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

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_id 0277
authors Brusilovsky, P.
year 2001
title Adaptive hypermedia
source User modelling and User-Adapted Interaction, volume 11, pp. 87-110, Kluwer
summary Hypertext/hypermedia systems and user-model-based adaptive systems in the areas of learning and information retrieval have for a long time been considered as two mutually exclusive approaches to information access. Adaptive systems tailor information to the user and may guide the user in the information space to present the most relevant material, taking into account a model of the user's goals, interests and preferences. Hypermedia systems, on the other hand, are `user neutral': they provide the user with the tools and the freedom to explore an information space by browsing through a complex network of information nodes. Adaptive hypertext and hypermedia systems attempt to bridge the gap between these two approaches. Adaptation of hypermedia systems to each individual user is increasingly needed. With the growing size, complexity and heterogeneity of current hypermedia systems, such as the World Wide Web, it becomes virtually impossible to impose guidelines on authors concerning the overall organization of hypermedia information. The networks therefore become so complex and unstructured that the existing navigational tools are no longer powerful enough to provide orientation on where to search for the needed information. It is also not possible to identify appropriate pre-defined paths or subnets for users with certain goals and knowledge backgrounds since the user community of hypermedia systems is usually quite inhomogeneous. This is particularly true for Web-based applications which are expected to be used by a much greater variety of users than any earlier standalone application. A possible remedy for the negative effects of the traditional `one-size-fits-all' approach in the development of hypermedia systems is to equip them with the ability to adapt to the needs of their individual users. A possible way of achieving adaptivity is by modeling the users and tailoring the system's interactions to their goals, tasks and interests. In this sense, the notion of adaptive hypertext/hypermedia comes naturally to denote a hypertext or hypermedia system which reflects some features of the user and/or characteristics of his system usage in a user model, and utilizes this model in order to adapt various behavioral aspects of the system to the user. This book is the first comprehensive publication on adaptive hypertext and hypermedia. It is oriented towards researchers and practitioners in the fields of hypertext and hypermedia, information systems, andpersonalized systems. It is also an important resource for the numerous developers of Web-based applications. The design decisions, adaptation methods, and experience presented in this book are a unique source of ideas and techniques for developing more usable and more intelligent Web-based systems suitable for a great variety of users. The practitioners will find it important that many of the adaptation techniques presented in this book have proved to be efficient and are ready to be used in various applications.
series other
email
last changed 2003/04/23 15:14

_id 5b1e
authors Stellingwerff, Martijn
year 2001
title The concept of Carrying in Collaborative Virtual Environments
source Stellingwerff, Martijn and Verbeke, Johan (Eds.), ACCOLADE - Architecture, Collaboration, Design. Delft University Press (DUP Science) / ISBN 90-407-2216-1 / The Netherlands, pp. 195-208 [Book ordering info: m.c.stellingwerff@bk.tudelft.nl]
summary Collaborative Architectural Design can take place within a virtual environment with a team of remote but virtually present people. However, in most virtual environments, the ability to perform actions is still limited to the availability of some interactive objects and a set of tools for the specific purposes of the system. As the interface of most systems is designed for unshared use, the graphic feedback signals are limited to local information about the state of objects and tools. If multiuser interaction is added to such Virtual Environments, many new possibilities and problems emerge. Users of shared applications should not only be informed about the state of local objects, tools and their own actions, they should also be made aware of what the other users undertake. Aspects, which are in daily life so obvious, should be restudied thoroughly for the application within Virtual Environments for Collaborative Design. Much research has to be undertaken in order to make such virtual places as intuitively interactive as ordinary shared working places. The 'concept of carrying', which is proposed and explained in this paper, is expected to become a useful metaphoric mechanism for solving several issues related to Spatial User Interfaces (SUI's) and Collaborative Virtual Environments (CVE's). The visual feedback from 'carrying-events' should provide more mutual understanding about ongoing processes in shared applications and it should add a more 'natural' interface for processes concerning people, tools and content in virtual and digitally augmented environments. At the start of this paper some basic human action patterns for tasks on a 2Ddesktop are compared to tasks in a 3D-environment. These action patterns are checked for their implementation in Windows Icons Menus and Pointer (WIMP) interfaces and Virtual Reality systems. Carrying is focused upon as an important interactive event in Virtual Environments. Three carrying actions related to Collaborative Architectural Design are explained by means of prototypes in Virtual Reality Modeling Language (VRML). Finally the usefulness of a general carrying concept as part of a new Visual Language is considered. The research at hand is in its first exploring phases and draws from a running PhD research about SUI's for Context Related Architectural Design and from recent experiences in CVE's.
series other
email
last changed 2001/09/14 21:30

_id 2dba
id 2dba
authors Tasli, S
year 2001
title WHAT DOES COMPUTER AIDED DESIGN OFFER FOR PRODUCING LIVABLE BUILDINGS IN THE 21ST CENTURY?
source Proceedings of the Livable Environments and Architecture International Congress (LIVENARCH 2001). July 4-7, 2001, Trabzon, Turkey, pp. 278-282.
summary Designing livable buildings has always been a major concern for architects but they are often criticized on account of failing in this aim. However, this is not only due to the ignorance of the designers, but also of the complexity of the factors that are essential to design but difficult to incorporate the design process. Buildings are shaped and occupied under several dynamically changing conditions and paper-based media and conventional Computer Aided Design (CAD) tools are inefficient in representing them. This paper aims to discuss the changing role of digital media for architectural design in response to the increasing complexity of design processes. Some proposals, supported by recent technological innovations, are suggested for the future and they are compared with the conventional uses of CAD. It is claimed that in the 21st century, the main advantage of using computers will be to dynamically simulate buildings in time in highly visualized virtual environments to evaluate the future performance of proposed designs. The design model will not only look as if it were real, but it will also “behave” as if it were real so as to provide dynamic and intelligent response. The two key technologies for the development of such modeling, virtual reality and object-oriented programming are addressed and four promising application areas for near future (evaluation of user-building interaction, visualization of environmental factors, construction scheduling, and combined CAD-GIS) are discussed. Some important considerations for the development of dynamically simulated virtual models are analyzed and suggestions are made for further research.

keywords Architectural Design, Dynamic Simulation, and Virtual Environments
series other
type normal paper
email
last changed 2005/12/01 16:02

_id fc1f
authors Zhang, Z., Tsou, J.-Y. and Hall, T.W.
year 2001
title Web-Based Virtual-Reality for Collaboration on Urban Visual Environment Assessment
source Proceedings of the Ninth International Conference on Computer Aided Architectural Design Futures [ISBN 0-7923-7023-6] Eindhoven, 8-11 July 2001, pp. 781-794
summary This research aims to facilitate public participation in urban landscape visual assessment (ULVA). To support virtual collaboration in ULVA, it is desirable to provide both quantitative analysis and 3D simulation over the Internet. Although the rendering of urban models in common web browser plug-ins often lacks vividness compared with native workstation applications, the integration of VRML modeling and Java programming proves effective in sharing and rendering urban scenes through a familiar web interface. The ULVA simulation supports not only static scene rendering, but also interactive functional simulations. They include the viewpoint setting up, view corridor and panorama generation. Although popular VRML viewers such as CosmoPlayer provide similar functions, users are often disoriented by the interface. The obfuscation inhibits people’s immersion in the virtual urban environment and makes the assessment inconvenient. To eliminate such disorientation and improve users’ feelings of immersion, we integrate both a two-dimensional map and a three-dimensional model of the urban area in the user interface. The interaction between 2D map and 3D world includes the matching of avatar positions, visualization of avatar posture, and the setting up of viewpoints and view corridors. To support a web-based urban planning process, the system adopts client/server architecture. The city map is managed by a specific database management system (DBMS) on the server side. Users may retrieve information for various “what if” simulations. The system automatically remodels the virtual environment to respond to users’ requests.
keywords Geographic Information Systems, Internet, Urban Landscape, Visual Assessment, Virtual Reality
series CAAD Futures
email
last changed 2006/11/07 07:22

_id avocaad_2001_13
id avocaad_2001_13
authors Alexander Koutamanis
year 2001
title Modeling irregular and complex forms
source AVOCAAD - ADDED VALUE OF COMPUTER AIDED ARCHITECTURAL DESIGN, Nys Koenraad, Provoost Tom, Verbeke Johan, Verleye Johan (Eds.), (2001) Hogeschool voor Wetenschap en Kunst - Departement Architectuur Sint-Lucas, Campus Brussel, ISBN 80-76101-05-1
summary Computational technologies provide arguably the first real opportunity architectural design has had for a comprehensive description of built form. With the advent of affordable computer-aided design systems (including drafting, modeling, visualization and simulation tools), architects believe they can be in full control of geometric aspects and, through these, of a wide spectrum of other aspects that are implicit or explicit in the geometric representation. This belief is based primarily on the efficiency and effectiveness of computer systems, ranging from the richness and adaptability of geometric primitives to the utility of geometric representations in simulations of climatic aspects. Such capabilities support attempts to design and construct more irregular or otherwise complex forms. These fall under two main categories: (1) parsing of irregularity into elementary components, and (2) correlation of the form of a building with complex geometric structures.The first category takes advantage of the compactness and flexibility of computational representations in order to analyse the form of a design into basic elements, usually elementary geometric primitives. These are either arranged into simple, unconstrained configurations or related to each other by relationships that define e.g. parametric relative positioning or Boolean combinations. In both cases the result is a reduction of local complexity and an increase of implicit or explicit relationships, including the possibility of hierarchical structures.The second category attempts to correlate built form with constraints that derive usually from construction but can also be morphological. The correlation determines the applicability of complex geometric structures (minimally ruled surfaces) to the description of a design. The product of this application is generally variable in quality, depending upon the designer's grounding in geometry and his ability to integrate constraints from different aspects in the definition of the design's geometry.Both categories represent a potential leap forward but are also equally hampered by the rigidity of the implementation mechanisms upon which they rely heavily. The paper proposes an approach to making these mechanisms subordinate to the cognitive and technical aspects of architectural thinking through fuzzy modeling. This way of modeling involves a combination of (a) canonical forms, (b) tolerances around canonical forms and positions, (c) minimal and maximal values, (d) fuzzy boundaries, and (e) plastic interaction between elements based on the dual principles of local intelligence and autonomy. Fuzzy models come therefore closer to the intuitive manners of sketching, while facilitating transition to precise and complex forms. The paper presents two applications of fuzzy modeling. The first concerns the generation of schematic building layouts, including adaptive control of programmatic requirements. The second is a system for designing stairs that can adapt themselves to changes in their immediate environment through a fuzzy definition of geometric and topological parametrization.
series AVOCAAD
email
last changed 2005/09/09 10:48

_id 603d
authors McCall, R., Vlahos, E. and Zabel, J.
year 2001
title Conceptual Design as HyperSketching. Theory and Java 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. 285-297
summary Hand-done design drawing still has a several advantages over current, CADbased approaches to generating form, especially in the early stages of design. One advantage is the indeterminacy of hand drawing--i.e. its abstractness and ambiguity. Another is a non-destructive drawing process, where new drawings are created without modifying old ones. A third is designers’ creation of large collections of inter-related drawings--i.e. graphical hyperdocuments. A fourth is the unobtrusive character of conventional drawing tools. These advantages might be taken as reasons for continuing to do early design on paper, but they also suggest ways in which CAD might be improved. We have created software prototypes that incorporate these features into a new type of CAD based on sketching with electronic pens on LCD tablets. One prototype, which we call HyperSketch II, simulates tracing paper in the sense that it enables the user to trace over previous drawings and to build stacks of traced over drawings. It also enables the user to create a hypermedia network in which the nodes are sketches and the links represent various relationships between sketches.
keywords Sketching, Hypertext, Hypermedia, Conceptual Design
series CAAD Futures
email
last changed 2006/11/07 07:22

_id 2905
authors Pereira, Gilberto Corso
year 2001
title Urban Information Visualization - The Salvador project
source Architectural Information Management [19th eCAADe Conference Proceedings / ISBN 0-9523687-8-1] Helsinki (Finland) 29-31 August 2001, pp. 517-521
doi https://doi.org/10.52842/conf.ecaade.2001.517
summary Before popularity of GIS a map is a tool with two basic functions - storage of spatial data and presentation of spatial information. Now, a digital database store spatial data and cartographic visualization is how spatial information usually is presented. Recent technological development applied to visualization area can increase analyse and interpretation capacity of professionals concern with urban planning, design and management. In other hand, many professionals and students involved with urban studies are not familiar with GIS software and this can limit casual users to access urban databases. One solution is to build software that allows direct visualization of spatial information based in users needs and knowledge. The project discussed in this paper introduces a computer application structured like a hypermedia atlas using concepts from cartographic modelling. The city of Salvador is represented by a model based in a combination of maps, and others images. User composes visualization.
keywords Visualization, Hypermedia, GIS, Urban Information, Digital Atlas
series eCAADe
email
last changed 2022/06/07 08:00

_id 4b30
authors Ahmad Rafi, M.E. and Mohd Fazidin, J.
year 2001
title ARMY WAR GAME SIMULATION (AWAS) system - Utilising architectural knowledge in virtual environments
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. 435-438
doi https://doi.org/10.52842/conf.caadria.2001.435
summary This research briefly examines the importance of collaborative design in developing a multi-user, multi-tiered, networked and real-time information base system. Aspects such as navigation, interaction, communication, movements (objects or virtual camera), control, level of details, spatial design and virtual spaces will be explained to show their importance in the development of virtual world. This paper will further explore the aspects of collaborative design in the context of Army War Game Simulation System (AWAS). A generic collaborative design-based framework will be demonstrated to simulate the overall operations of a war in command-control structure of the force.
series CAADRIA
email
last changed 2022/06/07 07:54

_id 67fa
authors Datta, Sambit and Woodbury, Robert F.
year 2001
title An approach to search and exploration through mixed-initiative
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. 275-282
doi https://doi.org/10.52842/conf.caadria.2001.275
summary Generative design environments need support for human intervention as well as sound computational formalisms. A systematic approach to integrating the two, formal generation and the exploratory, is lacking. In this paper, we posit the possibility of a design support system that combines formal search with user driven exploration. Our approach is to cast the interaction between the user and the generative formalism as agent collaboration in a mixed-initiative environment. We describe the role of interaction and agency in an experimental mixed-initiative design support system, FOLDS and demonstrate its application.
series CAADRIA
email
last changed 2022/06/07 07:55

_id 3dcd
authors Ennis, Gary and Maver, Tom
year 2001
title Visit VR Glasgow - Welcoming multiple visitors to the Virtual City
source Architectural Information Management [19th eCAADe Conference Proceedings / ISBN 0-9523687-8-1] Helsinki (Finland) 29-31 August 2001, pp. 423-429
doi https://doi.org/10.52842/conf.ecaade.2001.423
summary The development of the Virtual Reality Modelling Language (VRML) for the Internet has resulted in the emergence of a multiplicity of 3D web sites. The metaphor used by these sites varies enormously from virtual galleries to virtual cities and style varies from abstract to reality. Additionally these worlds are populated by virtual objects, some having reactive or interactive properties, including movement, audio, video, databases, artificial intelligence etc. Perhaps the most stimulating embodiment of these new environments are those that offer the participant the opportunity to meet and communicate with other visitors exploring the same virtual space/world. The Glasgow Directory is an established 3D web space, with around 10,000 visitors per year. The model represents approximately 10,000 properties in the city and is populated by contextual information on its culture and socio-economic topography. This paper describes the background to this VR space, and suggests a set of design criteria for successfully deploying multi-user software within this and similar environments. These criteria take into account lessons learned by ‘observing’ and analysing how participants interact with the existing system under different conditions and also what benefits they perceive on entering the environment via the multi-user interface. These recommendations will hopefully be applicable to a wide spectrum of internet virtual environment builders and users.
keywords Virtual, City, 3-D, Databases, Interaction
series eCAADe
email
last changed 2022/06/07 07:55

_id 3386
authors Gavin, L., Keuppers, S., Mottram, C. and Penn, A.
year 2001
title Awareness Space in Distributed Social Networks
source Proceedings of the Ninth International Conference on Computer Aided Architectural Design Futures [ISBN 0-7923-7023-6] Eindhoven, 8-11 July 2001, pp. 615-628
summary In the real work environment we are constantly aware of the presence and activity of others. We know when people are away from their desks, whether they are doing concentrated work, or whether they are available for interaction. We use this peripheral awareness of others to guide our interactions and social behaviour. However, when teams of workers are spatially separated we lose 'awareness' information and this severely inhibits interaction and information flow. The Theatre of Work (TOWER) aims to develop a virtual space to help create a sense of social awareness and presence to support distributed working. Presence, status and activity of other people are made visible in the theatre of work and allow one to build peripheral awareness of the current activity patterns of those who we do not share space with in reality. TOWER is developing a construction set to augment the workplace with synchronous as well as asynchronous awareness. Current, synchronous activity patterns and statuses are played out in a 3D virtual space through the use of symbolic acting. The environment itself however is automatically constructed on the basis of the organisation's information resources and is in effect an information space. Location of the symbolic actor in the environment can therefore represent the focus of that person's current activity. The environment itself evolves to reflect historic patterns of information use and exchange, and becomes an asynchronous representation of the past history of the organisation. A module that records specific episodes from the synchronous event cycle as a Docudrama forms an asynchronous information resource to give a history of team work and decision taking. The TOWER environment is displayed using a number of screen based and ambient display devices. Current status and activity events are supplied to the system using a range of sensors both in the real environment and in the information systems. The methodology has been established as a two-stage process. The 3D spatial environment will be automatically constructed or generated from some aspect of the pre-existing organisational structure or its information resources or usage patterns. The methodology must be extended to provide means for that structure to grow and evolve in the light of patterns of actual user behaviour in the TOWER space. We have developed a generative algorithm that uses a cell aggregation process to transcribe the information space into a 3d space. In stage 2 that space was analysed using space syntax methods (Hillier & Hanson, 1984; Hillier 1996) to allow the properties of permeability and intelligibility to be measured, and then these fed back into the generative algorithm. Finally, these same measures have been used to evaluate the spatialised behaviour that users of the TOWER space show, and will used to feed this back into the evolution of the space. The stage of transcription from information structure to 3d space through a generative algorithm is critical since it is this stage that allows neighbourhood relations to be created that are not present in the original information structure. It is these relations that could be expected to help increase social density.
keywords Algorithmic Form Generation, Distributed Workgroups, Space Syntax
series CAAD Futures
email
last changed 2006/11/07 07:22

_id cd9a
authors Indrusiak, L.S., Becker, J., Glesner, M. and Reis, R.
year 2001
title Distributed Collaborative Design over Cave2 Framework
source 11th IFIP International Conference on Very Large Integration, Montpellier
summary The Cave Project is a research initiative aiming to make possible a user-transparent distribution of CAD resources over computer networks. It can be divided in three parts: * a Framework of reusable software, composed by CAD tool modules and design data representation primitives * a web based design environment, implemented over the Framework foundations, together with a Service Space, which provides the necessary control on the distribution of design resources and the data sharing among designers * a Communication Channel, which allows synchronous and asynchronous interaction among the designers The modules can be distributed over nodes of a Internet Protocol based network. The designers interact with all of the modules using a Java-enabled client software, e.g. a web browser.
series other
last changed 2003/04/23 15:14

_id a184
authors Johnson, Peter and Johnson, Hilary
year 2001
title Interaction, Collaboration and Communication: A Human-Computer Interaction Perspective
source Stellingwerff, Martijn and Verbeke, Johan (Eds.), ACCOLADE - Architecture, Collaboration, Design. Delft University Press (DUP Science) / ISBN 90-407-2216-1 / The Netherlands, pp. 43-58 [Book ordering info: m.c.stellingwerff@bk.tudelft.nl]
summary This paper considers the problem of supporting collaborative information brokering. The aim is to develop information brokering environments based upon models of collaboration and supported by user interface designs through which user-user, user-agent and user-information interactions are effortless and effective.
series other
last changed 2001/09/14 21:30

_id 98bb
authors Li, Andrew
year 2001
title A shape grammar for teaching the architectural style of the Yingzao Fashi
source Massachusetts Institute of Technology, Department of Architecture
summary The Yingzaofashi [Building standards] is a Chinese building manual written by Li Jie (d. 1110) and published in 1103. I present a shape grammar for teaching the architectural style - the language of designs - described in this manual. This grammar is distinguished by two objectives, and the technical means used to accomplish them. First, the grammar is for teaching. Usually, the author of a grammar of a style aims to generate all and only the designs in the language. To do this, he not only writes the grammar, but also judges whether the designs it generates are members of the language. In the Yingzaofashi grammar, on the other hand, I want to generate all and more than the designs in the language. It is then the student who evaluates the designs - does this design belong to the language? - and adjusts the grammar accordingly. Thus the student participates actively in defining the language of designs, and learns that style is a human construct. Second, the grammar is designerly. As already observed, most authors of style grammars focus on the language of designs; they do not consider how to structure the user's interaction with the grammar. By contrast, I consider explicitly what the user decides and when he decides it, and organize the grammar accordingly. In other words, I consider process as well as products. The grammar exploits several technical devices for the first time: the design as an n-tuple of drawings, descriptions, and other elements; the generation of descriptions in the n-tuple; and techniques that are made possible by these devices.
series thesis:PhD
email
last changed 2003/02/12 22:37

_id ecaade03_561_150_martens
id ecaade03_561_150_martens
authors Martens, Yuri and Koutamanis, Alexander
year 2003
title Realestate online information systems
source Digital Design [21th eCAADe Conference Proceedings / ISBN 0-9541183-1-6] Graz (Austria) 17-20 September 2003, pp. 561-567
doi https://doi.org/10.52842/conf.ecaade.2003.561
summary Several commercial real-estate sites provide listings of available commercial property on the Internet. These listings are generated on the basis of selection criteria as floor area, price and location. Despite the obvious utility of the listings and their promise for the transaction process and market transparency, one third of commercial realestate listing sites went bankrupt in 2001 and 2002. To provide an explanation for the failure, 63 commercial real-estate sites were analysed and classified into three basic business models: the Research / Information model, the Marketing model and the Transaction model. A common success factor for all models is the functionality of the site, especially interaction between the user and the available information. The paper proposes that the transfer of existing architectural representations, information-processing instruments and decision-taking tools is an essential component of future development towards integrated services that accompany a building throughout its lifecycle. This transfer amounts to (1) the addition of building and contextual information from standard documentation and online information services, (2) the derivation and coherent description of programmatic requirements database, and (3) advanced user interaction with building information.
keywords e-commerce, human-computer interaction, building information systems,web-based communication
series eCAADe
email
more http://www.re-h.nl
last changed 2022/06/07 07:59

_id 0b8e
authors Martini, Kirk
year 2001
title Non-linear Structural Analysis as Real-Time Animation Borrowing from the Arcade
source Proceedings of the Ninth International Conference on Computer Aided Architectural Design Futures [ISBN 0-7923-7023-6] Eindhoven, 8-11 July 2001, pp. 643-656
summary The paper describes a computational method commonly used in interactive computer graphics and games, and demonstrates its application to structural engineering problems, using a prototype program called Arcade. The method enables a new model of interaction in structural analysis, where the simulated structure responds to user input in real time, in the same way that computer games respond. The method shows good engineering accuracy in simple verification problems involving the non-linear phenomena of buckling and beam yielding. The method offers the potential to make non-linear, timehistory analysis a much more common method in engineering practice, and to bring a greater emphasis on non-linear, dynamic structural behaviour in structural education.
keywords Structural Analysis, Interactive Design, Animation
series CAAD Futures
email
last changed 2006/11/07 07:22

_id 071a
authors Myers, B., Hudson, S.E. and Pausch, R.
year 2001
title Past, Present, and Future of User Interface Software Tools
source Carroll, J. (eds), Human-Computer Interaction in the New Millennium, Addison Wesley, ACM Press, New York, pp. 213–233
summary A user interface software tool helps developers design and implement the user interface. Research on past tools has had enormous impact on today's developers-virtually all applications today were built using some form of user interface tool. In this paper, we consider cases of both success and failure in past user interface tools. From these cases we extract a set of themes which can serve as lessons for future work. Using these themes, past tools can be characterized by what aspects of the user interface they addressed, their threshold and ceiling, what path of least resistance they offer, how predictable they are to use, and whether they addressed a target that became irrelevant. We believe the lessons of these past themes are particularly important now, because increasingly rapid technological changes are likely to significantly change user interfaces. We are at the dawn of an era where user interfaces are about to break out of the "desktop" box where they have been stuck for the past 15 years. The next millenium will open with an increasing diversity of user interfaces on an increasing diversity of computerized devices. These devices include hand-held personal digital assistants (PDAs), cell phones, pagers, computerized pens, computerized notepads, and various kinds of desk, and wall-size computers, as well as devices in everyday objects (such as mounted on refrigerators, or even embedded in truck tires). The increased connectivity of computers, initially evidenced by the World-Wide Web, but spreading also with technologies such as personal-area networks, will also have a profound effect on the user interface to computers. Another important force will be recognitionbased user interfaces, especially speech, and camera-based vision systems. Other changes we see are an increasing need for 3D and end-user customization, programming, and scripting. All of these changes will require significant support from the underlying user interface software tools.
series other
last changed 2003/04/23 15:50

_id 739d
authors Pereira, Gilberto Corso
year 2001
title PROJETO SALVADOR: INTERATIVIDADE E ANIMAÇÃO NA ANÁLISE DO ESPAÇO URBANO (The Salvador Project: Interaction and Animation in the Urban Space Analysis)
source SIGraDi biobio2001 - [Proceedings of the 5th Iberoamerican Congress of Digital Graphics / ISBN 956-7813-12-4] Concepcion (Chile) 21-23 november 2001, pp. 319-321
summary The project discussed here wants to investigate the use of multimedia as a tool to present and to analyze geographical information by making a interactive software for visualization and understanding of urban space of Salvador using thematic cartography, animations, remote sense images, photography and texts, allowing software user to build his personal cartographic visualization.
series SIGRADI
email
last changed 2016/03/10 09:57

_id cf2011_p115
id cf2011_p115
authors Pohl, Ingrid; Hirschberg Urs
year 2011
title Sensitive Voxel - A reactive tangible surface
source Computer Aided Architectural Design Futures 2011 [Proceedings of the 14th International Conference on Computer Aided Architectural Design Futures / ISBN 9782874561429] Liege (Belgium) 4-8 July 2011, pp. 525-538.
summary Haptic and tactile sensations, the active or passive exploration of our built surroundings through our sense of touch, give us a direct feeling and detailed information of space, a sense of architecture (Pallasmaa 2005). This paper presents the prototype of a reactive surface system, which focuses its output on the sense of touch. It explains how touch sensations influence the perception of architecture and discusses potential applications that might arise from such systems in the future. A growing number of projects demonstrate the strong impact of interaction design on the human senses and perception. They offer new ways of sensing and experiencing architectural space. But the majority of these interaction concepts focus on visual and auditory output-effects. The sense of touch is typically used as an input generator, but neglected as as a potential receiver of stimuli. With all the possibilities of sensors and micro-devices available nowadays, there is no longer a technical reason for this. It is possible to explore a much wider range of sense responding projects, to broaden the horizon of sensitive interaction concepts (Bullivant 2006). What if the surfaces of our surroundings can actively change the way it feels to touch them? What if things like walls and furniture get the ability to interactively respond to our touch? What new dimensions of communication and esthetic experience will open up when we conceive of tangibility in this bi-directional way? This paper presents a prototype system aimed at exploring these very questions. The prototype consists of a grid of tangible embedded cells, each one combining three kinds of actuators to produce divergent touch stimuli. All cells can be individually controlled from an interactive computer program. By providing a layering of different combinations and impulse intensities, the grid structure enables altering patterns of actuation. Thus it can be employed to explore a sort of individual touch aesthetic, for which - in order to differentiate it from established types of aesthetic experiences - we have created the term 'Euhaptics' (from the Greek ευ = good and άπτω = touch, finger). The possibility to mix a wide range of actuators leads to blending options of touch stimuli. The sense of touch has an expanded perception- spectrum, which can be exploited by this technically embedded superposition. The juxtaposed arrangement of identical multilayered cell-units offers blending and pattern effects of different touch-stimuli. It reveals an augmented form of interaction with surfaces and interactive material structures. The combination of impulses does not need to be fixed a priori; it can be adjusted during the process of use. Thus the sensation of touch can be made personally unique in its qualities. The application on architectural shapes and surfaces allows the user to feel the sensations in a holistic manner – potentially on the entire body. Hence the various dimensions of touch phenomena on the skin can be explored through empirical investigations by the prototype construction. The prototype system presented in the paper is limited in size and resolution, but its functionality suggests various directions of further development. In architectural applications, this new form of overlay may lead to create augmented environments that let inhabitants experience multimodal touch sensations. By interactively controlling the sensual patterns, such environments could get a unique “touch” for every person that inhabit them. But there may be further applications that go beyond the interactive configuration of comfort, possibly opening up new forms of communication for handicapped people or applications in medical and therapeutic fields (Grunwald 2001). The well-known influence of touch- sensations on human psychological processes and moreover their bodily implications suggest that there is a wide scope of beneficial utilisations yet to be investigated.
keywords Sensitive Voxel- A reactive tangible surface
series CAAD Futures
email
last changed 2012/02/11 19:21

_id ga0135
id ga0135
authors Roncoroni, Umberto
year 2001
title BioIcons
source International Conference on Generative Art
summary BioIcons are images developed with artificial life, especially modified Cellular Automata to simulate a sort of living artistic tool. Each image is a spontaneous creation of Artificial Life: different shapes and colors are assigned to each cell of the digital being; this is done linking the “biological” state of each cell and the auto similarity existing between the cell and the digital being as a whole. The resulting picture is like a microscopic view, because we can endlessly magnify portions of the image, using this process to reach, conceptually and visually, the integration between Fractals andArtificial Life. BioIcons, as the rest of my work, is the product of my programming efforts: I think that using proprietary algorithms supports autonomy and originality. I started this work studying Cellular Automata algorithms; some of them are mutations of classic Cellular Automata, others are my own creations. After that, I studied how to force the Cellular Automata to behave like an artistic tool, introducing special parameters linked with color theory, perception and auto similarity. Finally, I studied an interface in such a way to allow interaction between the artificial artists and the user, and to transform the image into an interactive and dynamic process. The dynamic interactions between the piece of art and the public, the transformation of the artistic process into something open and free and the close connections between art and investigation are the orienting ideas of my artistic effort. Yet I’m also concerned with digital technology as it should be applied to art, mainly to discover the medium’s artistic language. I consider of great importance, for my artistic development, the opportunity to integrate my strong love for nature and life with art and mathematics, with the help of computer technologies.
series other
more http://www.generativeart.com/
last changed 2003/08/07 17:25

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