloping and viewing technique, (5) user interactivity and performance as its partner, and (6) interdisciplinary collaborations among Architecture, Choreography, Modern Dance, Music, Bioengineering, Medicine and Computer Science as its creative and technical contexts. // The paper presents the implementation of the cyberPRINT during a series of techno-media performances at the Rose Wagner Performing Art Center in Salt Lake City, USA, in May 2000. This work is believed to be the first of its kind in the world. The cyberPRINT is building a new area of creative inquiry in Architecture by means of collaborations with the Arts and Sciences.
series SIGRADI
email
last changed 2016/03/10 09:47

_id 3f35
authors Bermudez, Julio and King, Kevin
year 2000
title Media interaction and design process: establishing a knowledge base
source Automation in Construction 9 (1) (2000) pp. 37-56
summary Integrating computers in architectural design means to negotiate between centuries-old analog design methods and the new digital systems of production. Analog systems of architectural production use tracing paper, vellum, graphite and ink, clipboard, clay, balsa wood, plastic, metal, etc. Analog systems have also been termed "handmade", "manual", "material" or "physical". Digital systems of architectural production use scanning, image manipulation, visualization, solid modeling, computer aided drafting, animation, rendering, etc. Digital systems have also been called "electronic", "computer-aided", "virtual", etc. The difficulty lies in the underdeveloped state of the necessary methods, techniques, and theories to relate traditional and new media. Recent investigations on the use of multiple iterations between manual and electronic systems to advance architectural work show promising results. However, these experiments have not been sufficiently codified, cross-referenced and third party tested to conform a reliable knowledge base. This paper addresses this shortcoming by bringing together reported experiences from diverse researchers over the past decade. This summary is informed by more than three years of continuous investigation in the impacts of analog-digital conversations in the design process. The goal is to establish a state-of-the-art common foundation that permits instructors, researchers and practitioners to refer to, utilize, test, criticize and develop. An appendix is included providing support for the paper's arguments.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:22

_id 6756
authors Butler, K.S., Rincón, H., Maria Lane, K. and Brand, R.
year 2001
title Construyendo una ciudad sostenible en la frontera: planificación de la ciudad de Colombia, Nuevo León, México [Constructing A Sustainable City In the Border: Planning of the City of Colombia, Nuevo León, Mexico ]
source 2da Conferencia Venezolana sobre Aplicación de Computadores en Arquitectura, Maracaibo (Venezuela) december 2001, pp. 194-203
summary The policy rationale for promotion of urban development in the Mexico-Texas borderland of Nuevo León is likely to be sustained and even strengthened. The University of Texasí participation in new town planning for Colombia spans at least three hierarchical levels with students, faculty members, practitioners and government officials joining efforts. At the ìstudio levelî, students completed a comprehensive landscape assessment for portions of the future city using GPS surveying and GIS database and modeling. Graduate students, using field data, updated 2000 maps/shapefiles, and spatial modeling as an analysis tool, created a series of spatial models to produce useful information about the study areaís inherent suitability for agriculture, human settlement and preservation. This work culminated in a research symposium, planning charrette, refinement of land use and infrastructure assumptions, and the development of masterplan elements for the future city. In contrast to the professional firm, the project provides unique opportunities for intensive learning and applied research that contribute to the ecological, social and economic well-being of new cities and developing regions,
keywords USA-Mexico Border; Sustainable Development; Regional Planning; Arch View
series other
email
last changed 2003/02/14 08:29

_id b966
authors Ceccato, Cristiano and Janssen, Patrick
year 2000
title GORBI: Autonomous Intelligent Agents Using Distributed Object-Oriented Graphics
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. 297-300
doi https://doi.org/10.52842/conf.ecaade.2000.297
summary Autonomous agents represent a new form of thinking that is of primary importance in the age of the Internet and distributed networks, and provide a platform on which Turing’s model of sequential instruction-executing machines and von NeumannÕs connectionist vision of interconnected, concurrent fine-grain processors may be reconciled. In this paper we map this emergent paradigm to design and design intelligence by to illustrating examples of decentralised interacting agents projects.
keywords Graphics, CAD, Internet, Evolutionary, Generative, Distributed, Decentralised, Object, Request, Broker, CORBA, OpenGL, Java, C++
series eCAADe
email
more http://www.uni-weimar.de/ecaade/
last changed 2022/06/07 07:55

_id be17
authors Chen, Yen-Jen and Chen, Ching-Yu
year 2000
title The Representation of Information Structure in the Cyber World. A Space Cognition Approach
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. 351-356
doi https://doi.org/10.52842/conf.caadria.2000.351
summary The Internet, the place that people called "cyberspace", is a new place that people can explore in now. But we usually fell "astray" in there because there are no signs like roads, bridges, like it is in the physical world. This paper tries to cite the Lynch's (1960) urban design theory, then to develop a new Internet search mechanism's graphic user interface, and tries to help people explore in Internet more effectively.
series CAADRIA
email
last changed 2022/06/07 07:55

_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 40cb
authors Cohen Egler, Tamara Tania
year 2000
title A imagem do espaço numérico (The Numeric Space Image)
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. 155-159
summary The challenge is to think about the numerical technology and its effects in the processes of production and representation of space. The focus of the analysis is to promote the knowledge about the relation between technique, art and society in the sense to have the elements to think about the future. The question is to think about the new communication that we have in the net, that changes the thinking about production and representation of space in the age of information.. The comprehension between the relation of space and tempo give us possibilities to know about life in space . For every period of history we have a form of space, in the informational era the space is image.
series SIGRADI
last changed 2016/03/10 09:49

_id 2f1a
authors Dabney, M.K., Wright, J.C. and Sanders, D.H.
year 1999
title Virtual Reality and the Future of Publishing Archaeological Excavations: the multimedia publication of the prehistoric settlement on Tsoungiza at Ancient Nemea
source New York: The Metropolitan Museum of Art
summary The Nemea Valley Archaeological Project is a study of settlement and land use in a regional valley system in Greece extending from the Upper Paleolithic until the present. Active field research was conducted by four teams between 1981 and 1990. The first component was a regional archaeological survey. Second, and closely related to the first, was a social anthropological study of modern settlement and land use. Next was a team assigned to excavate the succession of prehistoric settlements of Ancient Nemea on Tsoungiza. Last, historical ecologists, a palynologist, and a geologist formed the environmental component of the research. As a result of advances in electronic publishing, plans for the final publication of the Nemea Valley Archaeological Project have evolved. Complete publication of the excavation of the prehistoric settlements of Ancient Nemea on Tsoungiza will appear in an interactive multimedia format on CD/DVD in Fall 2000. This project is planned to be the first electronic publication of the American School of Classical Studies at Athens. We have chosen to publish in electronic format because it will meet the needs and interests of a wider audience, including avocational archaeologists, advanced high school and college students, graduate students, and professional archaeologists. The multimedia format on CD/DVD will permit the inclusion of text, databases, color and black-and-white images, two and three-dimensional graphics, and videos. This publication is being developed in cooperation with Learning Sites, Inc., which specializes in interactive three-dimensional reconstructions of ancient worlds http://www.learningsites.com. The Nemea Valley Archaeological Project is particularly well prepared for the shift towards electronic publishing because the project's field records were designed for and entered in computer databases from the inception of the project. Attention to recording precise locational information for all excavated objects enables us to place reconstructions of objects in their reconstructed architectural settings. Three-dimensional images of architectural remains and associated features will appear both as excavated and as reconstructed. Viewers will be able to navigate these images through the use of virtual reality. Viewers will also be able to reference all original drawings, photographs, and descriptions of the reconstructed architecture and objects. In this way a large audience will be able to view architectural remains, artifacts, and information that are otherwise inaccessible.
series other
last changed 2003/04/23 15:14

_id sigradi2006_k004
id sigradi2006_k004
authors Dutta Madhu C.
year 2006
title The Myth of Cyberspace: Towards a New Technopolis
source SIGraDi 2006 - [Proceedings of the 10th Iberoamerican Congress of Digital Graphics] Santiago de Chile - Chile 21-23 November 2006, pp. 41-44
summary Professor Madhu C. Dutta has worked professionally as an urban planner and architect and was an Assistant Professor of Architecture at the University of Texas at San Antonio before coming to Wentworth. She teaches a broad range of courses, from design studio and architectural history through digital media and advanced computer applications for architectural design. Some of her most significant works include a city-wide urban riverfront design project in Varanasi, India, and “Solar Sails” a renewable energy design for the U.S. Department of Energy competition (2000) for which she was awarded the second prize among 110 entries. She has presented her scholarly work at conferences in Asia, Europe, Latin America, and the U.S. Her research interests are eclectic; she has recently been exploring the expansion of our notions of architectural space to include hybridized and virtual milieus in the “new frontier” of digital architecture. Professor Dutta is deeply committed to the creative and performing arts as well. She studied and performed Indian classical dance for sixteen years. She holds a BArch from the Manipal Institute of Technology of Mangalore University, and a Master’s in Architecture, specializing in Urban Design, from the University of Texas at Austin.
keywords Technopolis, cyberspace, future, digital society
series SIGRADI
type keynote paper
email
last changed 2016/03/10 09:50

_id 7e01
authors Earl Mark
year 2000
title A Prospectus on Computers Throughout the Design Curriculum
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. 77-83
doi https://doi.org/10.52842/conf.ecaade.2000.077
summary Computer aided architectural design has spread throughout architecture schools in the United States as if sown upon the wind. Yet, the proliferation alone may not be a good measure of the computer’s impact on the curriculum or signify the true emergence of a digital design culture. The aura of a relatively new technology may blind us from understanding its actual place in the continuum of design education. The promise of the technology is to completely revolutionize design; however, the reality of change is perhaps rooted in an underlying connection to core design methods. This paper considers a transitional phase within a School reviewing its entire curriculum. Lessons may be found in the Bauhaus educational program at the beginning of the 20 th century and its response to the changing shape of society and industry.
keywords Pedagogy, Computer Based Visualization, Spatial and Data Analysis Methods, Interdisciplinary Computer Based Models
series eCAADe
email
more http://www.uni-weimar.de/ecaade/
last changed 2022/06/07 07:55

_id 567d
authors Farrag, C., Pinna Braga, F. and Teixeira, P.
year 2000
title Investigação de Metodologia de Ensino de Informática Aplicada à Arquitetura (Research on the Methodology for Teaching Computer Applications in Architecture)
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. 347-349
summary Description of class research from 1997-2 to 2000-1 in “Applied Computing in Architecture” conducted in the sixth semester of the Architecture Program at Faculdade de Belas Artes de São Paulo. The study is intended to analyze, evaluate and discover new paradigms in the introduction/application of class methodologies of teaching the use of computer in the design process. Our intention is to verify the students natural understanding of the principles of 3D digital modeling by introducing new tools for defining space and form, using the computer as a communication/representation system, and not only as a mimetized production tool. The challenge was to find a natural syntony between the digital projectual process and the learning process. At the end of each semester we evaluated the results and redirected the class proposals.
series SIGRADI
email
last changed 2016/03/10 09:51

_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 16d2
authors Grión, María
year 2000
title Cambios Profundos en la Expresión Gráfica: Nuestros Primeros Pasos (Deep Changes in Graphic Expression: Our First Steps)
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. 271-273
summary This is the first report on the project to create a new syllabus for the subject Representation Systems in the careers of the Ingeneering at Salta´s University. Being our work hypothesis that the introduction of changes in the teaching of the graphic expression area will improve the learning and provide them with a greater capacity to adapt to certain requirements in the professional field, in particular in the use of CAD, we start to develop the work scheduled for the first year complying with the objectives set: (-) Knowledge of the “state of the art” in the syllabus of the area, analyzing the various experiences and programs developed in Argentina and other countries universities. (-) Settings of the new demand placed on the engineer, according to the demands of the environment. (-) Setting of the contents, objectives, methodology, bibliography and evaluation, updated to satisfy the suggested profile. (-) Pedagogic and team educational research training.
series SIGRADI
email
last changed 2016/03/10 09:52

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