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 27

_id avocaad_2001_18
id avocaad_2001_18
authors Aleksander Asanowicz
year 2001
title The End of Methodology - Towards New Integration
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 present paper is devoted to the deliberation on the genesis and development of designing from the point of view of the potential use of computers in the process. Moreover, it also presents the great hopes which were connected with the use of the systematic designing methods in the 1960’s, as well as the great disappointment resulting from the lack of concrete results. At this time a great deal of attention was paid to the process of design as a branch of a wider process of problem-solving. Many people believed that the intuitive methods of design traditionally used by architects were incapable of dealing with the complexity of the problems to be solved. Therefore, the basic problem was the definition of a vertical structure of the designing process, which would make it possible to optimise each process of architectural design. The studies of design methodology directed at the codification of the norms of actions have not brought about any solutions which could be commonly accepted, as the efforts to present the designing process as a formally logical one and one that is not internally “uncontrary” from the mathematical point of view, were doomed to fail. Moreover, the difficulties connected with the use of the computer in designing were caused by the lack of a graphic interface, which is so very characteristic of an architect’s workshop. In result, the methodology ceased to be the main area of the architect’s interest and efforts were focused on facilitating the method of the designer’s communication with the computer. New tools were created, which enabled both the automatic generation of diversity and the creation of forms on the basis of genetic algorithms, as well as the presentation of the obtained results in the form of rendering, animation and VRML. This was the end of the general methodology of designing and the beginning of a number of methods solving the partial problems of computer-supported design. The present situation can be described with the words of Ian Stewart as a “chaotic run in all directions”. An immediate need for new integration is felt. Cyber-real space could be a solution to the problem. C-R-S is not a virtual reality understood as an unreal world. Whilst VR could be indeed treated as a sort of an illusion, C-R-S is a much more realistic being, defining the area in which the creative activities are taking place. The architect gains the possibility of having a direct contact with the form he or she is creating. Direct design enables one to creatively use the computer technology in the designing process. The intelligent system of recognising speech, integrated with the system of virtual reality, will allow to create an environment for the designer – computer communication which will be most natural to the person. The elimination of this obstacle will facilitate the integration of the new methods into one designing environment. The theoretical assumptions of such an environment are described in the present paper.
series AVOCAAD
email
last changed 2005/09/09 10:48

_id ef4b
authors Babalola, Olubi and Eastman, Charles
year 2001
title Semantic Interpretation of Architectural Drawings
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. 166-179
doi https://doi.org/10.52842/conf.acadia.2001.166
summary The paper reviews the needs and issues of automatically interpreting architectural drawings into building model representations. It distinguishes between recognition and semantic interpretation and reviews the steps involved in developing such a conversion capability, referring to the relevant literature and concepts. It identifies two potentially useful components, neither of which has received attention. One is the development of a syntactically defined drafting language. The other is a strategy for interpreting the semantic content of architectural drawings, based on the analogy of natural language interpretation
keywords Semantic Interpretation, Drawing Understanding
series ACADIA
email
last changed 2022/06/07 07:54

_id 837c
authors Ball, L.J., Lambell, N.J., Ormerod, Th.C., Slavin, S. and Mariani, John A.
year 2001
title Representing design rationale to support innovative design reuse: a minimalist approach
source Automation in Construction 10 (6) (2001) pp. 663-674
summary The reuse of previous design knowledge is a potentially important way to improve design efficiency. In practice, however, design reuse is plagued with difficulties, including those associated with the indexing, retrieval, understanding and modification of prior design knowledge. We propose that such difficulties can be ameliorated by employing insights deriving from design-rationale research concerning how best to represent and retrieve design information. We illustrate these insights by describing the development of a design-reuse system that maximizes the benefits of rationale capture and information retrieval whilst minimising the costs to the designer that might arise from disruption to natural design work.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:22

_id 1445
authors Caldas, L. and Rocha, J.
year 2001
title A generative design system applied to Sizaís school of architecture at Oporto
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. 253-264
doi https://doi.org/10.52842/conf.caadria.2001.253
summary A new generative design system based on a genetic algorithm is tested within the framework of Alvaro Sizaís School of Architecture at Oporto, Portugal. The system works over a detailed three-dimensional description of the building and uses natural lighting and overall environmental performance as objective functions to guide the generation of solutions. This paper researches the encoding of architectural design intentions into the system, using constraints derived from Sizaís original design. Experiments using this generative system were performed on three different geographical locations to test the algorithmís capability to adapt solutions to different climatic characteristics within the same language constraints.
series CAADRIA
last changed 2022/06/07 07:54

_id caadria2010_042
id caadria2010_042
authors Celento, David
year 2010
title Open-source, parametric architecture to propagate hyper-dense, sustainable urban communities: parametric urban dwellings for the experience economy
source Proceedings of the 15th International Conference on Computer Aided Architectural Design Research in Asia / Hong Kong 7-10 April 2010, pp. 443-452
doi https://doi.org/10.52842/conf.caadria.2010.443
summary Rapid developments in societal, technological, and natural systems suggest profound changes ahead if research in panarchical systems (Holling, 2001) is to be believed. Panarchy suggests that systems, both natural and man-made, rise to the point of vulnerability then fail due to disruptive forces in a process of ‘creative destruction.’ This sequence allows for radical, and often unpredictable, renewal. Pressing sustainability concerns, burgeoning urban growth, and emergent ‘green manufacturing’ laws, suggest that future urban dwellings are headed toward Gladwell’s ‘tipping point’ (2002). Hyper-dense, sustainable, urban communities that employ open-source standards, parametric software, and web-based configurators are the new frontier for venerable visions. Open-source standards will permit the design, manufacture, and sale of highly diverse, inter-operable components to create compact urban living environments that are technologically sophisticated, sustainable, and mobile. These mass-customised dwellings, akin to branded consumer goods, will address previous shortcomings for prefabricated, mobile dwellings by stimulating consumer desire in ways that extend the arguments of both Joseph Pine (1992) and Anna Klingman (2007). Arguments presented by authors Makimoto and Manners (1997) – which assert that the adoption of digital and mobile technologies will create large-scale societal shifts – will be extended with several solutions proposed.
keywords Mass customisation; urban dwellings; open source standards; parametric design; sustainability
series CAADRIA
email
last changed 2022/06/07 07:55

_id cf2011_p051
id cf2011_p051
authors Cote, Pierre; Mohamed-Ahmed Ashraf, Tremblay Sebastien
year 2011
title A Quantitative Method to Compare the Impact of Design Mediums on the Architectural Ideation Process.
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. 539-556.
summary If we compare the architectural design process to a black box system, we can assume that we now know quite well both inputs and outputs of the system. Indeed, everything about the early project either feasibility studies, programming, context integration, site analysis (urban, rural or natural), as well as the integration of participants in a collaborative process can all be considered to initiate and sustain the architectural design and ideation process. Similarly, outputs from that process are also, and to some extent, well known and identifiable. We are referring here, among others, to the project representations or even to the concrete building construction and its post-evaluation. But what about the black box itself that produces the ideation. This is the question that attempts to answer the research. Currently, very few research works linger to identify how the human brain accomplishes those tasks; how to identify the cognitive functions that are playing this role; to what extent they operate and complement each other, and among other things, whether there possibly a chain of causality between these functions. Therefore, this study proposes to define a model that reflects the activity of the black box based on the cognitive activity of the human brain. From an extensive literature review, two cognitive functions have been identified and are investigated to account for some of the complex cognitive activity that occurs during a design process, namely the mental workload and mental imagery. These two variables are measured quantitatively in the context of real design task. Essentially, the mental load is measured using a Bakan's test and the mental imagery with eyes tracking. The statistical software G-Power was used to identify the necessary subject number to obtain for significant variance and correlation result analysis. Thus, in the context of an exploratory research, to ensure effective sample of 0.25 and a statistical power of 0.80, 32 participants are needed. All these participants are students from 3rd, 4th or 5th grade in architecture. They are also very familiar with the architectural design process and the design mediums used, i.e., analog model, freehand drawing and CAD software, SketchUp. In three experimental sessions, participants were asked to design three different projects, namely, a bus shelter, a recycling station and a public toilet. These projects were selected and defined for their complexity similarity, taking into account the available time of 22 minutes, using all three mediums of design, and this in a randomly manner to avoid the order effect. To analyze the two cognitive functions (mental load and mental imagery), two instruments are used. Mental imagery is measured using eye movement tracking with monitoring and quantitative analysis of scan paths and the resulting number and duration of participant eye fixations (Johansson et al, 2005). The mental workload is measured using the performance of a modality hearing secondary task inspired by Bakan'sworks (Bakan et al.; 1963). Each of these three experimental sessions, lasting 90 minutes, was composed of two phases: 1. After calibrating the glasses for eye movement, the subject had to exercise freely for 3 minutes while wearing the glasses and headphones (Bakan task) to get use to the wearing hardware. Then, after reading the guidelines and criteria for the design project (± 5 minutes), he had 22 minutes to execute the design task on a drawing table allowing an upright posture. Once the task is completed, the subject had to take the NASA TLX Test, on the assessment of mental load (± 5 minutes) and a written post-experimental questionnaire on his impressions of the experiment (± 10 minutes). 2. After a break of 5-10 minutes, the participant answered a psychometric test, which is different for each session. These tests (± 20 minutes) are administered in the same order to each participant. Thus, in the first experimental session, the subject had to take the psychometric test from Ekstrom et al. (1978), on spatial performance (Factor-Referenced Cognitive Tests Kit). During the second session, the cognitive style is evaluated using Oltman's test (1971). Finally, in the third and final session, participant creativity is evaluated using Delis-Kaplan test (D-KEFS), Delis et al. (2001). Thus, this study will present the first results of quantitative measures to establish and validate the proposed model. Furthermore, the paper will also discuss the relevance of the proposed approach, considering that currently teaching of ideation in ours schools of architecture in North America is essentially done in a holistic manner through the architectural project.
keywords design, ideation process, mental workload, mental imagery, quantitative mesure
series CAAD Futures
email
last changed 2012/02/11 19:21

_id ae8a
authors Hanson, Gabriel Quinn
year 2001
title Connection & Transition, Exploring Place-Based Physical Environment in a Digital Media FirmPhysical Environment in a Digital Media Firm
source University of Washington, Design Machine Group
summary The design solution of the typical high-tech firm bombards its employees with the same signs and sleek coded information that they are designing, instead of addressing their innate biological needs. In the workplace specifically, the change in technology has a pernicious result when its relationships are deployed society-wide as subsitutes for face-to face interactions, which are inherently richer than mediated interactions. This thesis presents a design of a media firm that engages build environment with lighting and natural and a CD-Rom digital sketchbookof the design process.
series thesis:MSc
more http://dmg.caup.washington.edu/xmlSiteEngine/browsers/stylin/publications.html
last changed 2004/06/02 19:12

_id ef9e
authors Harris, Robert
year 2001
title The Digital Sandbox: Integrating Design and Analysis in a new Earth-forming Tool
source University of Washington, Design Machine Group
summary The design solution of the typical high-tech firm bombards its employees with the same signs and sleek coded information that they are designing, instead of addressing their innate biological needs. In the workplace specifically, the change in technology has a pernicious result when its relationships are deployed society-wide as subsitutes for face-to face interactions, which are inherently richer than mediated interactions. This thesis presents a design of a media firm that engages build environment with lighting and natural and a CD-Rom digital sketchbookof the design process.
series thesis:MSc
email
more http://dmg.caup.washington.edu/xmlSiteEngine/browsers/stylin/publications.html
last changed 2004/06/02 19:12

_id bb4f
authors He, Jie and Tsou Jin-Yeu
year 2001
title GIS-based Visual Perception Analysis of Urban Natural Landscape for Urban Planning Supporting: A Case Study of Jinzishan Hill Region
source Architectural Information Management [19th eCAADe Conference Proceedings / ISBN 0-9523687-8-1] Helsinki (Finland) 29-31 August 2001, pp. 505-510
doi https://doi.org/10.52842/conf.ecaade.2001.505
summary In this paper we present a GIS-based system prototype in evaluating visual perception quality of natural landscape within urban environment. Through a case study, we demonstrate the entire procedure which includes data modification, model making, viewshed and view sensibility analysis as well as design aiding presentation of this system. This system prototype offers a calculatable and visulizable technique to evaluate the visual quality of urban natural landscape in either actual situation or planning future. Furthermore, we collaborate with local professional organization in a real urban site study to preparing regional planning instruction items by means of this system.
keywords GIS, Urban Natural Landscape, Visual Perception, Viewshed, Jinzishan
series eCAADe
email
last changed 2022/06/07 07:49

_id d146
authors He, Jie
year 2001
title CAD Study in Visual Analysis of the Visual Sustainability for China Urban Natural Landscape Planning
source Chinese University of Hong Kong
summary In this thesis a GIS-based CAD system prototype of evaluating visual quality of urban natural landscape environment is presented. This prototype is an indispensable component of the integrative Visual Sustainability research, and offers a calculable and visualizable technique to urban visual natural landscape assessment. This scientific method provides precise data to estimate the visibility of natural landscape in urban construction actuality. Furthermore, it can also work out supporting information for maintaining and protecting valuable visual landscape resources in further planning. Introduction of this methodology intends to improve the natural landscape cooperation in China urban planning through visual protection. Combining with popular CAD software such as AutoCAD and Microstation, the research team uses ArcView GIS software and its 3D Analyst extension to accomplish a set of research procedure, which includes data modification, model making, viewshed and view sensibility analysis. In addition, this system can create simultaneous 3D scenes or hire other information media as reference tools for professional analysis, design consultation and intercommunication. The core technologies of this proposed system are viewshed calculation and overlay analysis. In viewshed analysis, human visual characteristics are simulated by a series of ergonomics parameters of viewpoints. Viewshed of each viewpoint can be calculated into vector data and mapped by polygons identifying which region is visible and which is not. Overlay function of the proposed system is used in visual sensibility analysis to achieve the division of higher visual sensible area which indicates the common visible area from different viewpoints. Additionally, viewshed maps and visual sensibility results can add more information to mark out the areas that can satisfy certain visual parameters such as appropriate visual angle or visual distance. These overlaying results can visualized the visible areas into hierarchical visual perception quality categories in order to define the visual landscape significance of particular planning regions. A case study was operated to evaluate this system. The case is in Zhongshan city, Guangdong Province of China. Jinzishan hill region is the study site that picked by collaborating discussion of research team and the local government. It is located on the edge of urban built-up area. Jinzishan massif is the prominent landscape element of the surrounding environment. There are three topics in Jinzishan visual perception in this paper. The first topic is the visual quality evaluation of the intersections of its surrounding road system. The second is the integrated visual perception of two main roads called Qiwandao and Bo’ailu. Finally is the analysis of the hill skyline visual quality in surrounding area. The analysis results in GIS vector data can be converted into popular data format and combined with other spatial information for practical application. And comments for future urban planning are collected and analyzed by professional responses to the computer-generated information investigation.
keywords Natural Landscaping; Computer-Aided Design; Landscape Architecture; City Planning; Geographic Information Systems
series thesis:MSc
email
last changed 2003/02/12 22:37

_id c176
authors Jain, R.
year 2001
title Digital Experience
source Communications of the ACM, 44(3), pp. 38-40
summary We experience our physical environment through our natural senses of sight, sound, touch, taste, and smell. Combined with the models of the world each of us develops through learning, they allow us to experience and function in the physical and social worlds. The history of civilization follows the development of our understanding of experience" and how to share it with our fellow humans immediately, as well as with those who will follow in future generations (see the Symbolic Timeline). Experience is fundamental to human existence. The desire to share it will continue to be the motivating factor in the development of exciting multimedia technology in the foreseeable future. Data is observed facts or measurements; information is derived from data in a specific context. Experience is the direct observation or participation in an event. A look at history reveals how human society has evolved into an information society and is on its way to being an experience society. "
series journal paper
last changed 2003/04/23 15:50

_id 887c
authors Knight, Michael and Brown, André
year 2001
title Towards a natural and appropriate Architectural Virtual Reality: the nAVRgate project. Past, present, future
source Proceedings of the Ninth International Conference on Computer Aided Architectural Design Futures [ISBN 0-7923-7023-6] Eindhoven, 8-11 July 2001, pp. 139-149
summary The lure of virtual environments is strong and the apparent potential is enticing. But questions of how Human Computer Interaction (HCI) issues should be handled and married with best practice in Human-Human Interaction (HHI) remains largely unresolved. How should architectural images and ideas be most appropriately represented, and how should designers interact and react through this computer mediated medium? Whilst there is never likely to be unanimity in answer to such questions, we can develop new ideas and new systems, test them, report on them and invite comment. The nature and novelty of virtual environments is such that refinements and innovations are likely to come from a variety of sources and in a variety of ways. The work described here explains the evolution and current plans for the development of a particular approach that has been developed and refined by the authors. Low-cost, effective and appropriate are the key words that have driven the developments behind the evolving nAVRgate system that has arisen from this work, and that is described here.
keywords Virtual Environments, Navigation, Interaction, Perception
series CAAD Futures
email
last changed 2006/11/07 07:22

_id f683
authors Lerner, P., Méndez, R. and Pimentel, D.
year 2001
title EL WEB SITE DE LA UNIVERSIDAD DE BUENOS AIRES: IMAGEN INSTITUCIONAL, DISEÑO E IMPLEMENTACIÓN. (The Web Site of the University of Buenos Aires: Institutional Image, Design and Implementation)
source SIGraDi biobio2001 - [Proceedings of the 5th Iberoamerican Congress of Digital Graphics / ISBN 956-7813-12-4] Concepcion (Chile) 21-23 november 2001, pp. 127-130
summary The present work constitutes a description of the design and implementation process for the new University of Buenos Aires’s Internet Website. The developed stages and the establishment of the institutional subjects generated a system able to support the growth of a variable information structure. Our intention was to complement two instances: to represent the University like an institution and to incorporate services for the user. The dialogue between the two instances generated an architecture of information with an almost fixed content and another one totally variable, that allows the natural growth of the thematics and opens the doors towards the self-manage of content.
series SIGRADI
email
last changed 2016/03/10 09:54

_id 5060
authors Lira, Roberto O. and Vidal, Claudia G.
year 2001
title APLICACIÓN DE HERRAMIENTAS DE GRAFICA DIGITAL AL DESARROLLO URBANO REGIONAL: EXPERIENCIA DEL LABORATORIO DE ESTUDIOS URBANOS (Application of Digital Graphic Tools in the Development of Regional Urbanism: The Experience of the Laboratory of Urban Studies)
source SIGraDi biobio2001 - [Proceedings of the 5th Iberoamerican Congress of Digital Graphics / ISBN 956-7813-12-4] Concepcion (Chile) 21-23 november 2001, pp. 325-327
summary Today it is known that the knowledge and the territory administration requires a modern systems of calculation that spatially order and processes this information. For this, the Laboratory of Urban Studies (LUS), is dedicated to the study of the space distribution phenomenon, by means of computational graph technology. The present work has the objective to present the LUS experience in the application of two tools of digital graph to the urban regional development: using the Systems of Geographical Information (SGI) in the integral evaluation of natural risks in the city of Concepción and the application of Animation 3D in the design of “Avenida Los Plátanos” in the University of Bío-Bío.
series SIGRADI
email
last changed 2016/03/10 09:55

_id 517e
authors Martens, B., Tschuppik, W.M. and Hohmann-Vogrin, A.
year 2001
title PRO_TECTURE: ARCHITECTONIC INSTRUMENTATION FOR THE UNCOVERED PAST
source SIGraDi biobio2001 - [Proceedings of the 5th Iberoamerican Congress of Digital Graphics / ISBN 956-7813-12-4] Concepcion (Chile) 21-23 november 2001, pp. 36-39
summary Pro_tecture is a neologism made up of “protection” und “architecture”. Protecture thus stands for an architectonic instrumentation serving the protection of archeological finds required both on account of natural destruction and involvement of mankind endangering the present state of excavation. The immediate risk potential regarding excavated antiquity set the stage for thorough examination of protective architecture demonstrated at the excavation site “Ek Balam” (Yucatan, Mexico). Due to the prominent location in the middle of a tourist area and its both scientific and artistic importance a suited solution was to be developed making for means of protection as well as of adequate presentation of the design work. In the framework of this contribution the results of a corresponding design studio on “pro_tecture” in the context of “Ek Balam” will be presented.
keywords Protective Architecture, Protection, Design Studio, Representation, Archeology
series SIGRADI
email
last changed 2016/03/10 09:55

_id 6df6
authors Pratini, Edison
year 2001
title New Approaches to 3D Gestural Modeling - The 3D SketchMaker Project
source Architectural Information Management [19th eCAADe Conference Proceedings / ISBN 0-9523687-8-1] Helsinki (Finland) 29-31 August 2001, pp. 466-471
doi https://doi.org/10.52842/conf.ecaade.2001.466
summary The 3D SketchMaker project has developed two prototypes for a gestural 3D sketching system to be used in the earliest phases of the design process. The goal of this ongoing research is to provide architects, and other designers involved in object conception, with a 3D gestural instrument that takes advantage of new virtual reality resources and is more natural than using the mouse, less difficult than learning complex software and less abstract than manipulating 2D entities on orthogonal projections. The system was conceived to assist or replace the first 2D drawing steps in the design process, generating rough 3D sketches that can be refined later using any 3D package. It is, in essence, a 3D modeling system directed to do sketching with hand movements and gestures in a virtual reality environment.
keywords Gestural Interface, Virtual Reality, 3D Modeling, Sketching
series eCAADe
last changed 2022/06/07 08:00

_id 2abf
id 2abf
authors Rafi, A
year 2001
title Design creativity in emerging technologies
source In Von, H., Stocker, G. and Schopf, C. (Eds.), Takeover: Who’s doing art of tomorrow (pp. 41-54), New York: SpringerWein.
summary Human creativity works best when there are constraints – pressures to react to, to shape, to suggest. People are generally not very good at making it all up from scratch (Laurel, 1991). Emerging technology particularly virtual reality (VR) Multimedia and Internet is yet to be fully discovered as it allows unprecedented creative talent, ability, skill set, creative thinking, representation, exploration, observation and reference. In an effort to deliver interactive content, designers tend to freely borrow from different fields such as advertising, medicine, game, fine art, commerce, entertainment, edutainment, film-making and architecture (Rafi, Kamarulzaman, Fauzan and Karboulonis, 2000). As a result, content becomes a base that developers transfer the technique of conventional medium design media to the computer. What developers (e.g. artist and technologist) often miss is that to develop the emerging technology content based on the nature of the medium. In this context, the user is the one that will be the best judge to value the effectiveness of the content.

The paper will introduce Global Information Infrastructure (GII) that is currently being developed in the Asian region and discuss its impact on the Information Age society. It will further highlight the ‘natural’ value and characteristics of the emerging technologies in particular Virtual Reality (VR), Multimedia and Internet as a guidance to design an effective, rich and innovative content development. 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 re-convergence of art and science and context in which content is being developed. Some of our exploration at the Faculty of Creative Multimedia, Multimedia University will also be demonstrated. It is hoped that this will be the evidence to guide future ‘techno-creative designers’.

keywords design, creativity, content, emerging technologies
series book
type normal paper
email
last changed 2007/09/13 03:46

_id 737e
authors Riegler, A. (ed.)
year 2001
title Virtual Science: Virtuality and Knowledge Acquisition in Science and Cognition
source Virtual Reality: Cognitive Foundations, Technological Issues & Philosophical Implications. Frankfurt am Main: Peter Lang
summary The focus of this paper is the process of knowledge acquisition (KA) and which role virtuality plays in this context. We argue that there are three different modes of knowledge acquisition which can be identified both in the domains of cognition and science: the empirical, the "constructive", and the "synthetic" mode. We show that the method of constructing knowledge in the virtual domain (i.e., the synthetic mode of KA) is not only a principal mode of KA in our cognition (e.g., thought experiments, making plans, etc.). It becomes increasingly important in the field of (natural) science in the form of simulations and virtual experiments. The attempt to find an answer to the question of whether simulation can be an information source for science, and to validate the computational approach in science, leads to a new interpretation of the nature of virtual models. This new perspective renders the problem of "feature extraction" obsolete.
series other
last changed 2003/04/23 15:50

_id sigradi2006_c012b
id sigradi2006_c012b
authors Rodriguez Barros, Diana and Carmena, Sonia
year 2006
title Estudio Descriptivo de Prácticas Padagógicas Mediadas por Tecnologías Digitales en Facultades de Arquitectura y Diseño asociadas a la buena Enseñanza [Descriptive study of pedagogical practices mediated by digital technologies in school of architecture and design, associated to the good education]
source SIGraDi 2006 - [Proceedings of the 10th Iberoamerican Congress of Digital Graphics] Santiago de Chile - Chile 21-23 November 2006, pp. 191-194
summary It is presented a descriptive type study link to the documentary investigation. It is considers to understand, interpretate and critically reconstruct the present practices of proyectual education in studio of school of architecture and design of the region in virtual surroundings, tie to good education. It was used the Burbules & Callister (2001) new emergent postecnocratic approach. It is boarded from the perspective of the authors, in its natural scenes, in its all complexity and its implicances. One worked with a quanti-qualitative methodology, where revision techniques, analysis, evaluation and interpretation of documental textual and visual materials from primary sources were integrated. One has been based on the selection of exposed works in Sigradi congresses, since its creation in 1997 to the present, with extended and updated versions of the authors. As conclusions are recognized professors that show expertise and disciplinar control, that develop investigation tasks tie to the education practices, that incorporate technologies valuating limitations and advantages, and that has recognized the multiple implicit effects in the technologically mediated practices.
series SIGRADI
email
last changed 2016/03/10 09:59

_id ga0106
id ga0106
authors Soddu, Celestino
year 2001
title Generative Natural Flux
source International Conference on Generative Art
summary I believe to interpret the thought of all the participants to this fourth conference on Generative Art affirming that generative art is a deep creative experience and, somehow, visionary too. This experience, in fact, anticipates the possible evolution of the fields proper of humancreativeness, rediscovering paths and approaches to ideation that have been proper of one of the most fertile moments of the human history and culture as Renaissance. In this paper I would like to deal with some aspects, and also some different approaches of generative creativeness. In particular, the importance to use specific reading keys, bothsubjective and objective, the possibility to reach concrete and feasible design results entering a complex figuration of possible incoming worlds. In other terms, to reach projects directly interfaceable with productive reality. Lastly, I will evaluate if and how it is possible andprofitable to use the random factor in evolutionary processes, investigating on the differences that the use of such factor involves in the creative and design experience and the quality of the obtainable results.But how can we define generative creativeness?
series other
email
more http://www.generativeart.com/
last changed 2003/08/07 17:25

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