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 573

_id ga0013
id ga0013
authors Annunziato, Mauro and Pierucci, Piero
year 2000
title Artificial Worlds, Virtual Generations
source International Conference on Generative Art
summary The progress in the scientific understanding/simulation of the evolution mechanisms and the first technological realizations (artificial life environments, robots, intelligent toys, self reproducing machines, agents on the web) are creating the base of a new age: the coming of the artificial beings and artificial societies. Although this aspect could seems a technological conquest, by our point of view it represent the foundation of a new step in the human evolution. The anticipation of this change is the development of a new cultural paradigm inherited from the theories of evolution and complexity: a new way to think to the culture, aesthetics and intelligence seen as emergent self-organizing qualities of a collectivity evolved along the time through genetic and language evolution. For these reasons artificial life is going to be an anticipatory and incredibly creative area for the artistic expression and imagination. In this paper we try to correlate some elements of the present research in the field of artificial life, art and technological grow up in order to trace a path of development for the creation of digital worlds where the artificial beings are able to evolve own culture, language and aesthetics and they are able to interact con the human people.Finally we report our experience in the realization of an interactive audio-visual art installation based on two connected virtual worlds realized with artificial life environments. In these worlds,the digital individuals can interact, reproduce and evolve through the mechanisms of genetic mutations. The real people can interact with the artificial individuals creating an hybrid ecosystem and generating emergent shapes, colors, sound architectures and metaphors for imaginary societies, virtual reflections of the real worlds.
series other
email
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id 4f24
authors Cury Paraizo, Rodrigo
year 2000
title CMC 2000 - A internet como ferramenta auxiliar do projeto de arquitetura (CMC 2000 - Internet as an Aiding Tool in Architectural Projects)
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. 72-74
summary This paper briefly describes low cost and low maintenance web-based hyperdocument system, focused using an elementary school architecture project. It describes the experience of interaction with the project and its results. It also contains some observations on already available digital representation techniques for presenting such hyperdocuments, discussing their efficacy for given purposes. A great part of the website is available on the digital publication (CD-Rom).
series SIGRADI
email
last changed 2016/03/10 09:49

_id 389b
authors Do, Ellen Yi-Luen
year 2000
title Sketch that Scene for Me: Creating Virtual Worlds by Freehand Drawing
doi https://doi.org/10.52842/conf.ecaade.2000.265
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. 265-268
summary With the Web people can now view virtual threedimensional worlds and explore virtual space. Increasingly, novice users are interested in creating 3D Web sites. Virtual Reality Modeling Language gained ISO status in 1997, although it is being supplanted by the compatible Java3D API and alternative 3D Web technologies compete. Viewing VRML scenes is relatively straightforward on most hardware platforms and browsers, but currently there are only two ways to create 3D virtual scenes: One is to code the scene directly using VRML. The other is to use existing CAD and modeling software, and save the world in VRML format or convert to VRML from some other format. Both methods are time consuming, cumbersome, and have steep learning curves. Pen-based user interfaces, on the other hand, are for many an easy and intuitive method for graphics input. Not only are people familiar with the look and feel of paper and pencil, novice users also find it less intimidating to draw what they want, where they want it instead of using a complicated tool palette and pull-down menus. Architects and designers use sketches as a primary tool to generate design ideas and to explore alternatives, and numerous computer-based interfaces have played on the concept of "sketch". However, we restrict the notion of sketch to freehand drawing, which we believe helps people to think, to envision, and to recognize properties of the objects with which they are working. SKETCH employs a pen interface to create three-dimensional models, but it uses a simple language of gestures to control a three-dimensional modeler; it does not attempt to interpret freehand drawings. In contrast, our support of 3D world creation using freehand drawing depend on users’ traditional understanding of a floor plan representation. Igarashi et al. used a pen interface to drive browsing in a 3D world, by projecting the user’s marks on the ground plane in the virtual world. Our Sketch-3D project extends this approach, investigating an interface that allows direct interpretation of the drawing marks (what you draw is what you get) and serves as a rapid prototyping tool for creating 3D virtual scenes.
keywords Freehand Sketching, Pen-Based User Interface, Interaction, VRML, Navigation
series eCAADe
email
more http://www.uni-weimar.de/ecaade/
last changed 2022/06/07 07:55

_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 ga0004
id ga0004
authors Lund, Andreas
year 2000
title Evolving the Shape of Things to Come - A Comparison of Interactive Evolution and Direct Manipulation for Creative Tasks
source International Conference on Generative Art
summary This paper is concerned with differences between direct manipulation and interactive evolutionary design as two fundamentally different interaction styles for creative tasks. Its main contribution to the field of generative design is the treatment of interactive evolutionary design as a general interaction style that can be used to support users in creative tasks. Direct manipulation interfaces, a term coined by Ben Shneiderman in the mid-seventies, are the kind of interface that is characteristic of most modern personal computer application user interfaces. Typically, direct manipulation interfaces incorporate a model of a context (such as a desktop environment) supposedly familiar to users. Rather than giving textual commands (i.e. "remove file.txt", "copy file1.txt file2.txt") to an imagined intermediary between the user and the computer, the user acts directly on the objects of interest to complete a task. Undoubtedly, direct manipulation has played an important role in making computers accessible to non-computer experts. Less certain are the reasons why direct manipulation interfaces are so successful. It has been suggested that this kind of interaction style caters for a sense of directness, control and engagement in the interaction with the computer. Also, the possibilities of incremental action with continuous feedback are believed to be an important factor of the attractiveness of direct manipulation. However, direct manipulation is also associated with a number of problems that make it a less than ideal interaction style in some situations. Recently, new interaction paradigms have emerged that address the shortcomings of direct manipulation in various ways. One example is so-called software agents that, quite the contrary to direct manipulation, act on behalf of the user and alleviate the user from some of the attention and cognitive load traditionally involved in the interaction with large quantities of information. However, this relief comes at the cost of lost user control and requires the user to put trust into a pseudo-autonomous piece of software. Another emerging style of human-computer interaction of special interest for creative tasks is that of interactive evolutionary design (sometimes referred to as aesthetic selection). Interactive evolutionary design is inspired by notions from biological evolution and may be described as a way of exploring a large – potentially infinite – space of possible design configurations based on the judgement of the user. Rather than, as is the case with direct manipulation, directly influencing the features of an object, the user influences the design by means of expressing her judgement of design examples. Variations of interactive evolutionary design have been employed to support design and creation of a variety of objects. Examples of such objects include artistic images, web advertising banners and facial expressions. In order to make an empirical investigation possible, two functional prototypes have been designed and implemented. Both prototypes are targeted at typeface design. The first prototype allows a user to directly manipulate a set of predefined attributes that govern the design of a typeface. The second prototype allows a user to iteratively influence the design of a typeface by means of expressing her judgement of typeface examples. Initially, these examples are randomly generated but will, during the course of interaction, converge upon design configurations that reflect the user’s expressed subjective judgement. In the evaluation of the prototypes, I am specifically interested in users’ sense of control, convergence and surprise. Is it possible to maintain a sense of control and convergence without sacrificing the possibilities of the unexpected in a design process? The empirical findings seem to suggest that direct manipulation caters for a high degree of control and convergence, but with a small amount of surprise and sense of novelty. The interactive evolutionary design prototype supported a lower degree of experienced control, but seems to provide both a sense of surprise and convergence. One plausible interpretation of this is that, on the one hand, direct manipulation is a good interaction style for realizing the user’s intentions. On the other hand, interactive evolutionary design has a potential to actually change the user’s intentions and pre-conceptions of that which is being designed and, in doing so, adds an important factor to the creative process. Based on the empirical findings, the paper discusses situations when interactive evolutionary design may be a serious contender with direct manipulation as the principal interaction style and also how a combination of both styles can be applied.
series other
email
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id 0657
authors Morozumi, M., Homma, R., Shounai, Y., Yamaguchi, S. and Kawasumi, N.
year 2001
title Web-based collaborative design studio: tools and programs
doi https://doi.org/10.52842/conf.caadria.2001.093
source CAADRIA 2001 [Proceedings of the Sixth Conference on Computer Aided Architectural Design Research in Asia / ISBN 1-86487-096-6] Sydney 19-21 April 2001, pp. 93-102
summary Since 1996, Kumamoto University has repeated several experiments to apply web-based collaborative design techniques to a junior design studio aiming to stimulate studentsí interaction in the class and to enhance their design abilities. When it became clear after a two-year experiment that writing web pages and uploading them to a web server was a barrier of communication for students, the authors developed a web-based groupware called GW-Notebook, and started using it in 1998. In the fall semester of 2000, the authors introduced a new design studio program, and tested the revised version of the groupware, GW-Notebook III. This paper discusses the features of the system, and gives an outline of the studio program and some of the findings in the studio as well as the use of the revised system.
series CAADRIA
email
last changed 2022/06/07 07:59

_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 2683
authors Kos, Jose Ripper
year 2000
title Architectural Hypermedia Based on 3D Models
doi https://doi.org/10.52842/conf.ecaade.2000.221
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. 221-224
summary The World Wide Web gave a new dimension to the terms hypermedia and hypertext. Their distinctions are not very clear and in this paper we will use both with the same meaning. They are usually defined in a very generic way as a revolutionary form of writing. The generalization and glorification of hypertext, however, obscures a clearer view of its real possibilities. Architects will benefit by investigating carefully its resources - and how it can be a powerful tool for the profession, particularly when associated with 3D models.
keywords Hypermedia, 3D Model, Hypertext, Latin-American Cities, Architecture
series eCAADe
email
more http://www.uni-weimar.de/ecaade/
last changed 2022/06/07 07:51

_id 456a
authors Alvarado, R.G., Parra, J.C., Vergara, R.L. and Chateau, H.B.
year 2000
title Architectural References to Virtual Environments Design
doi https://doi.org/10.52842/conf.ecaade.2000.151
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. 151-155
summary Based on a comparison between the perception of digital and real construction, the development of virtual systems and the review of additional sources, this paper states some differences between the design of virtual environments and architectural spaces. Virtual-reality technologies provide advanced capabilities to simulate real situations, and also to create digital worlds not referred to physical places, such as imaginary landscapes or environments devoted to electronic activities, like entertainment, learning or commerce. Some on-line services already use 3D-stages, resembling building halls and domestic objects, and several authors have mentioned virtual modeling as a job opportunity to architects. But it will argue in this paper that the design of those environments should consider their own digital characteristics. Besides, the use of virtual installations on networks impells a convergence with global media, like Internet or TV. Virtual environments can be a 3Devolution of communicational technologies, which have an increasing participation in culture, reaching a closer relationship to contemporary architecture.
keywords Virtual Environments, Spatial Perception, Design Methodology
series eCAADe
email
more http://www.uni-weimar.de/ecaade/
last changed 2022/06/07 07:54

_id 2ccf
authors Brown, A., Gavin, L., Berridge, Ph., Achten, H. and Knight, M.
year 2000
title Virtual eCAADe Galleries and Meeting Places
doi https://doi.org/10.52842/conf.ecaade.2000.157
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. 157-163
summary This paper describes the first steps taken to establish a virtual gallery as a device to enable the display and sharing of information, both within the eCAADe organisation and for other interested or related parties. Initially an important role of the gallery would be to display student work from all of the member states of eCAADe. With this feature established we might then want to move on to providing additional elements within the world which could allow exchange of views; discussion; points of contact; and the provision of educational and research information relating to CAAD. The paper will describe the potential of the different kinds of gallery that might be appropriate. The worlds reviewed will deal with sites which offer a collaborative environment represented in a three dimensional form. We will comment on some specific relevant examples, and review their appropriateness against a set of relevant criteria. The proposals that we make will be open to review and comment by eCAADe members before a fully working site is constructed.
keywords eCAADe, Virtual Meeting Places, Internet
series eCAADe
email
more http://www.uni-weimar.de/ecaade/
last changed 2022/06/07 07:54

_id ga0018
id ga0018
authors Ciao, Quinsan
year 2000
title Hearing Architectural Design: Simulation and Auralization for Generating Better Acoustic Spaces
source International Conference on Generative Art
summary This paper with demonstration is devoted to revealing and establishing the relationship between space and sound through computational acoustic analysis, simulation and electronic synthesis of audible sound. Based on science of acoustics and computing technology, acoustic effect of an architectural 3-D design can be analyzed and the resulted sound in space can be synthesized and predicted accordingly and being heard. Auralization refers to this process of acoustic analysis, sound synthesis and audio presentation of the result in the form of audible sound. Design alternatives can be experimented until satisfactory acoustic effect is achieved. Traditionally, designers rely on some minimum and vague understanding or specialists’ experiences to predict and design for a desirable sound behavior in spaces. Most likely acoustic design and analysis are seen as a luxury remedy only affordable in large-scale theatres and concert halls. The recent available PC based auralization tools brought significance in both in terms of new knowledge towards the science and art of architectural acoustics and the methods and practice in the design process. The examples demonstrated in the presentation will indicate that the auralization technology make it possible for the designers, consultants, end users or potential occupants to examine and evaluate the performance of different designs by hearing it directly before an informed decision can be made. The case studies also illustrated that the auralization is a powerful tool for general public with common building types to uncover everyday acoustic problems that have been constantly harming their well being and would otherwise be undetected.
series other
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id ga0007
id ga0007
authors Coates, Paul and Miranda, Pablo
year 2000
title Swarm modelling. The use of Swarm Intelligence to generate architectural form
source International Conference on Generative Art
summary .neither the human purposes nor the architect's method are fully known in advance. Consequently, if this interpretation of the architectural problem situation is accepted, any problem-solving technique that relies on explicit problem definition, on distinct goal orientation, on data collection, or even on non-adaptive algorithms will distort the design process and the human purposes involved.' Stanford Anderson, "Problem-Solving and Problem-Worrying". The works concentrates in the use of the computer as a perceptive device, a sort of virtual hand or "sense", capable of prompting an environment. From a set of data that conforms the environment (in this case the geometrical representation of the form of the site) this perceptive device is capable of differentiating and generating distinct patterns in its behavior, patterns that an observer has to interpret as meaningful information. As Nicholas Negroponte explains referring to the project GROPE in his Architecture Machine: 'In contrast to describing criteria and asking the machine to generate physical form, this exercise focuses on generating criteria from physical form.' 'The onlooking human or architecture machine observes what is "interesting" by observing GROPE's behavior rather than by receiving the testimony that this or that is "interesting".' The swarm as a learning device. In this case the work implements a Swarm as a perceptive device. Swarms constitute a paradigm of parallel systems: a multitude of simple individuals aggregate in colonies or groups, giving rise to collaborative behaviors. The individual sensors can't learn, but the swarm as a system can evolve in to more stable states. These states generate distinct patterns, a result of the inner mechanics of the swarm and of the particularities of the environment. The dynamics of the system allows it to learn and adapt to the environment; information is stored in the speed of the sensors (the more collisions, the slower) that acts as a memory. The speed increases in the absence of collisions and so providing the system with the ability to forget, indispensable for differentiation of information and emergence of patterns. The swarm is both a perceptive and a spatial phenomenon. For being able to Interact with an environment an observer requires some sort of embodiment. In the case of the swarm, its algorithms for moving, collision detection, and swarm mechanics conform its perceptive body. The way this body interacts with its environment in the process of learning and differentiation of spatial patterns constitutes also a spatial phenomenon. The enactive space of the Swarm. Enaction, a concept developed by Maturana and Varela for the description of perception in biological terms, is the understanding of perception as the result of the structural coupling of an environment and an observer. Enaction does not address cognition in the currently conventional sense as an internal manipulation of extrinsic 'information' or 'signals', but as the relation between environment and observer and the blurring of their identities. Thus, the space generated by the swarm is an enactive space, a space without explicit description, and an invention of the swarm-environment structural coupling. If we consider a gestalt as 'Some property -such as roundness- common to a set of sense data and appreciated by organisms or artefacts' (Gordon Pask), the swarm is also able to differentiate space 'gestalts' or spaces of some characteristics, such as 'narrowness', or 'fluidness' etc. Implicit surfaces and the wrapping algorithm. One of the many ways of describing this space is through the use of implicit surfaces. An implicit surface may be imagined as an infinitesimally thin band of some measurable quantity such as color, density, temperature, pressure, etc. Thus, an implicit surface consists of those points in three-space that satisfy some particular requirement. This allows as to wrap the regions of space where a difference of quantity has been produced, enclosing the spaces in which some particular events in the history of the Swarm have occurred. The wrapping method allows complex topologies, such as manifoldness in one continuous surface. It is possible to transform the information generated by the swarm in to a landscape that is the result of the particular reading of the site by the swarm. Working in real time. Because of the complex nature of the machine, the only possible way to evaluate the resulting behavior is in real time. For this purpose specific applications had to be developed, using OpenGL for the Windows programming environment. The package consisted on translators from DXF format to a specific format used by these applications and viceversa, the Swarm "engine", a simulated parallel environment, and the Wrapping programs, to generate the implicit surfaces. Different versions of each had been produced, in different stages of development of the work.
series other
email
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id 93cc
authors Colajanni, B., Pellitteri, G. and Concialdi, S.
year 2000
title Retrieval Tools in Building Case Bases
doi https://doi.org/10.52842/conf.ecaade.2000.113
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. 113-116
summary Most of the existing aids to building design rely on data base of cases representing solutions to problems that are thought to happen again at least in a similar way. Crucial for the success of the aid is the retrieval engine. In tour its efficiency depends on the way the cases are encoded. Whichever is this way cases will be represented at different levels of abstraction. The highest level will probably consist in an accessibility and adjacency graph. Another level could be a wire plan of the building. An easily workable representation of a graph is a square matrix. For any given building typology it is possible to write a list of encoded space types. This allows forming matrices that can be compared and their diversity measured. Here we present an algorithm that makes this job. Such an algorithm can be one of the case retrieval tools in the data base. It is likely that the designer has already some idea of the shape he wants for the building he is designing. A comparison between some geometric characteristics of the wire representation of the retrieved case and the corresponding ones of the imagined solution of the design problem can constitute a second test. The matching can be done
keywords Knowledge, Case Bases, Building, Tools
series eCAADe
email
more http://www.uni-weimar.de/ecaade/
last changed 2022/06/07 07:56

_id 65b0
authors De Souza e Silva, Adriana
year 2000
title Habitar o Digital (To Inhabit the Digital)
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. 307-309
summary This paper analyzes the graphic digital interfaces of multiuser environments. Throughout the analysis of several graphic interfaces existing on the web - textual, 2D graphics and 3D graphics - and the role of the avatars (the body interface), the goal is to rethink the role of these interfaces in the contemporary time, just like a way to represent a subject (and a world) that is fragmented, multiple and deconstructed. After the birth of the www, the graphic interface of the computer, which was used to design graphic pages, turned also to be a tool to design digital environments. With the emergence of multiuser environments, the graphic interface should not only mediate the relationship man / machine, but also interface the relationship man / man. In this context, some questions, as the presence, the activity and the identity on the web should be graphically solved. What does online conversations look like?
series SIGRADI
email
last changed 2016/03/10 09:50

_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 gerardgabriel_phd
id gerardgabriel_phd
authors Gabriel, Gerard Caesar
year 2000
title COMPUTER-MEDIATED COMMUNICATION IN DESIGN
source PhD Thesis, Faculty of Architecture, University of Sydney
summary Up till now, architects collaborating with other colleagues did so mostly face-to-face (FTF). They had to be in the same space (co-located) at the same time. Communication was ‘spontaneous’ and ideas were represented, whether verbal or nonverbal, by talking and using ‘traditional drawing tools’. If they were geographically displaced, the interaction was then space affected as well as the probability of being time affected. In this case communication was usually mediated through the telephone, and graphically represented ideas were sent by Fax or posted documents. Recently, some architectural firms started using modems and Internet connections to exchange information, by transferring CAD drawings as well as design information, through e-mail and file transfer protocol (FTP). Discussing ideas in architecture, as a more abstract notion, is different from discussing other more concrete arguments using video conferencing. It is more important to ‘see’ what is being discussed at hand than ‘watch’ the other person(s) involved in the discussion. In other words the data being conveyed might be of more importance than the mode of communication. Taking into consideration recent developments in computer and communication technologies this thesis investigates different communication channels utilised in architectural collaboration through Computer Mediated Collaborative Design (CMCD) sessions as opposed to FTF sessions. This thesis investigates the possible effects these different channels have on collaborative design in general and collaborative design communication in particular. We argue that successful CMCD does not necessarily mean emulating close proximity environments. Excluding certain communication channels in a CMCD environment might affect the flow and quantity of synchronous collaborative communication, but not necessarily the quality and content of mutually communicated and represented design ideas. Therefore different communication channels might affect the type of communication and not necessarily the content of the communication. We propose that audio and video are not essential communication channels in CMCD environments. We posit that architects will collaborate and communicate design representations effectively although with some differences, since those two channels might cause interruptions and successful collaborative sessions can take place without them. For this purpose we conducted twenty-four one-hour experiments involving final year architecture students all working to the same design brief. The experiments were divided into three categories, FTF, full computer mediated collaborative design sessions (CMCD-a; audio-video conferencing plus whiteboard as a shared drawing space) and limited computer mediated collaborative design sessions (CMCD-b; with Lambda MOO used as a chat medium plus whiteboard as a shared drawing space). The experiments were video and audio taped, transcribed and coded into a custom developed coding scheme. The results of the analysed coded data and observations of the videotapes provided evidence that there were noticeable differences between the three categories. There was more design communication and less communication control in the CMCD-b category compared to the FTF and CMCD-a categories. Verbal communication became shorter and straight to the point in CMCD-b as opposed to spontaneous non-stop chat in the other two categories. Moreover in CMCD-b the subjects were observed to be more reflective as well as choosing and re-examining their words to explain ideas to their partners. At times they were seen scrolling back through the text of the conversation in order to re-analyse or interpret the design ideas at hand. This was impossible in FTF and CMCD-a sessions, since the subjects were more spontaneous and audio representations were lost as soon as they were uttered. Also the video channel in the CMCD-a category was ignored and hardly used except for the first few minutes of the experiments, for a brief exchange of light humour on the appearance of each subject. The results obtained from analysing the experiments helped us conclude that different communication channels produce different collaborative environments. The three categories of communication for architectural collaboration explored in our experiments are indicative of the alternatives available to architects now. What is not clear to architects is why they would choose one category over another. We propose that each category has its own strengths and difficulties for architectural collaboration, and therefore should be selected on the basis of the type of communication considered to be most effective for the stage and tasks of the design project.
series thesis:PhD
type normal paper
email
last changed 2005/09/09 13:02

_id ddssar0023
id ddssar0023
authors Jens Pohl, Art Chapman, and Kym Jason Pohl
year 2000
title Computer-aided design systems for the 21st century: some design guidelines
source Timmermans, Harry (Ed.), Fifth Design and Decision Support Systems in Architecture and Urban Planning - Part one: Architecture Proceedings (Nijkerk, the Netherlands)
summary This paper proposes nine design principles for a new generation of computer-aided design (CAD) systems that actively support the decision making and problem solving activities of environmental design. Foremost among these are: a meaningful internal object-based representation of the artifact being designed within its environmental context; a collaborative problem solving paradigm in which the human designer and the computer form a complementary partnership; and, the notion of decision-support tools rather than predefined solutions. Two prototype computer-aided design systems implemented by the CAD Research Center that embody most of these concepts are described. ICADS (Intelligent Computer-Aided Design System) incorporates multiple expert agents in domains such as natural and artificial lighting, noise control, structural system selection, climatic determinants, and energy conservation. Given a particular building design context, the agents in ICADS draw upon their own expertise and several knowledgebases as they monitor the actions of the human designer and collaborate opportunistically. KOALA (Knowledge-Based Object-Agent Collaboration) builds on the multi-agent concepts embodied in ICADS by the addition of two kinds of agents. Mentor agents represent the interests of selected objects within the ontology of the design environment. In the implemented KOALA system building spaces are represented by agents capable of collaborating with each other, with domain agents for the provision of expert services, and with the human designer. Facilitator agents listen in on the communications among mentor agents to detect conflicts and moderate arguments. While both of these prototype systems are limited in scope by focussing on the earliest design stages and restricted in their understanding of the inherent complexity of a design state, they nevertheless promise a paradigm shift in computer-aided design.
series DDSS
last changed 2003/08/07 16:36

_id d64b
authors Kieferle, Joachim B.
year 2000
title Virtual Space - New Tasks for Architects
doi https://doi.org/10.52842/conf.ecaade.2000.205
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. 205-208
summary The meaning of architecture is extended due to the new media. As never before, computers help architects to handle huge amounts of information or give them a freedom to handle complex shaped models. However, it is not the shapes, but the space and its qualities they are created in, that imposes a new kind of architecture. This article focuses in an abridged version on some attributes of virtual space, its expanding features for real space and what the chances for architecture might be. But - what is space? Is it something objective? How is it perceived by man? This questions have to be answered first to understand the following hypothesis.
series eCAADe
email
more http://www.uni-weimar.de/ecaade/
last changed 2022/06/07 07:52

_id eaa1
authors Kim, Amy Jo
year 2000
title Community Building On The Web, Secret Strategies for Successful Online Communities
source Peachpit Press
summary There's been a marked shift in the philosophy of developing successful Web sites. The technologies (HTML, JavaScript, JavaServer Pages) no longer occupy center stage. Rather, functional objectives and the communities that grow up around them seem to be the main ingredient in Web site success. In her carefully reasoned and well-written Community Building on the Web, Amy Jo Kim explains why communities form and grow. More importantly, she shows (with references to many examples) how you can make your site a catalyst for community growth--and profit in the process. From marketing schemes like Amazon.com's Associates program to The Motley Fool's system of rating members' bulletin-board postings, this book covers all the popular strategies for bringing people in and retaining them. Nine core strategies form the foundation of Kim's recommendations for site builders, serving as the organizational backbone of this book. The strategies generally make sense, and they seem to apply to all kinds of communities, cyber and otherwise. (One advocates the establishment of regular events around which community life can organize itself.) Some parts of Kim's message may seem like common sense, but such a coherent discussion of what defines a community and how it can be made to thrive is still helpful.
series other
last changed 2003/04/23 15:14

_id ga0011
id ga0011
authors Maldonado, Gabriel
year 2000
title Travels in Space and Time, Explorations of Virtual SoundScapes, Multi-dimensionalism of Digital Music
source International Conference on Generative Art
summary Composition and performance of Computer Music still keep some of the features of traditional music, together with new ones. Rhythm, melody, harmony can still be present in new paradigms (even if they are not necessarily required when dealing with computer music), but new compositional parameters are coming to light, causing the term «music» not always to be appropriate to describe new phenomena of sonic art. This paper will show some new paradigms of this kind of sonic art, as well as different view of old ones. Any past dogmas should be wiped out when dealing with digital arts. The rebellion against tonality of the first half of 20th century is surpassed now, and I believe that new music could use harmonic intervals without generating conflicts with the ideological problems which arose at that time (even if there are still many people who don’t admit it). Actually, digital domain opens a huge amount of unexplored worlds, making any past ideological dogma a prison we should free ourselves from. Nowadays, making music has many things in common with visual arts and scientific research. Many musical parameters can be applied to video arts, architecture, and vice-versa. Structure of sound has a lot of similarities with many other physical phenomena such as inner atomic structure, particle physics, astronomy, biology etc. This paper will deal with new uses and interpretations of old musical parameters (rhythm, harmony, melody) together with a presentation of some of the new ones. Debated topics are: ? Harmonic/inharmonic sounds, rhythm and melodies. The Deep Harmony (the harmony of spheres or cosmic harmony CYCLES). ? The inner structure and evolution of a single sound ? Interpretative music: Music generated by exploration of soundscapes or sonic architectures, generative processes constrained by interpreter’s gestures, state transitions between musical structures. ? Generative music: stocastic generation, algorithmic composition, levels of action. ? Music or non-music this is the problem (a terminology problem) ? Hyper-spatial music, virtual times, hyper-times. Time travels by means of sonic matter. ? Visual music. Generating 3D video by means of musical processes.    
series other
more http://www.generativeart.com/
last changed 2003/08/07 17:25

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