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

PDF papers
References

Hits 1 to 20 of 73

_id 4cd1
authors Abdelmawla, S., Elnimeiri, M. and Krawczyk, R.
year 2000
title Structural Gizmos
doi https://doi.org/10.52842/conf.acadia.2000.115
source Eternity, Infinity and Virtuality in Architecture [Proceedings of the 22nd Annual Conference of the Association for Computer-Aided Design in Architecture / 1-880250-09-8] Washington D.C. 19-22 October 2000, pp. 115-121
summary Architects are visual learners. The Internet has enabled interactive learning tools that can be used to assist in visual thinking of structural concepts, especially at the introductory levels. Here, we propose a visual approach for understanding structures through a series of interactive learning modules, or ’gizmos’. These gizmos, are the tools that the student may use to examine one structural concept at a time. Being interactive, they offer many more possibilities beyond what one static problem can show. The approach aims to enhance students’ visual intuition, and hence understanding of structural concepts and the parameters affecting design. This paper will present selected structural gizmos, how they work, and how they can enhance structural education for architects.
series ACADIA
email
last changed 2022/06/07 07:54

_id ae61
authors Af Klercker, Jonas
year 1999
title CAAD - Integrated with the First Steps into Architecture
doi https://doi.org/10.52842/conf.ecaade.1999.266
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 266-272
summary How and when should CAAD be introduced in the curriculum of the School of Architecture? This paper begins with some arguments for starting CAAD education at the very beginning. At the School of Architecture in Lund teachers in the first year courses have tried to integrate CAAD with the introduction to architectural concepts and techniques. Traditionally the first year is divided by several subjects running courses separatly without any contact for coordination. From the academic year 96/97 the teachers of Aplied aestetics, Building Science, Architectural design and CAAD have decided to colaborate as much as possible to make the role of our different fields as clear as possible to the students. Therefore integrating CAAD was a natural step in the academic year 98/99. The computer techniques were taught one step in advance so that the students can practise their understanding of the programs in their tasks in the other subjects. The results were surprisingly good! The students have quickly learned to mix the manual and computer techniques to make expressive and interesting visual presentations of their ideas. Some students with antipaty to computers have overcome this handicap. Some interesting observations are discussed.
keywords Curriculum, First Year Studies, Integration, CAAD, Modelling
series eCAADe
email
last changed 2022/06/07 07:54

_id 37c2
authors Ahmad Rafi, M.E.
year 1999
title Visualisation of Design Using Animation for Virtual Prototyping
doi https://doi.org/10.52842/conf.ecaade.1999.519
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 519-525
summary Although recent technology in time-based representation has vastly improved, animation in virtual prototype design field remains the same. Some designers invest a huge amount of money in the latest visualisation and multimedia technology and yet may create even worse animation. They often cramp sequences resulting in many viewers failing to interpret the design positively as they miss a lot of vital information that explains the design. This paper basically reports the importance of film-making understanding for producing good virtual prototype animation. It will be based on a part of a research project on the use of time-based media in architectural practices. It also includes an empirical analysis of several architectural-based documentary films (including an interview with the film director) and past and present computer animation. This paper then concludes with recommendations of good techniques for making animated visualisation relative to the stage at which the animation is produced for better design decision.
keywords Virtual Prototype, Animation, Time-Based, Film-Making
series eCAADe
email
last changed 2022/06/07 07:54

_id 449f
authors Aish, Robert
year 2000
title Collaborative Design using Long Transactions and "Change Merge"
doi https://doi.org/10.52842/conf.ecaade.2000.107
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. 107-111
summary If our goal is implement collaborative engineering across temporal, spatial and discipline dimensions, then it is suggested that we first have to address the necessary pre-requisites, which include both the deployment of "enterprise computing" and an understanding of the computing concepts on which such enterprise systems are based. This paper will consider the following computing concepts and the related concepts in the world of design computing, and discuss how these concepts have been realised in Bentley SystemsÕ ProjectBank collaborative engineering data repository: Computing Concept Related Design Concept Normalisation Model v. Report (or Drawing) Transaction Consistency of Design Long Transaction Parallelisation of Design Change Merge Coordination (synchronisation) Revisions Coordination (synchronisation) While we are most probably familiar with the applications of existing datadase concepts (such as Normalisation and Transaction Management) to the design process, the intent of this paper to focus
series eCAADe
email
more http://www.uni-weimar.de/ecaade/
last changed 2022/06/07 07:54

_id fbcb
authors Anders, Peter
year 2000
title Places of Mind: Implications of Narrative Space for the Architecture of Information Environments
doi https://doi.org/10.52842/conf.acadia.2000.085
source Eternity, Infinity and Virtuality in Architecture [Proceedings of the 22nd Annual Conference of the Association for Computer-Aided Design in Architecture / 1-880250-09-8] Washington D.C. 19-22 October 2000, pp. 85-89
summary Virtual reality and cyberspace are extended spaces of the mind different from, yet related to, the spaces of fiction and ancient myth. These earlier spaces reveal how electronic media, too, may come to define our selves and our culture. Indeed, a better understanding of how we use space to think can lead to the design of better information environments. This paper will describe a range of traditional narrative spaces, revealing their varied relationships with the physical world. It will demonstrate the purposes of such spaces and how their function changes with their level of abstraction. A concluding review of current technologies will show how electronic environments carry on the traditions of these spaces in serving our cultural and psychological needs.
keywords Cyberspace, Narrative, Space, Anthropic Cyberspace, Cybrids
series ACADIA
email
last changed 2022/06/07 07:54

_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 60e7
authors Bailey, Rohan
year 2000
title The Intelligent Sketch: Developing a Conceptual Model for a Digital Design Assistant
doi https://doi.org/10.52842/conf.acadia.2000.137
source Eternity, Infinity and Virtuality in Architecture [Proceedings of the 22nd Annual Conference of the Association for Computer-Aided Design in Architecture / 1-880250-09-8] Washington D.C. 19-22 October 2000, pp. 137-145
summary The computer is a relatively new tool in the practice of Architecture. Since its introduction, there has been a desire amongst designers to use this new tool quite early in the design process. However, contrary to this desire, most Architects today use pen and paper in the very early stages of design to sketch. Architects solve problems by thinking visually. One of the most important tools that the Architect has at his disposal in the design process is the hand sketch. This iterative way of testing ideas and informing the design process with images fundamentally directs and aids the architect’s decision making. It has been said (Schön and Wiggins 1992) that sketching is about the reflective conversation designers have with images and ideas conveyed by the act of drawing. It is highly dependent on feedback. This “conversation” is an area worthy of investigation. Understanding this “conversation” is significant to understanding how we might apply the computer to enhance the designer’s ability to capture, manipulate and reflect on ideas during conceptual design. This paper discusses sketching and its relation to design thinking. It explores the conversations that designers engage in with the media they use. This is done through the explanation of a protocol analysis method. Protocol analysis used in the field of psychology, has been used extensively by Eastman et al (starting in the early 70s) as a method to elicit information about design thinking. In the pilot experiment described in this paper, two persons are used. One plays the role of the “hand” while the other is the “mind”- the two elements that are involved in the design “conversation”. This variation on classical protocol analysis sets out to discover how “intelligent” the hand should be to enhance design by reflection. The paper describes the procedures entailed in the pilot experiment and the resulting data. The paper then concludes by discussing future intentions for research and the far reaching possibilities for use of the computer in architectural studio teaching (as teaching aids) as well as a digital design assistant in conceptual design.
keywords CAAD, Sketching, Protocol Analysis, Design Thinking, Design Education
series ACADIA
last changed 2022/06/07 07:54

_id 2fb3
authors Bhavnani, S.K.
year 2000
title Designs Conducive to the Use of Efficient Strategies
source Proceedings of DIS'00, (2000), 338-345
summary Studies on the widespread inefficient use of complex computer applications have suggested that users need to learn efficient strategies in addition to learning how to use tools. This paper argues that our growing understanding of strategic knowledge can be used to guide designers develop systems which are conducive to the use of efficient strategies. The paper first describes ten general strategies which appear to be useful across three computer application domains. Next, the paper discusses the functionalities required to execute the ten strategies, and what makes them conducive to strategy use. An analysis of six major computer applications in three domains reveals that these functionalities are not consistently offered, and how their absence directly affects the performance of complex tasks. The analysis leads to questions related to the generality of the results, the problem of featurism, and how strategy-conducive systems could facilitate the transfer of knowledge across applications. The paper concludes by briefly describing how we intend to use the strategy framework to develop analysis methods for designers and trainers.
keywords Strategy; Strategic Knowledge; Efficiency; Design; Training
series other
email
last changed 2003/11/21 15:16

_id bbb9
authors Blaise, Jean-Yves and Dudek, Iwona
year 1999
title SOL: Spatial and Historical Web-Based Interface for On Line Architectural Documentation of Krakow's Rynek Gowny
doi https://doi.org/10.52842/conf.ecaade.1999.700
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 700-707
summary Our paper presents recent developments of a co-operation program that links the MAP-GAMSAU CNRS laboratory (Marseilles, France), specialised in computer science and the HAiKZ Institute of Krakow's Faculty of Architecture, specialised in architectural heritage and conservation. Before undertaking any action to a listed building or interventions in its neighbourhood, it is vital to gain a clear understanding of the building in question. Numerous heterogeneous data detained by diverse institutions has to be handled. This process can be greatly eased by enhanced classification of the information. The development we present is a multidisciplinary platform independent information tool dedicated to education and research. SOL uses an http protocol centred computer architecture connecting a relational database, a VRML 2.0 representation module and a web search interface. It allows searches and updating of the database through a standard text based interface, a VRML 2.0 graphical module and a thematic interface. SOL is experienced on the urban fabric of the Main Square (Rynek Gówny) in Kraków. The choice of a web-centred development, both in the search and updating interface and in the representation module provides platform independence and distant access to the database, and enables successive contributions of students or researchers.
keywords Web Interface, Database, Architectural Heritage Environment, Information Module, Historical Evolutions
series eCAADe
email
more http://alberti.gamsau.archi.fr
last changed 2022/06/07 07:52

_id 4e0a
authors Bouchlaghem, N., Sher, W. and Beacham, N.
year 2000
title Computer Imagery and Visualization in Civil Engineering Education
source Journal of Computing in Civil Engineering, Vol. 14, No. 2, April 2000, pp. 134-140
summary Higher education institutions in the United Kingdom have invested significantly in the implementation of communication and information technology in teaching, learning, and assessment of civil and building engineering—with mixed results. This paper focuses on the use of digital imagery and visualization materials to improve student understanding. It describes ways in which these materials are being used in the civil and building engineering curriculum, and, in particular, how distributed performance support systems (DPSS) can be applied to make more effective use of digital imagery and visualization material. This paper centers on the extent to which DPSS can be used in a civil and building vocational and continuing professional development context by tutors in the form of an electronic course delivery tool and by students in the form of an open-access student information system. This paper then describes how a DPSS approach to education is being adopted at Loughborough University as part of the CAL-Visual project. After highlighting the main aims and objectives of the project and describing the system, this paper discusses some of the issues encountered during the design and implementation of a DPSS and presents some preliminary results from initial trials.
keywords Computer Aided Instruction; Engineering Education; Imaging Techniques; Information Systems; Professional Development
series journal paper
last changed 2003/05/15 21:45

_id 4cc0
authors Bouchlaghem, N., Khosowshahi, F. and White, J.
year 2000
title Virtual reality as a visualisation tool: Benefits and constraints
source CIDAC, Volume 2 Issue 4 November 2000 pp. 216-224
summary The benefits and applications of virtual reality (VR) in the construction industry have been investigated for almost a decade. However, the practical implementation of VR in the construction industry has yet to reach maturity owing to technical constraints. The need for effective information management presents challenges: both transfer of building data to, and organisation of building information within, the virtual environment require consideration. This paper reviews the applications and benefits of VR in the built environment field and reports on a collaboration between Loughborough University and South Bank University to overcome constraints on the use of the overall VR model for whole lifecycle visualisation. The work at each research centre is concerned with an aspect of information management within VR applications for the built environment, and both data transfer and internal data organisation have been investigated. In this paper, similarities and differences between computer-aided design (CAD) and VR packages are first discussed. Three different approaches to the creation of VR models during the design stage are identified and described, with a view to providing sharing understanding across the interdiscipliary groups involved. The suitable organisation of building information within the virtual environment is then further investigated. This work focused on the visualisation of the degradation of a building, through its lifespan, with the view to provide a visual aid for developing an effective and economic project maintenance programme. Finally consideration is given to the potential of emerging standards to facilitate an integrated use of VR. The convergence towards similar data structures in VR and other construction packages may enable visualisation to be better utilised in the overall lifecycle model.
keywords Virtual Reality, Information Management, Data Exchange, 3D Modelling, 4D Visualisation
series journal paper
last changed 2003/05/15 21:23

_id 55f6
authors Brown, André
year 2000
title Alternative Histories: the creative application of VR in developing an architectural critique -
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. 265-267
summary The idea of the creative fake (not forgery) in architecture parallels the ideas of creative faking in other disciplines such as art and design. The idea developed here is to use the vehicle of the virtual world as a device for creative thinking through mature ‚what-if?’ scenarios. This paper explores the potential for virtual architectural environments to be developed in such a way that they can be used in the critical appraisal and understanding of architecture.
series SIGRADI
email
last changed 2016/03/10 09:47

_id 9384
authors Burry, M., Datta, S. and Anson, S.
year 2000
title Introductory Computer Programming as a Means for Extending Spatial and Temporal Understanding
doi https://doi.org/10.52842/conf.acadia.2000.129
source Eternity, Infinity and Virtuality in Architecture [Proceedings of the 22nd Annual Conference of the Association for Computer-Aided Design in Architecture / 1-880250-09-8] Washington D.C. 19-22 October 2000, pp. 129-135
summary Should computer programming be taught within schools of architecture? Incorporating even low-level computer programming within architectural education curricula is a matter of debate but we have found it useful to do so for two reasons: as an introduction or at least a consolidation of the realm of descriptive geometry and in providing an environment for experimenting in morphological time-based change. Mathematics and descriptive geometry formed a significant proportion of architectural education until the end of the 19th century. This proportion has declined in contemporary curricula, possibly at some cost for despite major advances in automated manufacture, Cartesian measurement is still the principal ‘language’ with which to describe building for construction purposes. When computer programming is used as a platform for instruction in logic and spatial representation, the waning interest in mathematics as a basis for spatial description can be readdressed using a left-field approach. Students gain insights into topology, Cartesian space and morphology through programmatic form finding, as opposed to through direct manipulation. In this context, it matters to the architect-programmer how the program operates more than what it does. This paper describes an assignment where students are given a figurative conceptual space comprising the three Cartesian axes with a cube at its centre. Six Phileban solids mark the Cartesian axial limits to the space. Any point in this space represents a hybrid of one, two or three transformations from the central cube towards the various Phileban solids. Students are asked to predict the topological and morphological outcomes of the operations. Through programming, they become aware of morphogenesis and hybridisation. Here we articulate the hypothesis above and report on the outcome from a student group, whose work reveals wider learning opportunities for architecture students in computer programming than conventionally assumed.
series ACADIA
email
last changed 2022/06/07 07:54

_id 1206
authors Cabezas, M., Mariano, C., Mitolo, S. and Oliva, S.
year 1999
title Transformaciones en el Proceso Enseñanza-Aprendizaje de la Geometría Descriptiva con la Apliacación de los Medios Digitales (Transformations in the Teaching/Learning Process of Descriptive Geometry with the Aplplication of Digital Media)
source III Congreso Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings] Montevideo (Uruguay) September 29th - October 1st 1999, pp. 347-348
summary The insert of the digital technologies in the atmosphere Áulico has left generalizing in a significant way. An example constitutes it the high percentage of students that they manifested general knowledge in the software handling in the introductory course of visual communication, as well as the voluntary presentation of practical works developed with digital means. The necessity of an answer to the requirements that arise of the students sinks to the certainty of a pedagogic compatibility among the matter to try and the teaching attended by the personal computer that would increase the Iconidad and the understanding of a topic of certain complexity like it is the geometry of the space. An educational program designed for the teaching of the Sistema Monge whose general characteristics were presented in the II Ibero-American Seminar of Digital Graph and that it will be applied as experience pilot in the course 2000, it will allow us to respond to the following queries: what place it will be given to the educational program in the formation process in connection with the other pedagogic means.
series SIGRADI
email
last changed 2016/03/10 09:47

_id 1fab
authors Chan, Dean
year 2000
title A Palladian View: An attempt at understanding his methodology
source University of Waterloo, Independent Studies Thesis
series thesis:PhD
last changed 2003/02/12 22:37

_id 93ff
authors Chateau, H.B., Alvarado, R.G., Vergara, R.L. Parra Márquez, J.C.
year 2000
title Un Modelo Experimental em el Espacio-Tiempo de la Realidad Virtual (An Experimental Model in the Space-Time of Virtual Reality)
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. 251-253
summary Virtual environments are a convergence between communicational media and computational capacities, that progressively integrate in interactive and global systems. This technological evolution has been progressively creating artificial contexts that find their latest and most integral expression in virtual environments. The influence of virtual worlds in our culture questions architecture, and arises the challenge of understanding the approach that should exist from architecture into virtual reality. This paper consists on an experimental exercise in virtual time-space oriented to the news information (News Information Centre), recognising that a relevant architectural event of our time is that virtual worlds represent a meeting between communicational technologies and the interest of contemporary society on being always informed (on line). This project is basically an exploration of virtual design that widens the professional field of architectural study, into the new technological and cultural challenges, that will probably influence significantly on the relations between architecture and urban culture.
series SIGRADI
email
last changed 2016/03/10 09:48

_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 08ea
authors Clayton, Mark J. and Vasquez de Velasco, Guillermo P. (Eds.)
year 2000
title ACADIA 2000: Eternity, Infinity and Virtuality in Architecture
doi https://doi.org/10.52842/conf.acadia.2000
source Proceedings of the 22nd Annual Conference of the Association for Computer-Aided Design in Architecture / 1-880250-09-8 / Washington D.C. 19-22 October 2000, 284 p.
summary Eternity, time without end, infinity, space without limits and virtuality, perception without constraints; provide the conceptual framework in which ACADIA 2000 is conceived. It is in human nature to fill what is empty and to empty what is full. Today, thanks to the power of computer processing we can also make small what is too big, make big what is too small, make fast what is too slow, make slow what is too fast, make real what does not exist, and make our reality omni-present at global scale. These are capabilities for which we have no precedents. What we make of them is our privilege and responsibility. Information about a building flows past our keyboards and on to other people. Although we, as architects, add to the information, it originated before us and will go beyond our touch in time, space and understanding. A building description acquires a life of its own that may surpass our own lives as it is stored, transferred, transformed, and reused by unknown intellects, both human and artificial, and in unknown processes. Our actions right now have unforeseen effects. Digital media blurs the boundaries of space, time and our perception of reality. ACADIA 2000 explores the theme of time, space and perception in relation to the information and knowledge that describes architecture. Our invitation to those who are finding ways to apply computer processing power in architecture received overwhelming response, generating paper submissions from five continents. A selected group of reviewers recommended the publication of 24 original full papers out of 42 submitted and 13 short papers out of 30 submitted. Forty-two projects were submitted to the Digital Media Exhibit and 12 were accepted for publication. The papers cover subjects in design knowledge, design process, design representation, design communication, and design education. Fundamental and applied research has been carefully articulated, resulting in developments that may have an important impact on the way we practice and teach architecture in the future.
series ACADIA
email
more www.acadia.org
last changed 2022/06/07 07:49

_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 4915
authors Counsell, J.A. and Marshall, D.J.
year 2000
title Computer Based Quizzes to Test Understanding of Videos on Building Construction and the BEATL Project
doi https://doi.org/10.52842/conf.ecaade.2000.117
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. 117-120
summary BEATL (Built Environment Appropriate Technology for Learning) is a research project based on a process of module pairing and collaboration between Built Environment Faculties. It is more about how one can embed technology in pedagogically sound ways than about the technology itself. This paper describes a case study of innovative self-paced diagnostic on-line illustrated Quizzes introduced at the University of the West of England (UWE) last year and now partnered by the University of Westminster (WU). It focuses on the development of the innovation, embedding it in teaching at UWE, its transfer to WU, and the support of “Educational Technology Officers” (ETO) in each. The methodologies used for evaluating the costs and benefits of this innovation are discussed.
keywords Formative Assessment, CAL, Video, BEATL, Embedment
series eCAADe
email
more http://www.uni-weimar.de/ecaade/
last changed 2022/06/07 07:56

For more results click below:

this is page 0show page 1show page 2show page 3HOMELOGIN (you are user _anon_918077 from group guest) CUMINCAD Papers Powered by SciX Open Publishing Services 1.002