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 744

_id f2f1
authors Breen, Jack and Nottrot, Robert
year 2000
title Project a2W. A Dialogue on New Media Perspectives
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. 291-296
doi https://doi.org/10.52842/conf.ecaade.2000.291
summary This paper documents an initiative taking the form of a "dialogue". The format which has been developed is somewhat similar to that of the "conversation" which Mondrian conceived in 1919, taking place between two fictitious characters - A and B - discussing the new direction in art, which he called "Nieuwe Beelding" and which contributed to the "De Stijl" movement (the dialogue was followed later that year by a "trialogue" between X, Y and Z on a virtual walk taking them from the countryside to the city) 1 . This time the issue is not so much the evolvement of a new artistic or architectural style, but the role of "new media" in architecture... The present dialogue takes place between two fictitious media proponents ("Alpha" and "Omega"). They take turns questioning several issues and exchanging proposals... What are the values - and the promises - of computer supported instruments in creative design and research - concerning the art and science shaping the built environment? How do the present applications measure up, how do they compare to the expectations and ambitions expressed a number of years ago? The form of a dialogue means that issues and ideas, which are not often aired within the confines of academic discourse, can be played back and forth and a measure of exaggeration was intended from the beginning... This contribution does not in any way pretend to be all-inclusive. Rather, the paper is meant to put forward ideas and experiences - from the perspective of the Delft Media group, in practice, in teaching and in research - which may stimulate (or even irritate?) but will hopefully activate. The aim is to open up discussions, to allow other (hidden) agendas for the future to become more visible and to look for platforms for sharing concepts and fascinations, however improbable they might be...
keywords A Dialogue on New Media
series eCAADe
email
more http://www.uni-weimar.de/ecaade/
last changed 2022/06/07 07:54

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

_id 8892
authors Maver, T.W.
year 1983
title CAAD in Onderwijs en Onderzoek [CAAD in Teaching and Design]
source Proceedings of THE-CAAD3 Symposium, Eindhoven
summary Students currently in schools of architecture will be at the peak of their careers around the year 2000. The pressure on the schools to provide an education and training which will stand the student in good stead between now and then is considerable. In an increasing number of departments of architecture and building science, importance is being placed on the concept of modelling: i.e. the development and use of models of the operational behaviour and aesthetic character of design proposals which will allow appraisal of how real buildings will performing the real world.
series other
email
last changed 2003/06/08 23:01

_id 6472
authors Muñoz, Patricia Laura
year 2000
title Diversidad e igualación: Informática y Material Didáctico para la Enseñanza de Morfología en Diseño (Diversity and Equalization: Computing and Didactic Material for the Teaching of Morphology in Design)
source SIGraDi’2000 - Construindo (n)o espacio digital (constructing the digital Space) [4th SIGRADI Conference Proceedings / ISBN 85-88027-02-X] Rio de Janeiro (Brazil) 25-28 september 2000, pp. 358-360
summary The application of digital technology in education urges us to think when, how and why these new resources should be introduced in superior education, because they represent no guarantee of quality. These features should be built beyond the media used. This new instrument requires a work with multiple sources: different disciplines provide working standards for the development of multimedia aids for teaching. In the particular field of morphology for the project area, digital science brings particular benefits such as the possibility of viewing temporal processes, the interaction that makes comprehension easier and the occasion to set in context the contents developed. In a design practice that rejects its own rules we aim to give sense to the deepest knowledge that makes its practice possible, recovered and reinterpreted by digital instruments. So this media will not imprison us in fixed models but will let us find our own possibilities of expression.
series SIGRADI
email
last changed 2016/03/10 09:55

_id 9ce0
authors Ozcan, Oguzhan
year 1999
title Education of Interactive Panorama-design in Architecture
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 223-229
doi https://doi.org/10.52842/conf.ecaade.1999.223
summary This paper mainly discusses the importance of interactive panorama in design, and its education in the MDes program, which will run at Yildiz Technical University in the year 2000. The first part of the paper summarizes the potentials of current interactive panorama technique, which was "A popular form of the public entertainment" in 19th-century. Then, it compares the real-world experiences with observations in an interactive panorama. This comparison is carried out together with technical aspects i.e. limitations, audio-visual effects, composite techniques, live video input, and conceptual aspects i.e. camera actions, natural phenomenon. The technical discussion in the paper is concentrated on the examples from newly developed tools such as Nodemedia, Electrifier, Wasabi Software, and Skypaint as well as Apple QuickTime VR Authoring Tool. The second part underlines the role of interactive panorama technique in design. In this part, the paper also summarizes how to use the technique at the beginning and, during creation of the design and in its presentation, taking the installation advantages of sound, vision, text and transition effects. The third part concentrates on the interactive panorama design as an individual project, offered in the MDes program. Then it explains how the preliminary courses were planned for this individual project and summarizes the content of the course formulated through the linear and non-linear structures of the media. Finally, considering with the future development of interactive panorama technique, the last part of the paper discusses the possible results of this education method.
keywords Interactive Media, Panoramic Image, Design Education
series eCAADe
email
last changed 2022/06/07 08:00

_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 db00
authors Espina, Jane J.B.
year 2002
title Base de datos de la arquitectura moderna de la ciudad de Maracaibo 1920-1990 [Database of the Modern Architecture of the City of Maracaibo 1920-1990]
source SIGraDi 2002 - [Proceedings of the 6th Iberoamerican Congress of Digital Graphics] Caracas (Venezuela) 27-29 november 2002, pp. 133-139
summary Bases de datos, Sistemas y Redes 134The purpose of this report is to present the achievements obtained in the use of the technologies of information andcommunication in the architecture, by means of the construction of a database to register the information on the modernarchitecture of the city of Maracaibo from 1920 until 1990, in reference to the constructions located in 5 of Julio, Sectorand to the most outstanding planners for its work, by means of the representation of the same ones in digital format.The objective of this investigation it was to elaborate a database for the registration of the information on the modernarchitecture in the period 1920-1990 of Maracaibo, by means of the design of an automated tool to organize the it datesrelated with the buildings, parcels and planners of the city. The investigation was carried out considering three methodologicalmoments: a) Gathering and classification of the information of the buildings and planners of the modern architectureto elaborate the databases, b) Design of the databases for the organization of the information and c) Design ofthe consultations, information, reports and the beginning menu. For the prosecution of the data files were generated inprograms attended by such computer as: AutoCAD R14 and 2000, Microsoft Word, Microsoft PowerPoint and MicrosoftAccess 2000, CorelDRAW V9.0 and Corel PHOTOPAINT V9.0.The investigation is related with the work developed in the class of Graphic Calculation II, belonging to the Departmentof Communication of the School of Architecture of the Faculty of Architecture and Design of The University of the Zulia(FADLUZ), carried out from the year 1999, using part of the obtained information of the works of the students generatedby means of the CAD systems for the representation in three dimensions of constructions with historical relevance in themodern architecture of Maracaibo, which are classified in the work of The Other City, generating different types ofisometric views, perspectives, representations photorealistics, plants and facades, among others.In what concerns to the thematic of this investigation, previous antecedents are ignored in our environment, and beingthe first time that incorporates the digital graph applied to the work carried out by the architects of “The Other City, thegenesis of the oil city of Maracaibo” carried out in the year 1994; of there the value of this research the field of thearchitecture and computer science. To point out that databases exist in the architecture field fits and of the design, alsoweb sites with information has more than enough architects and architecture works (Montagu, 1999).In The University of the Zulia, specifically in the Faculty of Architecture and Design, they have been carried out twoworks related with the thematic one of database, specifically in the years 1995 and 1996, in the first one a system wasdesigned to visualize, to classify and to analyze from the architectural point of view some historical buildings of Maracaiboand in the second an automated system of documental information was generated on the goods properties built insidethe urban area of Maracaibo. In the world environment it stands out the first database developed in Argentina, it is the database of the Modern andContemporary Architecture “Datarq 2000” elaborated by the Prof. Arturo Montagú of the University of Buenos Aires. The general objective of this work it was the use of new technologies for the prosecution in Architecture and Design (MONTAGU, Ob.cit). In the database, he intends to incorporate a complementary methodology and alternative of use of the informationthat habitually is used in the teaching of the architecture. When concluding this investigation, it was achieved: 1) analysis of projects of modern architecture, of which some form part of the historical patrimony of Maracaibo; 2) organized registrations of type text: historical, formal, space and technical data, and graph: you plant, facades, perspectives, pictures, among other, of the Moments of the Architecture of the Modernity in the city, general data and more excellent characteristics of the constructions, and general data of the Planners with their more important works, besides information on the parcels where the constructions are located, 3)construction in digital format and development of representations photorealistics of architecture projects already built. It is excellent to highlight the importance in the use of the Technologies of Information and Communication in this investigation, since it will allow to incorporate to the means digital part of the information of the modern architecturalconstructions that characterized the city of Maracaibo at the end of the XX century, and that in the last decades they have suffered changes, some of them have disappeared, destroying leaves of the modern historical patrimony of the city; therefore, the necessity arises of to register and to systematize in digital format the graphic information of those constructions. Also, to demonstrate the importance of the use of the computer and of the computer science in the representation and compression of the buildings of the modern architecture, to inclination texts, images, mapping, models in 3D and information organized in databases, and the relevance of the work from the pedagogic point of view,since it will be able to be used in the dictation of computer science classes and history in the teaching of the University studies of third level, allowing the learning with the use in new ways of transmission of the knowledge starting from the visual information on the part of the students in the elaboration of models in three dimensions or electronic scalemodels, also of the modern architecture and in a future to serve as support material for virtual recoveries of some buildings that at the present time they don’t exist or they are almost destroyed. In synthesis, the investigation will allow to know and to register the architecture of Maracaibo in this last decade, which arises under the parameters of the modernity and that through its organization and visualization in digital format, it will allow to the students, professors and interested in knowing it in a quicker and more efficient way, constituting a contribution to theteaching in the history area and calculation. Also, it can be of a lot of utility for the development of future investigation projects related with the thematic one and restoration of buildings of the modernity in Maracaibo.
keywords database, digital format, modern architecture, model, mapping
series SIGRADI
email
last changed 2016/03/10 09:51

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

_id caadria2000_000
id caadria2000_000
authors Tan, Beng-Kiang; Tan, Milton; Wong, Yunn-Chii (eds.)
year 2000
title CAADRIA 2000
source Proceedings of the Fifth Conference on Computer Aided Architectural Design Research in Asia / ISBN 981-04-2491-4] Singapore 18-19 May 2000, 519 p.
doi https://doi.org/10.52842/conf.caadria.2000
summary Ever since the advent of computer graphics in the sixties, computer-aided architectural design (CAAD) has made a great impact in architectural education and practice. Its central role as a new media for the representation and analysis of designs will ensure that it will continue to do so. The teaching and research in CAAD in Asia have also been growing in scope and in quality. In the 21st century, the challenges of architectural education and practice in the new millennium will open up new fronts in CAAD research. This conference is an important platform to evaluate the challenge and opportunities and will enable researchers to exchange ideas and collaboration in projects with specific relevance to CADD for Asia. This compilation of 48 papers were elected through a blind review by an international panel and presented at the conference in Singapore on 18 - 19 May 2000. The chapters are organised according to the main topics covered by the conference -- Collaborative Design, Simulation, Design Education, Knowledge Representation, Design Process, Information Systems, Design Tools, Virtual Reality and Computer Media. The Collaborative Design section consists of papers which deal with Collaborative Design Process interfaces to databases, Collaborative Design System for Citizen Participation, Team Awareness in Collaboration and Computer Environment for supporting Design Collaboration. The Simulation section deals with lighting studies, colour assessment, simulation of urban growth patterns, dynamic simulations in buildings and way-finding. The Design Education section consists of papers on design pedagogy in design studios using computers, virtual studios and virtual learning. The Knowledge Representation section consists of papers that deal with knowledge-based systems, design representation and shape grammar. The Design Process section consists of papers on design process and cognition, design creativity and the computer media. The Information Systems section consists of papers on information navigation, information management, design information repository and databases. The Design Tools section consists of papers on design tools based on generative systems, a new method for 3D animation and movement-in-architectural-space representation. The Virtual Reality and Computer Media section deals with virtual reality applications and tools in architecture, designing virtual environments and computer media and visualization.
series CAADRIA
last changed 2022/06/07 07:49

_id e12c
authors Wingham, Ivana
year 1999
title Digital Space, Social Technology and Virtual Force as Determinants of Design in the 21st Century
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 122-126
doi https://doi.org/10.52842/conf.ecaade.1999.122
summary It is appropriate to begin with salient quotes relating to the Interface Paradigm: 'The grand abstraction of man as the measure of all things, as an originary condition, a whole presence, can no longer be sustained' P. Eisenmann, 1986 'Although notions of adaptation are perhaps most familiar from biology, the most important ideas about adaptation in the history of AI are actually sociological' P.E.Agre, 1998 'When several bureaucracies coexist (governmental, academic, ecclesiastic) in the absence of super hierarchy to co-ordinate the interactions, the whole set of institutions will tend to form a meshwork of hierarchies, articulated mostly through local and temporary links' M. De Landa 1998
keywords Interface, Social Space, Virtual Force
series eCAADe
last changed 2022/06/07 07:57

_id 090f
authors Barbosa, Adriana Simeone
year 2000
title Trocando Cidades pela Internet ou Experimentando As Cidades Invisíveis (Exchanging Cities Through the Internet or Experiencing the Invisible Cities)
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. 149-151
summary This paper proposes a dialogue between the poetic notes in As Cidades invisíveis by Italo Calvino and the possibility of experimenting the exchange of different urban realities on the internet. In order to develop this idea it seems adequate to create a website to promote this interchange of cities or the interchange of visions of cities all over the world from the point of view of web users through their statements, photos, sounds, impressions and any fragments that will express their personal readings. It will be possible not only to think their experience of city as well as investigating it from an individual and collective point of view, of the native and of the visitor, but also discuss new means of exchange of information, visual or verbal, in this specific work, about cities, provided by web technology which gets more and more available.
series SIGRADI
email
last changed 2016/03/10 09:47

_id cf2009_poster_09
id cf2009_poster_09
authors Hsu, Yin-Cheng
year 2009
title Lego Free-Form? Towards a Modularized Free-Form Construction
source T. Tidafi and T. Dorta (eds) Joining Languages Cultures and Visions: CAADFutures 2009 CD-Rom
summary Design Media is the tool designers use for concept realization (Schon and Wiggins, 1992; Liu, 1996). Design thinking of designers is deeply effected by the media they tend to use (Zevi, 1981; Liu, 1996; Lim, 2003). Historically, architecture is influenced by the design media that were available within that era (Liu, 1996; Porter and Neale, 2000; Smith, 2004). From the 2D plans first used in ancient egypt, to the 3D physical models that came about during the Renaissance period, architecture reflects the media used for design. When breakthroughs in CAD/CAM technologies were brought to the world in the twentieth century, new possibilities opened up for architects.
keywords CAD/CAM free-form construction, modularization
series CAAD Futures
type poster
last changed 2009/07/08 22:12

_id 5da8
authors Tokman, Leyla Y.
year 2001
title Collaborative e-Design
source DCNET'2000: Design Computing on the Net'2000, Organized by Key Centre of Design Computing and Cognition, University of Sydney ve the International Journal of Design Computing
summary In early 1900’s, successful architects who have a strong influencewith not only their ideas on architecture but also their own work gave desk criticism ‘the form of one-on-one conversation’ in their atelier or studio. Being in these studios was a big opportunity for limited number of accepted students. The architectural education in the first half of 1900’s has many other parallels to education from the other professions. Developments in computer technology have been created a new medium in architectural design and education since 1960’s. Today, Computer technology and communication technology together (Information Technology- IT) help architects and students communicate ideas. This is a big opportunity for architecture candidates in 1990’s comparing with the candidates in 1900âs. One of the main changes is desk criticism from ‘the form of one-on-one conversation’ to ‘the form of multiple consultants’. That means today, not only students but also professionals can develop projects together with any adviser/ partner at any time and at any place where IT can be accessible. Moreover, This collaboration for synchronous - asynchronous studies in virtual environments also brings the equal opportunity to the students from not only developed countries but also developing countries. Students and professionals can share and enhance different ideas, progression of design decisions in educational view and practice view. In this study, some experiences will be shared on design computing and also some new visions/ conceptual models of design computing in collaborative environments will be offered.
keywords Collaborative Design, Computing, Information Technology, Participation, Opportunity, Network, Team Design
series journal paper
email
more http://www.arch.usyd.EDU.AU/kcdc/journal/vol3/dcnet/tokman
last changed 2003/05/15 21:45

_id 4cd1
authors Abdelmawla, S., Elnimeiri, M. and Krawczyk, R.
year 2000
title Structural Gizmos
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
doi https://doi.org/10.52842/conf.acadia.2000.115
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
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 266-272
doi https://doi.org/10.52842/conf.ecaade.1999.266
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 449f
authors Aish, Robert
year 2000
title Collaborative Design using Long Transactions and "Change Merge"
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
doi https://doi.org/10.52842/conf.ecaade.2000.107
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
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
doi https://doi.org/10.52842/conf.acadia.2000.085
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 9e00
authors Bridges, Alan
year 1999
title Progress? What Progress?
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 321-326
doi https://doi.org/10.52842/conf.ecaade.1999.321
summary This paper briefly reviews some of the history of computer graphics standardisation and then presents two specific case studies: one comparing HTML with SGML and Troff and the other comparing VRML with the Tektronix® Interactive Graphics Language implementation of the ACM Core Standard. In each case, it will be shown how the essential intellectual work carried out twenty years ago still lies at the foundations of the newer applications.
keywords SGML, HTML, VRML
series eCAADe
email
last changed 2022/06/07 07:54

_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
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
doi https://doi.org/10.52842/conf.acadia.2000.129
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 3e51
authors Cerulli, C., Peng, C. and Lawson, B.
year 2001
title Capturing Histories of Design Processes for Collaborative Building Design Development. Field Trial of the ADS Prototype
source Proceedings of the Ninth International Conference on Computer Aided Architectural Design Futures [ISBN 0-7923-7023-6] Eindhoven, 8-11 July 2001, pp. 427-437
summary The ADS Project - Advanced Design Support for the Construction Design Process - builds on the technological results of the previous COMMIT Project to exploit and demonstrate the benefits of a CAD based Design Decision Support System. COMMIT provides a system for storing knowledge about knowledge within the design process. It records design decisions, the actors who take them and the roles they play when doing so. ADS links COMMIT to an existing object-oriented CAD system, MicroStation/J from Bentley Systems. The project focuses on tackling the problem of managing design information without intruding too much on the design process itself. It provides the possibility to effectively link design decisions back to requirements, to gather rationale information for later stages of the building lifecycle, and to gather knowledge of rationale for later projects. The system enables members of the project team, including clients and constructors, to browse and search the recorded project history of decision making both during and after design development. ADS aims to facilitate change towards a more collaborative process in construction design, to improve the effectiveness of decision-making throughout the construction project and to provide clients with the facility to relate design outcomes to design briefs across the whole building life cycle. In this paper we will describe the field trials of the ADS prototype carried out over a three-month period at the Building Design Partnership (BDP) Manchester office. The objective of these trials is to assess the extent, to which the approach underlying ADS enhances the design process, and to gather and document the views and experiences of practitioners. The ADS prototype was previously tested with historical data of real project (Peng, Cerulli et al. 2000). To gather more valuable knowledge about how a Decision Support System like ADS can be used in practice, the testing and evaluation will be extended to a real project, while it is still ongoing. The live case study will look at some phases of the design of a mixed residential and retail development in Leeds, UK, recording project information while it is created. The users’ feedback on the system usability will inform the continuous redevelopment process that will run in parallel to the live case study. The ADS and COMMIT Projects were both funded by EPSRC.
keywords Design Rationale, Design Support Systems, Usability Evaluation
series CAAD Futures
email
last changed 2006/11/07 07:22

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