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 510

_id ga0222
id ga0222
authors Rocha, A. Medero and Danckwardt, Voltaire
year 2002
title Projeto Missões, Computação Gráfica Multimídia da Reconstituição Computadorizada da Redução de São Miguel Arcanjo no Rio Grande do Sul - Brasil
source International Conference on Generative Art
summary The Design Missions - Graphical Computation, recoups in a graphical and digital the pictures of the Church and the Reduction of São Miguel Arcanjo, RS, Brasil, allowing to the public a virtual stroll through the set at the time of its foundation in 1687. Initiate in 1990, the design refers the appropriation and implementation of the new computational technologies. The 3D model allows the dynamic visualization of the set, through aerial sights and walkthrough animations into the main streets and the inward of the central ship of the church. For the generation of the model, it was followed the principles of the architectural composition to decompose the parts, to be shaped, defining the architectural and composition elements. This COMPACT DISC, is one of the some medias of the Design Missions - Graphical Computation. In this proposal, the music was developed especially for the COMPACT DISC, looks for to reflect the poetical aspect of the interaction between light, shadow, of the inwards and exteriors, attenuating the technology of a virtual environment. In the integration between the art and the technology its recovered virtually, the poetical way, the memory of one of the icons of the identity of the Rio Grande do Sul, with the objective to keep alive, for the new generations, a patrimony that practically in ruins would have the souvenir of its lost real picture in the time.
series other
email
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id sigradi2003_117
id sigradi2003_117
authors Sadonio, Adriana Corina
year 2003
title El concepto de tecnología como transversal al área artística (The concept of technologies as cross-sectional to the artistic field)
source SIGraDi 2003 - [Proceedings of the 7th Iberoamerican Congress of Digital Graphics] Rosario Argentina 5-7 november 2003
summary The present paper describes a research project of a subject in a Teaching Traninig Institute of Artistic Education in Santa Fe city, Argentina. This is an experience carried out with 8 people between 19 and25 years old, most of them with previous working references in the music area in Basic General Education, along two terms, trhoughout 2002, with the goal of renewing it according to the standards of the new national curricula (Basic Common Contents) for the last cycle of Basic General Education and High Schoo (Polimodal), at the specific area of: "Communication, Arts, and Design",-optimizes the pedagogical practice and gives the future music teachers, a perspective of technology as a transverse concept in art.
series SIGRADI
email
last changed 2016/03/10 09:59

_id 3ff7
authors Mohd Fazidin, J. and Ahmad Zuhairi, A.M.
year 2002
title Principles and Methods of Interface Design: New Courseware to Design and Develop Electronic Products
source CAADRIA 2002 [Proceedings of the 7th International Conference on Computer Aided Architectural Design Research in Asia / ISBN 983-2473-42-X] Cyberjaya (Malaysia) 18–20 April 2002, pp. 321-328
doi https://doi.org/10.52842/conf.caadria.2002.321
summary Current problems in designing products or devices that carries content such as WAP phones, Digital Satellite TVs, PDAs and GPS Navigation system demands more than the traditional means of product or industrial design theories and techniques. Designers of such devices cannot rely only on physical appearance or technology alone. Interface Design, Bachelors in Multimedia course offered by the Faculty of Creative Multimedia, Multimedia University, is tailored to solve some of the above issues.321-328
series CAADRIA
email
last changed 2022/06/07 07:58

_id 12e3
authors Ahmad Rafi, M.E., Che Zulkhairi, A. and Karboulonis, P.
year 2002
title Interactive Storytelling and Its Role in the Design Process
source CAADRIA 2002 [Proceedings of the 7th International Conference on Computer Aided Architectural Design Research in Asia / ISBN 983-2473-42-X] Cyberjaya (Malaysia) 18–20 April 2002, pp. 151-158
doi https://doi.org/10.52842/conf.caadria.2002.151
summary Projects of ever increasing complexity and size have incited the need for new and robust design methodologies and tools in an effort to manage complexity, lower costs, ascertain quality and reduce risk. Technology convergence through the growing availability of networked computers, rapid progress in Computer Aided Design (CAD) and information management have encouraged the undertaking of even more complex designs that demand high degrees of interaction, collaboration and the efficient sharing and dissemination of information. It is suggested that interactive storytelling and interactive design (Rafi and Karboulonis, 2001) techniques that use non-linear information mapping systems can be deployed to assist users as they navigate information that is structured to address localized needs as they arise. The design process is a collaborative effort that encompasses diverse knowledge disciplines and demands the management and utilization of available resources to satisfy the needs of a single or set of goals. It is thought that building industry specialists should work close together in an organised manner to solve design problems as they emerge and find alternatives when designs fall short. The design process involves the processing of dynamic and complex information, that can be anything from the amount of soil required to level lands - to the needs of specific lightings systems in operation theatres. Other important factors that affect the design process are related to costs and deadlines. This paper will demonstrate some of our early findings in several experiments to establish nonlinear storytelling. It will conclude with a recommendation for a plausible design of such a system based on experimental work that is currently being conducted and is reaching its final stages. The paper will lay the foundations of a possible path to implementation based on the concept of multi-path animation that is appropriate for structuring the design process as used in the building industry.
series CAADRIA
email
last changed 2022/06/07 07:54

_id ga0236
id ga0236
authors Antonini, Riccardo
year 2002
title Shared, Collective, Generative, Dynamic Virtual Environments - Geneve
source International Conference on Generative Art
summary In this project we plan to create an experimental novel medium setup for the study of the “presence” experience in shared, collective, generative, dynamic virtual environments (GENEVEs) in order to study the cross interactions between a given GENEVE and/among its creators/users and to explore the logic of presence in each GENEVE. The new shareable / generative media will try to add personal creativity and social dimension to telefruition of contents. For the European Industry having a leading edge in the technology for hw/sw/contents for shareable novel media is both a strategic asset and a social imperative.
series other
email
more http://www.generativeart.com/
last changed 2003/11/21 15:15

_id 6d22
authors Bermudez, J., Agutter, J., Syroid, N., Lilly, B., Sharir, Y., Lopez, T., Westenskow, D. and Foresti, S.
year 2002
title Interfacing Virtual & Physical Spaces through the Body: The cyberPRINT Project
source Thresholds - Design, Research, Education and Practice, in the Space Between the Physical and the Virtual [Proceedings of the 2002 Annual Conference of the Association for Computer Aided Design In Architecture / ISBN 1-880250-11-X] Pomona (California) 24-27 October 2002, pp. 395-400
doi https://doi.org/10.52842/conf.acadia.2002.395
summary The cyberPRINT is a fully immersive, interactive virtual environment that is being generated in rea-timebased on physiological data readings of a human body. In other words, the cyberPRINT is based oncreating interfaces between physical and digital spaces and between biology and informationtechnologies. The cyberPRINT is also an event, wherein a performer is connected to the cyberPRINTgenerator to create a self-sustaining feedback mechanism. Although using the body to electronicallydrive music and media events is not new, most of these works have paid little or no attention to thepotential of interactive 3D virtual environments. Nor have they been so technologically advanced,interdisciplinary intensive (involving architecture, choreography, modern dance, music, bioengineering,medicine and computer science), or architecturally focused as the cyberPRINT.This project covers a wide and fertile territory that goes from the very technical and design oriented tothe very theoretical and interdisciplinary. This paper is intended to (1) expand what has been alreadypublished about this project (Bermudez et al 2000a) and (2) establish potential areas for discussionbefore and after the performance
series ACADIA
email
last changed 2022/06/07 07:52

_id ga0206
id ga0206
authors Biles, John A.
year 2002
title GenJam in Transition: from Genetic Jammer to Generative Jammer
source International Conference on Generative Art
summary GenJam, short for Genetic Jammer, is an evolutionary computation (EC) based software agent that models a jazz improviser. Recently GenJam has evolved away from its roots as an interactive genetic algorithm toward its current state as an autonomous generative system. GenJam has retained its chromosome-based representations and mappings, its intelligent selection, crossover and mutation operators, and its real-time interactive performance capabilities. However, it no longer needs any explicit representation of fitness, which arguably makes it no longer an EC system. This paper considers GenJam as a generative art system. Generative art produces “unique and non-repeatable events” that express a designer’s generating idea. The designer’s generating idea defines a species of events, represented in a genetic code. In music, these events could be individual notes, melodic phrases, even entire pieces. In GenJam the events are four-measure phrases, or “licks” in the jazz vernacular. The format for the genetic code, then, defines a species space from which unique individual events can be generated. Uniqueness is important in jazz because improvisation must be spontaneous and “new.” Hence, improvisation is tailor-made for the generative art paradigm, and in fact, one could argue that improvisation is, by definition, the purest example of generative art applied to music. In other words, generative music is improvisation, and GenJam is the Generative Jammer.
series other
email
more http://www.generativeart.com/
last changed 2003/11/21 15:16

_id ga0214
id ga0214
authors De Felice, F,Abbattista, F. and Scagliola, F.
year 2002
title GenOrchestra: An Interactive Evolutionary Agent for Musical Composition
source International Conference on Generative Art
summary GenOrchestra is a project involving the Dipartimento d’Informatica and Conservatorio di Musica “N. Piccinni” in Bari. This project concern a Creative Evolutionary System, based on Evolutionary Computation (EC) techniques, applied to the field of western tonal music. With GenOrchestra a novel way to evaluate the produced tunes is presented: indeed we adopt a hybrid solution composed for two kinds of fitness functions. The first, called technique fitness, evaluates the consonance degree between melodic, harmonic and rhythmic sections, moreover, it defines how well the rhythmic paths is organized into a coherent musical event. The second fitness function called human fitness, determine how well the tunes are perceived from a human audience, like in a concert. This task is accomplished by presenting the tunes on the Internet and then gathering the surfers evaluations in a database from which the system take the final population scoring. This, coupled with a no limited musical primordial soup, makes GenOrchestra a promising eclectic artificial composer. The ultimate goal of this project, currently in progress, is the development of a very human-like composer, which can produce music in any musical genre, and which is able to show a “personal style”. Samples will be soon available at http://valis.di.uniba.it/GenOrchestra/samples.html
series other
email
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id ga0211
id ga0211
authors Gartland-Jones, Andrew
year 2002
title Can a Genetic Algorithm Think Like a Composer?
source International Conference on Generative Art
summary There has now been a substantial body of work utilising Genetic Algorithms (GA) for the purpose of musical composition. A common point of discussion is how far GA’s can simulate not just the musical output of human composers, but also the process of composing itself. This paper begins by discussing the suitability of using a GA for composition, and goes on to describe a generative music system (by the author), that utilises a domain specific, knowledge rich GA. The system acts on a supplied 2-bar musical phrase (up to 4 parts), and evolves musical fragments towards a supplied target. The aim is to provide interim points on the evolutionary path, which represents a ‘new’ musical ideas audibly based on the supplied fragments. The paper concludes that the system is able to model at least part of the creative process of composition, and is effective at producing musically successful results. (Audio download sources of its output are included to support this conclusion). The system was used to generate music included in an interactive installation work, exhibited at Brighton Arts Festival 2002, and other applications under developed that use the algorithm are discussed.
series other
email
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id 265f
authors Groisman, M., Montagu, A.F. and Pimentel, D.
year 2002
title El ciclo, la línea y la trama. Las formas de aproximación a una educación en perpetua reforma [The cycle, the line and the grid. Ways to approach towards a progressive education.]
source SIGraDi 2002 - [Proceedings of the 6th Iberoamerican Congress of Digital Graphics] Caracas (Venezuela) 27-29 november 2002, pp. 47-50
summary The present situation of the educational procedures in Latin American countries are under a critical process of paradigmatic changes as a by product of the last connection with the industrial world and the first one of the “information society”. The design disciplines has been affected by this situation and started to be the main challenge for architects and designers in order to understand the potentialities of the new technologies avoiding to be used as simple “cliches”. Regarding digital technologies, the graduated and post graduated strategy for the new courses should be organized as flexible and open systems avoiding the “clip art” environment and the obsolete models of education. The “digital culture” combined with extensive procedures of “information technology” has defined an overwhelming expansion of “virtual services” (intangibles) in opposition of the “world of objects” (tangibles). Therefore we have been organized a new “digitaldesign”course at post graduated level comprising five careers (Architecture, Industrial, Graphic, Textil and Garment, and Imageand Sound Design) of our Faculty.
series SIGRADI
email
last changed 2016/03/10 09:52

_id ecaade2023_206
id ecaade2023_206
authors Ham, Jeremy
year 2023
title Cross-Domain Representation Reconsidered: Using parametric tools to understand music
source Dokonal, W, Hirschberg, U and Wurzer, G (eds.), Digital Design Reconsidered - Proceedings of the 41st Conference on Education and Research in Computer Aided Architectural Design in Europe (eCAADe 2023) - Volume 1, Graz, 20-22 September 2023, pp. 801–810
doi https://doi.org/10.52842/conf.ecaade.2023.2.801
summary This paper reconsiders the cross-disciplinary connections between music and architecture through ‘Cross-Domain Representation’ (XDR). XDR is defined as the representation of processes or artefacts from one domain within a different domain, as in the representation of music in the spatial domain. Through a case study of five drummers’ improvised responses to a piece of music, the affordances (Norman, 2002) of various methods of XDR reveal new aspects of musical performance. This case study provides an example of how cross-disciplinary practitioners may utilize the tools, methods and media of architectural design to further knowledge in the domain of music in addition to, or as a by-product of creative musico-spatial explorations.
keywords Parametric tools, music and architecture, inter-disciplinary research, cross-domain representation
series eCAADe
email
last changed 2023/12/10 10:49

_id ecaade2018_209
id ecaade2018_209
authors Lescop, Laurent and Suner, Bruno
year 2018
title 15 Years of Immersion - Evolution and assessment of a pedagogy
source Kepczynska-Walczak, A, Bialkowski, S (eds.), Computing for a better tomorrow - Proceedings of the 36th eCAADe Conference - Volume 1, Lodz University of Technology, Lodz, Poland, 19-21 September 2018, pp. 391-400
doi https://doi.org/10.52842/conf.ecaade.2018.1.391
summary Since 2002, the Master's students at the Graduate School of Architecture of Nantes who are enrolled in the "Architecture in Representation" orientation have carried out a pioneering work in the use of digital tools. By adopting the most recent techniques and tools, they have transformed the architectural design approach, thanks to the integration of "narrative design". In fifteen years, students will have gone from the board to digital drawing, to immersion and virtual reality, including short films and interactive devices, without losing sight that the subject of the work is in fact the project, and not the tool. In doing so, they have questioned, led by their professors, the status of synthesis images, the challenges of interactive narrative and of the virtual world. Within the school, time was needed to accept these explorations; the use of digital tools, long criticised, was blocking the appreciation of the content and the students' experimental approaches. Nowadays, the experience from these past fifteen years lead us to ask this question: do digital tools renew the design paradigms, or are we only involved in the evolution of practices through the integration of other means?
keywords Representation; perspective; immersion; perception; 3D; VR
series eCAADe
email
last changed 2022/06/07 07:52

_id ga0216
id ga0216
authors Manzolli, J. and Lindner, F. and Carrilho ,F.
year 2002
title Constructing Distributed Fretted Instruments for the Web
source International Conference on Generative Art
summary In this article, we present a new computer based music instrument for distributed performance on the Web. It was named “Cordas Virtuais” and we took advantage of the recent Java2 implementation to create a general model for fretted-string instruments using class abstractions. There is a heavy usage of JAVA Objected Oriented inheritance to encapsulate gestures derived from fretted string instruments using parameters such as string tuning, group of strings, hand gestures, rhythmic patterns, fingering and alike, that carry each a set of attributes and properties. We call this kind of new musical application as Distributed Musical Instrument (DMI). As an applet, Cordas runs in any browser supporting the current Java Virtual Machine (JVM) across the Web. We describe the concept of PlayStyle that was created to define styles of fingering on the strings. In the implementation we have two class-groups: the left hand and the right hand gestures. The left-hand classes control pitch changes or chords, and a right hand control the rhythm, dynamics, micro-rhythms and rhythmic patterns. A Co-ordination Matrix controls real time changes on left-hand movements. This matrix generates chord orbits that are equivalent to the traditional chord cadences. Finally, to show the potential of Cordas, we presented four musical examples in which a set of fretted instruments varying from the Classical Guitar to the Chinese Pipa were simulated.
keywords MIDI, Java2, interactive music, fretted instruments, real time
series other
email
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id c7e0
id c7e0
authors Maria Gabriela Caffarena Celani
year 2002
title BEYOND ANALYSIS AND REPRESENTATION IN CAD: A NEW COMPUTATIONAL APPROACH TO DESIGN EDUCATION
source Submitted to the Department of Architecture in partial fulfillment of the requirements for the degree of Doctor of Philosophy in the field of Architecture: Design & Computation at the Massachusetts Institute of Technology
summary This thesis aims at changing students' attitude towards the use of computer-aided design (CAD) in architecture. It starts from the premise that CAD is used mostly for analysis and representation, and not as a real design aide, and that architecture students have a bias against learning computer programming. For this purpose, a prototypical instruction system that mixes computer-aided design and computational design theory was developed, based on a series of fundamental concepts that are common to both fields. This system was influenced by Mitchell's (1987) The Art of Computer Graphics Programming and Stiny's (1976) shape grammars. Despite being based on solid theoretical foundations, CAD has progressively become an exclusively practical tool, since its origins in the 50's and 60's, while computational design theories have been mostly restricted to the academic circles. This thesis proposes an inversion in the present situation: the study of CAD theory, and the application of computational design into practice. The system proposed provides a conceptual framework that can be adapted to different circumstances, including course formats and resources, as well as students' background and technical training. It is based on seven fundamental concepts from computational design theories that are also important to the study of shape grammars: symmetry, recursion, rule-based compositions, parameterization of shapes, generative systems, algorithmization of design procedures, and shape emergence. These concepts are introduced within a CAD context, where their practical implementation and experimentation are possible, focusing the understanding of the computational nature of design. During this research, the proposed system was tested in two case studies with students from schools that had contrary orientations in terms of the importance of CAD in the architectural curriculum. In these experimental courses, students' activities evolved from using a commercial CAD tool in an innovative way, to the use of programming techniques for creating meaningful tools. Despite not having a statistical reach, the fieldwork allowed drawing preliminary conclusions about the proposed system's efficacy, since virtually all the students reported changing their understanding of the role of CAD in architecture, while some also acknowledged a conceptual influence in other subjects and in the way they see architecture.
keywords Symmetry
series thesis:PhD
type normal paper
email
more http://www.fec.unicamp.br/~celani/
last changed 2004/11/17 20:51

_id bb75
authors Montagu, Arturo F.
year 2002
title Urbamedia Desarrollo de una base de datos de fragmentos urbanos de ciudades argentinas y latinoamericanas utilizando tecnología digital “VRML” (Virtual Reality Modelling Language) [“Urbamedia” Database Development of urban fragments of Argentinean and Latin cities utilizing the digital technology of VRML (Virtual Reality Modeling Language)]
source SIGraDi 2002 - [Proceedings of the 6th Iberoamerican Congress of Digital Graphics] Caracas (Venezuela) 27-29 november 2002, pp. 112-115
summary The proposal of “Urbamedia” is to undertake the development of a 3D virtual and interactive model of an historical area of the city of Buenos Aires. The selected zone is the “Mayo Avenue” including the “Mayo Square”; this project is financed by the National Agency of Scientific and Technological Development of Argentina and the University of Buenos Aires.We are presenting and experimental model of the “Mayo Square” that has been developed at ABACUS, Department of Architecture & Building Aids Computer Unit, University of Strathclyde UK. We are also looking to include histórical areas of three cities (Mar del Plata, Rosario and Santa Fe) and eventually other cities from Latin América. Due that ABACUS has a strong experience in city modelling plus the powerful software and hardware used there, we must develop a VRML customized menu to be adapted to our low cost PC equipment. The 3D model will be used mainly in urban design simulation procedures and the idea is to extend to other type of simulationsof the environmental parameters.
series SIGRADI
email
last changed 2016/03/10 09:55

_id ga0225
id ga0225
authors Radojevic, Mirjana Devetakovic and Turner, Raewyn
year 2002
title Spatial Forms Generated by Music – The Case Study
source International Conference on Generative Art
summary This paper resulted from the first stage of an ongoing collaborative research between a multi-senses artist (R. T.) from New Zealand and an architect interested in generic architecture (M. D.) from Yugoslavia. The research examines potential relations between music and architecture and explores the ways music could be a source for generation of spatial forms, and vice versa, whether architecture might generate music. In the first stage of the research two different existing generic principles were combined. The graphical interpretation of the music served as a pattern for creating the spatial forms. In this experiment the Brahms’s Hungarian Dance No1 has been used as an initial generator. The music is transformed into the sequence of linear drawings. Every single drawing potentially defines a spatial composition, while each single line represents an axis of the future spatial form. Together with geometric definitions there are some ambient values, like color, transparency and many others, that can be determined by music. After an overview of results, paper concludes with perspectives for future research that will include time as an additional dimension towards generating dynamic spatial concepts based on music.
series other
email
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id b2f6
authors Schira, Gretchen
year 2002
title Analysis of Digital Image Properties and Human Preference
source Thresholds - Design, Research, Education and Practice, in the Space Between the Physical and the Virtual [Proceedings of the 2002 Annual Conference of the Association for Computer Aided Design In Architecture / ISBN 1-880250-11-X] Pomona (California) 24-27 October 2002, pp. 413-422
doi https://doi.org/10.52842/conf.acadia.2002.413
summary The three studies summarized in this paper present evidence that aesthetic preference for visualsurface texture is closely correlated with spatial frequency and orientation. The stimuli used were digitalversions of real environments, in the sense that they originated in photographs of real surfaces.Correlations are significant, and robust, and they were not effected by identifiability of the images.Theoretically, this points to the possibility that aesthetic preferences for objects in the builtenvironment—‘virtual’ and ‘real’—are not exclusively devoted to culture, memory and association, aspost-modern discourse would dictate. Although more work needs to be done, it nevertheless points tothe potential that preference for digital/virtual as well as real architectural environments be consideredthe visual stimuli to which human beings are neurologically tuned. Digital technology provides themeans to implement such research, and computer simulations of ‘real’ environments will be the firstapplication. With an ability to adapt aesthetically to the changing human condition, the importantquestions are how should one adapt such surfaces and under what criteria or under what influence arethe adaptations made?
series ACADIA
email
last changed 2022/06/07 07:57

_id ga0224
id ga0224
authors Tarabella, Leonello
year 2002
title pCM (pure C Music): a real-time music language
source International Conference on Generative Art
summary In order to put to work the facilities offered by the gesture interfaces realised at cART project of CNR, Pisa, I started writing basic libraries for processing sound and for driving the gesture interfaces. In the long run the framework became a very efficient, stable and powerful “music language” based on pure C programming, that is “pure-C-Music”, or pCM. This programming environment gives the possibility to write a piece of music in terms of synthesis algorithms, score and management of data streaming from gesture interfaces. The pCM framework falls into the category of the “embedded music languages” and has been implemented using one of the most popular C compilers or better, multiplatform development systems: Metrowerks’ Code Warrior. As a result a pCM composition consists of a CW project which includes all the necessary libraries, including a DSP.lib consisting of a number of functions able to implement in real-time the typical synthesis and processing elements such as oscillators, envelope shapers, filters, delays, reverbs, etc. The composition itself is a C program consisting, mainly, of the Orchestra() and Score() functions. Everything here is compiled into machine code and runs at CPU speed.
series other
email
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id ga0234
id ga0234
authors Yingfei, W., Mingxi, T., Frazer, J.H., Shouqian, S. and Yunhe, P.
year 2002
title A collaborative platform supporting graphic pattern design and reuse of design knowledge
source International Conference on Generative Art
summary A pattern generation system based on an object-oriented pattern knowledge representation method developed previously in Zhejiang University is introduced. We evaluate the effectiveness of this system from authors’ current new research perspective in the Design Technology Research Centre of the Hong Kong Polytechnic University. We then put forward a new platform model to support graphical pattern design emphasising ethnic minority culture. The purpose of building this new platform is to increase the ability of the system in supporting collaborative design. New methods are developed for representing patterns as well as the knowledge about how they can be reused in design applications. In this paper the method for element dynamic classification, knowledge representation of pattern design and the system architecture are introduced.
series other
email
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id 3545
authors Önder, Ö.O, Burak, P. and Erdem, A.
year 2002
title Fluxxoid v.4.1 “the liquified being of space”
source Connecting the Real and the Virtual - design e-ducation [20th eCAADe Conference Proceedings / ISBN 0-9541183-0-8] Warsaw (Poland) 18-20 September 2002, pp. 556-559
doi https://doi.org/10.52842/conf.ecaade.2002.556
summary Fluxxoid is an experimental virtual media project created for Computational Design Studio Project (ITU Institute of Science and Technology Graduate Program of Design Computing) , which is an interactive model contains physical space representations and cyberspace structures. The main function of the project is a virtual art and performance museum. (still photo, streaming media and designed 3d environments) The dimension of fluxxoid creates an alternative discourse for parallel universe and gives the opportunity of being virtual in a custom designed dimension. The approach addresses the cyberphysical concepts of the virtual object / space design and configuring the mixture of alternative media technologies as well as the material (code) and function relationship in cyberspace dimension.
series eCAADe
last changed 2022/06/07 07:57

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