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

PDF papers
References

Hits 1 to 20 of 718

_id a015
authors Leu, S.-S., Chen, C.-N. and Chang, S.-L.
year 2001
title Data mining for tunnel support stability: neural network approach
source Automation in Construction 10 (4) (2001) pp. 429-441
summary This paper presents a data mining approach to the prediction of tunnel support stability using artificial neural networks (ANN). The case data of a railway tunnel recently finished in Taiwan were used to establish the model. The main rock type was sedimentary rock. Rock mechanical and construction-related parameters with significant influences on support stability were filtered to train and test the ANN. Validation was also performed to show that the ANN outperformed the discriminant analysis and the multiple non-linear regression method in predicting tunnel support stability status.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:22

_id ga0132
id ga0132
authors Abe, Yoshiyuki
year 2001
title Beyond the math visualization - Geometrica and Stochastica
source International Conference on Generative Art
summary Mathematically controlled imaging process provides attractive results because of its infinite scaling capabilities with some other elements that contribute to the visualization. Its global/local and precise manipulation of parameters holds potential for realizing an unpredictable horizon of imagery. When it meets the artist's taste, this method could be a strong enough system of creation, and I have been producing images using the surfaces of hyperbolic paraboloid. On the other hand, a method absolutely free from the geometric parameter manipulation is possible with a stochastic process [1]. Like the technique of pendulum in photography, while its production rate of acceptable result is very low, its potential of generating a strong visual message is also very attractive. It is possible to set stochastic elements at any stage of the process, and conditional probability on those elements, or the hierarchy of probability management characterizes the probability distribution. Math space has no light. No gravity. No color on the math surfaces. And the math equation providesonly the boundary in 3D or higher mathematical dimensions. The fact means that artists can keep artistic reality with their unique tastes in colors on the surface and light sources, and this is the most important element of the math based imaging. Being able to give artists' own choice of colors and that the artist may take only right ones from the results of a stochastic process guarantee the motif and aesthetics of artist could be reflected onto the work.
series other
email
more http://www.generativeart.com/
last changed 2003/11/21 15:15

_id avocaad_2001_05
id avocaad_2001_05
authors Alexander Koutamanis
year 2001
title Analysis and the descriptive approach
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 The rise of consciousness concerning the quality of working and living conditions has been a permanent though frequently underplayed theme in architecture and building since the reconstruction period. It has led to an explosive growth of programmatic requirements on building behaviour and performance, thus also stimulating the development of design analysis. The first stage of development was characterized by the evolution of prescriptive systems. These reversed the structure of pre-existing proscriptive systems into sequences of known steps that should be taken in order to achieve adequate results. Prescriptive systems complemented rather than replaced proscriptive ones, thereby creating an uncertain mixture of orthodoxy and orthopraxy that failed to provide design guidance for improving design performance and quality.The second stage in the development of design analysis focuses on descriptive methods and techniques for analyzing and supporting evaluation. Technologies such as simulation and scientific visualization are employed so as to produce detailed, accurate and reliable projections of building behaviour and performance. These projections can be correlated into a comprehensive and coherent description of a building using representations of form as information carriers. In these representations feedback and interaction assume a visual character that fits both design attitudes and lay perception of the built environment, but on the basis of a quantitative background that justifies, verifies and refines design actions. Descriptive analysis is currently the most promising direction for confronting and resolving design complexity. It provides the designer with useful insights into the causes and effects of various design problems but frequently comes short of providing clear design guidance for two main reasons: (1) it adds substantial amounts of information to the already unmanageable loads the designer must handle, and (2) it may provide incoherent cues for the further development of a design. Consequently the descriptive approach to analysis is always in danger of been supplanted by abstract decision making.One way of providing the desired design guidance is to complement the connection of descriptive analyses to representations of form (and from there to synthesis) with two interface components. The first is a memory component, implemented as case-bases of precedent designs. These designs encapsulate integrated design information that can be matched to the design in hand in terms of form, function and performance. Comparison between precedents with a known performance and a new design facilitate identification of design aspects that need be improved, as well as of wider formal and functional consequences. The second component is an adaptive generative system capable of guiding exploration of these aspects, both in the precedents and the new design. The aim of this system is to provide feedback from analysis to synthesis. By exploring the scope of the analysis and the applicability of the conclusions to more designs, the designer generates a coherent and consistent collection of partial solutions that explore a relevant solution space. Development of the first component, the design case-bases, is no trivial task. Transformability in the representation of cases and flexible classification in a database are critical to the identification and treatment of a design aspect. Nevertheless, the state of the art in case-based reasoning and the extensive corpus of analysed designs provide the essential building blocks. The second component, the adaptive generative system, poses more questions. Existing generative techniques do not possess the necessary richness or multidimensionality. Moreover, it is imperative that the designer plays a more active role in the control of the process than merely tweaking local variables. At the same time, the system should prevent that redesigning degenerates into a blind trial-and-error enumeration of possibilities. Guided empirical design research arguably provides the means for the evolutionary development of the second component.
series AVOCAAD
email
last changed 2005/09/09 10:48

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

_id ga0118
id ga0118
authors Annunziato, Mauro and Pierucci, Piero
year 2001
title Learning and Contamination in Virtual Worlds
source International Conference on Generative Art
summary The most recent advances of artificial life scientific research are opening up a new frontier: the creation of simulated life environments populated by autonomous agents. In these environments artificial beings can interact, reproduce and evolve [4, 6, 15], and can be seen as laboratories whereto explore the emergence of social behaviors like competition, cooperation, relationships and communication [5, 7] . It is still not possible to approach a reasonable simulation of the incredible complexity of human or animal societies, but these environments can be used as a scientific orartistic tool to explore some basic aspects of the evolution [1, 2, 3, 9, 10, 11, 12, 13, 14]. The combination of these concepts with robotics technology or with immersive-interactive 3D environments (virtual reality) are changing quickly well known paradigms like digital life, manmachineinterface, virtual world. The virtual world metaphor becomes interesting when the artificial beings can develop some form of learning, increasing their performances, adaptation, and developing the ability to exchange information with human visitors. In this sense the evolution enhances the creative power and meaningful of these environments, and human visitors experience an emotion of a shift from a simplified simulation of the reality to a real immersion into an imaginary life. We may think that these realization are the first sparks of a new form of life: simulated for the soft-alife thinkers, real for the hard-alife thinkers, or a simple imaginary vision for the artists.
series other
email
more http://www.generativeart.com/
last changed 2003/11/21 15:15

_id ga0127
id ga0127
authors Antonini, Riccardo
year 2001
title The darwinian structure of the design process
source International Conference on Generative Art
summary This text is meant only to be a stimulus for the discussion to be held, in a specific panel, at Generative Art 2001. In the text, “provocative enough” to spur animated discussion, some very basics of darwinism and genetics are given with the only purpose of declaring a common “stage for the play” where everybody feels at ease. Common stage and common vocabulary ifnot even common language. The main thesis is very strong, therefore comments and critics are warmly encouraged. They are the selective pressure that steers the evolution of ideas. We all need them. The thesis is basically the following: “Every creative process is a darwinian one”.Besides, it will be shown that it is also a very peculiar one where the information and its implementation sometimes switch their role one another.
series other
email
more http://www.generativeart.com/
last changed 2003/11/21 15:15

_id 7501
authors Apley, Julie
year 2001
title A Virtual Reconstruction: Isthmia Roman Bath
doi https://doi.org/10.52842/conf.acadia.2001.410
source Reinventing the Discourse - How Digital Tools Help Bridge and Transform Research, Education and Practice in Architecture [Proceedings of the Twenty First Annual Conference of the Association for Computer-Aided Design in Architecture / ISBN 1-880250-10-1] Buffalo (New York) 11-14 October 2001, pp. 410-411
summary The Isthmia Roman Bath is located in Greece overlooking a great ravine on the Isthmus of Corinth. It was in use during the 2nd through the 4th centuries. I have created a 3D VRML walkthrough of the ancient bath. This interdisciplinary project utilizes the research of an archaeologist, architect, and art historian. Because the researchers live in different locations, it made sense to use the Internet as a research tool. When clicking on the numbers on the home page, you can see the process that I went through to model the Roman Bath. After seeing the images, the researchers were able to visualize their research, reply to questions, and re-evaluate their findings. VRML promises an accessible, highly visual, and interactive representation of difficult to see data, opening up new ways of presenting research. It is possible to walk within the bath by clicking on the Virtual Reconstruction link. When in the "Entrance view", click on the vase to see a map of the ruin. There are three places within the project that link to the existing excavated site. Links are also available to walk outside. The project runs best on Windows NT using Netscape. You must have the plug-ins for Cosmoplayer (VRML) and Quicktime (movie). Because the VRML plug-in doesn't work as well on a Mac, it is possible that you may only be able to view the images and movie from the project.
series ACADIA
last changed 2022/06/07 07:55

_id ga0134
id ga0134
authors Buiani, Roberta
year 2001
title Virtual Exhibitions: How to put the gallery on-line?
source International Conference on Generative Art
summary This research is part of a project I developed at York University and realized at the Walter Phillips Gallery at Banff Centre for the Arts. It originated from a preliminary survey on the galleries and museum’s approach to the web: how did these institutions engage with the virtualspace? What tools did they employ to display their content? How did they exploit internet in order to promote and advertise their content and transmit a certain message? Following the examination of several interfaces and modes of display, a list of recurrent strategies, needs andlacks was compiled. A further development of the research consisted in a practical attempt to include all the characteristics observed and to add the elements supposedly missing in a single project. The project examined two distinct and very different exhibitions which took place during the summerat the Walter Phillips Gallery in Banff: they were analysed, documented and rendered on-line using a popular animation software such as Flash.
series other
email
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id ga0108
id ga0108
authors Caicco, Gregory P.
year 2001
title Cunning Crafts or Poetic Place-Making? Towards a Historiography of Generative Art
source International Conference on Generative Art
summary This paper begins by considering the meaning and relationship between generativity and art. From there an historical analysis of these terms maps out the philosophical terrain of generative art in practice and theory. It is hypothesized that the degree to which a generativity, or birthing, may be understood as inherent in art understood as a poetic making, is the degree to which the term generative becomes a redundant qualifier of the term art. An argument is then made that art and art-making as a poetic production has an ethical vocation to critique its sources and its media in order to imagine worlds where the marginalized other, as other, is received. As a result, the unqualified adoption of computer, machine, biologicalor chemical media, as well as the mathematic or pragmatic instructions that define the execution of their works, needs to be questioned.I conclude with an historiographical examination of the Babylonian abacus and the medieval ars memoritiva, in particular, Ramon Lull’s 1274 figura universalis. Even though computing historians have claimed these as proto-computers, a deeper examination of their meaning, use and context reveal a fundamentally mimetic vocation that provides the possibility of poetic place-making, as an ethics, which is otherwise absent in thecontemporary microprocessor. The question is therefore raised whether the works presented at “generative art” galleries, websites and conferences such as this may make any claim to poetry, ethics or art per se if their use of mathematics and automation remains uncritical.
series other
email
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id ga0104
id ga0104
authors Caillaud, Bernard
year 2001
title Cellular Automata and Algorithmic Visual Creation
source International Conference on Generative Art
summary The cellular automaton concept, a reduced form of automaton concept (specific , in the beginning, to cybernetics and computer science) relates to the notion of local order, dear to Abraham Moles, and refers to the creation of a complex order in a set of cells ( or pixels for digital images) based on a simple law which determine the colorimetric state of each pixelaccording to the colorimetric state of its nearest neighbours. I will examine one-dimensional automata and then two-dimensional ones. I will study theirmorphogenetical properties in the case of neutral values and then of chromatic ones. I will talk about my own creative work, closely related to an "orientated morphogenesis".This latter has its place quite naturally in Generative Art . I will look at paradigmatic explorations,parametric creations, programming perturbations, conditional choices, "chromatisation" and hybridation. To finish, I will describe the last stage of the work which consists, if necessary, of reworking the initial files so as to modify then through "software creation".
series other
email
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id ga0107
id ga0107
authors Ceccato, Cristiano
year 2001
title Integration: Master [Planner | Programmer | Builder]
source International Conference on Generative Art
summary The development of modern computer-based design systems and advanced manufacturing methods have progressed to the point where the promise of mass-customisation and the establishment of the ‘designer as integrator’ are being realised: the former implies that designers can now act as creators of systems which produce infinite possibilities, and the latterthat the convergence of designer and manufacturer, through common technologies, is enabling a reunification between design and construction processes. This paper discusses the symbiotic relationships of these paradigms within design research, practice and their commercialimplications, and the significance of the integration of new design tools and production methods for architects and designers.
series other
email
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id ga0123
id ga0123
authors Coates P., Appels, T. Simon, C. and Derix, C.
year 2001
title Current work at CECA
source International Conference on Generative Art
summary The centre for environment computing and architecture continues to experiment with new ways to form, and this paper presents three recent projects from the MSc programme. The three projects all share underlying assumptions about the use of generative algorithms to constructform, using fractal decomposition, lindenmayer systems and the marching cubes algorithm respectively to construct three dimensional "architectural" objects. The data needed to drive the morphology however ranges from formal proportional systems and Genetic L systems programming through swarming systems to perceptive self organising neural nets. In all cases, the projects pose the question what is architectural form. While after Stanford Anderson (Anderson 66) we know it is simplistic to say that it is an automatic outcome of a proper definition of the brief, it is also difficult to accept that the form of a building is an entirely abstract geometrical object existing without recourse to social or contextual justification. In anattempt to resolve these issues we have turned to the study of systems and general system theory as a way of understanding the mechanics of emergence and morphogenesis generally, and the
series other
email
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id ga0121
id ga0121
authors Collins, N. M.
year 2001
title Further Automatic Breakbeat Cutting Methods
source International Conference on Generative Art
summary Following the invention of an automatic breakbeat cutting algorithm in the style of early 90s jungle, further experiments are described. These are namely, the use of more advanced techniques to control choices in the original algorithm, and new algorithms for cutting including methods based on campanology and recursion. Automatic breakbeat cutting can reduce the effort of working by hand in a sequencer with MIDI triggering of a sampler. Furthermore, the parameterisation of the process concedes newtechniques that can be awkward to implement with a sequencer, for example, cutting in septuplet demisemiquavers. To improve the original algorithm, states, whether offsets, cut sizes or repetition counts, canbe governed by Charles Ames' method of statistical feedback. Weight distributions can be changed during a phrase to give more control of cut sequence structure. These processes are investigated in the light of the output pacing and variation of cut sequences. Campanology, or change ringing, is based on a small subset of a permutation group consistingof permutations that can only swap adjacent elements in distinct pairs. When acting upon offsets into the source a fluid series of undulating cuts can be produced. Recursive cutting is an analytical test of second order cutting. It takes a base sequence of [cut length, offset] pairs and further cuts them up, producing variations on a given cut sequence. The Warp Cutter is inspired by the thought of constant stutters and rolls. Probabilities control the likelihood of simple blocks, even rolls or geometric accelerating rolls, usually at very fast repetition rates. All methods have been implemented as SuperCollider patches and classes, and publiclyreleased to accompany this paper in the BBCut Library.
series other
email
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id ga0133
id ga0133
authors Comino, Angelo (Motor)
year 2001
title The Eliza’s Dream- Il sogno di Eliza
source International Conference on Generative Art
summary The Eliza’s dream (Il sogno di Eliza) is a small project about the practical use of generative or computer based methods applied on story writing. During this project the author, Motor (a.k.a Angelo Comino) explored all kind of help and interaction with the digital environment in order to write a common, but hopefully pleasant, mistery book, trough generative software,dialogues with classic artificial intelligence, with automated brainstormer or story telling expert systems.
series other
email
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id 158e
authors De Vries, B., Van Leeuwen, J. and Achten, H. (Eds.)
year 2001
title Computer Aided Architectural Design Futures 2001
source Proceedings of the Ninth International Conference [ISBN 0-7923-7023-6] Eindhoven, 8-11 July 2001, 814 p.
summary CAAD Futures is a bi-annual conference that aims to promote the advancement of computer-aided architectural design in the service of those concerned with the quality of the built environment. The conferences are organized under the auspices of the CAAD Futures Foundation, which has its secretariat at the Eindhoven University of Technology in the Netherlands.

This volume provides state-of-the-art articles in the following areas: capturing design, information modelling, CBR techniques, Virtual Reality, CAAD education, (hyper) media, design evaluation, design systems development, collaboration, generation, design representation, knowledge management, form programming, simulation, architectural analysis, and urban design.

series CAAD Futures
email
more http://www.caadfutures.arch.tue.nl/2001
last changed 2003/04/02 10:52

_id ga0112
id ga0112
authors Dehlinger, H. E.
year 2001
title Hitchhiking through a Maze of Transformations and Filters with a Bag of Data
source International Conference on Generative Art
summary The disappearance of plotters as peripheral devices makes it necessary to explore alternative output devices like printers for the generation of art work, based on lines and HPGL-code. The findings are frustrating and the conclusion drawn is somewhat devastating: abandon all hope,write new programs to fully take advantage of the printing age. Plot as long as the old hard- and software is still working.
series other
email
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id ga0120
id ga0120
authors Devetakovic, M.
year 2001
title Communicating Generic Process – Some Issues of Representation Related to Architectural Design
source International Conference on Generative Art
summary It is commonly the intent of an architect to represent the development of an idea from the early sketches to the final artefact, as well as to explain particular functions of its parts or complex construction processes. But the opening of the secret of generic process to the public - presenting a range of possibilities instead of one final solution and even involving external participants in the creation process - is brand new. The contemporary communication of architectural ideas presumes both – visual/formal representation and interaction. As a result of research in the field of communication in architecture, this paper is focused ongeneric process phenomena, in particular on issues of its representation. It is based on analysis of a wide range of examples that have appeared in recent years, either in electronic, printed or physical form. It offers a systematization of approaches to representation and discusses thepotential and limitations of each type – series of physical objects, sequences of graphics (single, linear, planar and spatial) and animation, as well as their combinations (sequences of animations). A particular emphasis is placed on increasing the functionality of sequence-basedrepresentation (interacting, navigating…) and its interdependence with animation as a special case. Finally, the author proposes a rethinking of the role of both the architect, who defines a system of possibilities rather than a single solution, and the information recipient, who becomes not merely a passive spectator, but a creative participant in the design process.
series other
email
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id ga0117
id ga0117
authors Dupras, Martin and Bates-Brkljac, Nada
year 2001
title The Virtual Forest: Integrating VRML Worlds and Generative Music
source International Conference on Generative Art
summary The Virtual Forest is a VRML world representing an imaginary forest, with a real-time generated music soundtrack. This soundtrack is generated by an algorithm which responds via network messages to actions happening in the VRML world. The VRML model uses real-life data (elevation maps, aerial and landscape photography) from a real forest to model an imaginary forest area of approximately 3 square km. The forest has a small number of animated books which when touched, trigger 'state' changes in the sound producing algorithm to alter the mood of the soundtrack. This is achieved by sending URL messages to a PHP gateway which then informs a PD (Pure Data) program to change its internal state accordingly. The PD program uses stochastic processes to generate, manipulate and recycle (or feedback) a sound stream. To further enhance the user experience ofinteraction with the generative process, some sounds are also immediately triggered by the books; additionally, a short generative poem is also returned to the user, as the content of the relevant page in the virtual book.
series other
email
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id 5c22
authors Durmisevic, S., Ciftcioglu, Ö. and Sariyildiz, S.
year 2001
title Quantifying the Qualitative Design Aspects
doi https://doi.org/10.52842/conf.ecaade.2001.111
source Architectural Information Management [19th eCAADe Conference Proceedings / ISBN 0-9523687-8-1] Helsinki (Finland) 29-31 August 2001, pp. 111-116
summary Architecture is a mixture of art and technique. This implies that the architect deals not only with engineering aspects that can be easily quantified and thereafter processed, but deals with aesthetics as well which is in first place qualitative and therefore rather difficult to estimate and numerically represent. As an example, in such cases, these ‘qualitative quantities’ are expressed in linguistic form which should be somehow expressed in numerical form in order to treat such data by powerful and conclusive numerical analysis methods. Expressions such as: bright colour, light room, large space are some of these examples. These expressions are fuzzy concepts whose actual interpretation is hidden and all of them together attach a qualitative value to a certain space. To deal with such information the emerging technologies of the last decade can provide an important aid. One of them is the soft computing technology that can deal with such soft data. In this paper, based on the case studies, we explain the potential of using soft computing techniques.
keywords Qualitative Design Data, Information Processing, Soft Computing, Knowledge Modeling, Neuro-Fuzzy Network
series eCAADe
email
last changed 2022/06/07 07:55

_id ga0115
id ga0115
authors Eacott, John
year 2001
title MORPHEUS >> emergent music
source International Conference on Generative Art
summary MORPHEUS is a CD of fluid dance music. It features 16 tracks or ‘songs’ by 6 composers and is designed to behave, and be experienced like, a normal audio CD although having to run on a macintosh computer rather than a CD player. In contrast to normal audio, each song uses its own generative algorithms to enable it to exist in a state of ‘fluidity’, so that each time yourun a song you get a unique ‘performance’. (You could say that the music on MORPHEUS is something between a recording and a live performance.)I present here the origins and achievements of the project together with the basis of a discussion of some of the aesthetic issues surrounding it.
series other
email
more http://www.generativeart.com/
last changed 2003/08/07 17:25

For more results click below:

this is page 0show page 1show page 2show page 3show page 4show page 5... show page 35HOMELOGIN (you are user _anon_788960 from group guest) CUMINCAD Papers Powered by SciX Open Publishing Services 1.002