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 23

_id 7798
authors Barrow, Larry
year 2002
title Elitism, IT and the Modern Architect Opportunity or Dilemma
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. 97-109
doi https://doi.org/10.52842/conf.acadia.2002.097
summary Information Technology (IT) is impacting architecture dramatically in process and form. Often thecurrent transformation of architecture is difficult to analyze and frequently we see confusion and anxietyregarding uncertainties for the future of the architect as designer and project leader. The currentpotentiality for new exotic form (i.e. product) is mesmerizing; however, in the current context, lessobvious issues and pertinent questions are emerging for the profession. What is the mission of theprofession? What will keep us relevant in the mist of the new global society?In this paper, we will take an evolutionary perspective of technology in architecture and draw parallelsbetween the Renaissance, which is the genesis of the modern architect, and the contemporary state ofarchitecture. The modern architect was birthed during the Renaissance where we see the retraction ofthe architect from the building site and separation from direct involvement in the building process.Communications technology (i.e. representation in the form of free-hand drawings, mechanical 2Dorthographic drawings and 3D perspectives) enabled the decomposition of the master builder into threecomponents (i.e. artist-designer, practicing_architect, and builder). Thus, we see technology enable thedenigration and ultimate dissolution of the centuries old craftsman guilds and the master builder. Thetechnology evolution of “drawings” enabled monumental change in the process of architecture over thepast five hundred years. The fission of the master builder, enabled by “drawings”, resulted in disparatefactions which are the forerunners of the modern day litigious design-bid-build project delivery. We nowincreasingly see a return to the fusion of design and building where often the architect is not the projectmanager or leader. Thus, the question looms, will the 21st century architect lead or be led, and whatare the ramifications for the profession?The historical Master Builder is re-emerging as a dynamically networked team of design andconstruction knowledge specialists. Bi-lateral knowledge exchange, enhanced with emerging IT, isoccurring between owners, managers, architects, design specialists, engineers, builders and machines.Technology is disrupting architecture, resulting in increasing specialization and compressed timeframes, and may require reevaluation of the role of the architect as project-leader "integrativegeneralist"or "design-specialist".Conclusively, the concept of ‘cybernetic architecture’ is proposed as an IT reference framework. Failureto appropriately respond to societal evolution, driven by technology, could result in the loss ofprofessional status for the modern architect. Herein lies our dilemma, or opportunity, depending on therole choice of the modern architect.
series ACADIA
email
last changed 2022/06/07 07:54

_id ddssup0202
id ddssup0202
authors Antoni, J.P.
year 2002
title Urban Sprawl Modelling: Combining Models to Make Decision
source Timmermans, Harry (Ed.), Sixth Design and Decision Support Systems in Architecture and Urban Planning - Part two: Urban Planning Proceedings Avegoor, the Netherlands), 2002
summary Urban sprawl is frequently associated with the idea of an unsuitable development, leading to increasing economic, social and environmental problems. Moreover, its control is difficult because multiple patterns (concerning numerous traditional urban planning fields) overlap. In order to understand the sprawl process and to manage its consequences, it must be simplified. The construction of a decision making tool appears then interesting. The GIS-based tool presented here is being developed incollaboration between the urban planning agency of Belfort and the laboratory of geography of Strasbourg. It requires three steps: 1. quantification of the sprawl (how much areas are involved in theurban sprawl process?); 2. location of the sprawl (where are the areas defined in the first step?); 3. differentiation of the sprawl (what are the areas located in the second step?). Of course, the successionof the three stages makes the use of the complete model more complex. So, a global ergonomic user interface is being developed within the GIS, allowing to modify each parameter and to play easily numerous simulations.
series DDSS
last changed 2003/11/21 15:15

_id ddssup0207
id ddssup0207
authors Geurts, K., Wets, G., Brijs, T. and Vanhoof, K.
year 2002
title The Use of Rule-Based Knowledge Discovery Techniques to Profile Black Spots
source Timmermans, Harry (Ed.), Sixth Design and Decision Support Systems in Architecture and Urban Planning - Part two: Urban Planning Proceedings Avegoor, the Netherlands), 2002
summary In Belgium, traffic safety is currently one of the highest topics on the list of priorities of the government. The identification of black spots and black zones and profiling them in terms of accident related data and location characteristics must provide new insights into the complexity and causes of road accidents which, in turn, provide valuable input for government actions. Data mining is the extraction of information from large amounts of data. The use of data mining algorithms is therefore particularly useful in the context of large datasets on road accidents. In this paper, association rules are used to identify accident circumstances that frequently occur together. The strength of this descriptive approach lies within the definition of different accident types and the identification of relevantvariables that make a strong contribution towards a better understanding of accident circumstances. An analysis of the produced set of rules, describing underlying patterns in the data, indicates that fiveaspects of traffic accidents can be discerned: collision with a pedestrian, collision in parallel, sideways collision, week/weekend accidents and weather conditions. For each of these accident types, different variables play an important role in the occurrence of the accidents.
series DDSS
type normal paper
last changed 2008/11/01 07:38

_id e8e0
authors Huang, Y.H.
year 2002
title What Designers See from a Case? A Cognitive Approach
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. 167-174
doi https://doi.org/10.52842/conf.caadria.2002.167
summary In the behavior of human cognition, Schank, a cognitive researcher, claims that human frequently rely on past experience to solve new problems. The information and knowledge of well-trained designers was obtained from fundamental training courses in schools, from everyday experience, and importantly from several design cases. Acquiring knowledge by seeing cases is the most important activity in the design process. But, there are no related works from cognitive view to discuss what and how designers see from instances. Thus, this paper attempts to investigate what designers can see as some meaningful elements from instances, what relationships are among elements and knowledge which retrieved from designers’ long-term memory, and how new obtained knowledge influences the design outcomes.
series CAADRIA
email
last changed 2022/06/07 07:49

_id a555
authors Trujillo, Iván León
year 2002
title Hacia un vínculo entre el boceto y las herramientas de modelado NURBS: La representación de superficies de doble curvatura en el diseño industrial [The link between the Sketch and Tools of Modeled NURBS: The Representation of Surfaces of Double Curvature in Industrial Design ]
source SIGraDi 2002 - [Proceedings of the 6th Iberoamerican Congress of Digital Graphics] Caracas (Venezuela) 27-29 november 2002, pp. 289-290
summary This poster shows a methodological approach developed at the School ofIndustrial Design (Universidad de Los Andes, Venezuela) in order to achievethree objectives. Firstly, to assist future industrial designers to analyze and guide their ideas during the early stages of the design process with a sort of graphics, whose expressive precision is different to the metric one. Secondly, to help students to improve their graphic skills in order to communicate their ideas to others during the form creation phases of thedesign process. Thirdly, to promote the use of drawing as a way to define a link between hand drawing and modeling in CAD’s NURBS*. These aspects are especially relevant if we consider that such methodological links, although are frequently assumed by some design firms, they have been hardly visualized in the academic environment as part of the “teaching- learning” process.
keywords Industrial design / Double-curved surfaces / Representation and communication / Product’s graphics.
series SIGRADI
email
last changed 2016/03/10 10:01

_id 1636
authors Aly, Safwan and Krishnamurti, Ramesh
year 2002
title Can Doors and Windows Become Design Team Players?
source Gero JS and Brazier FMT (eds) (2002) Agents in Design 2002. Key Centre of Design Computing and Cognition, University of Sydney, pp. 3-22
summary In an architectural design session, suppose design objects such as doors, windows and rooms can look after themselves, what kind of recommendations would a designer get? What is the nature of a design environment that facilitates such interactions? Where would a design object acquire the knowledge that allows it to interact intelligently? How would such localized recommendations be aggregated to support global design decisions made by the designer? This paper investigates these questions through the notion of objects as agents in design.
series other
last changed 2003/11/21 15:15

_id acadia03_015
id acadia03_015
authors Bernhardt, Matthew and Blostein, Beth
year 2003
title APPROPRIATE LEVELS OF ACCESS: AN EMPIRICAL STUDY ON THE AVAILABILITY OF COMPUTERS IN STUDIO
source Connecting >> Crossroads of Digital Discourse [Proceedings of the 2003 Annual Conference of the Association for Computer Aided Design In Architecture / ISBN 1-880250-12-8] Indianapolis (Indiana) 24-27 October 2003, pp. 119-127
doi https://doi.org/10.52842/conf.acadia.2003.119
summary One of the most significant technological challenges facing architecture schools today is how to provide an appropriate level of access to computing resources. As the computer has become a significant tool in the study and practice of architecture, students need to have access to that tool in order to further their studies. But in facing this question of access, what is “appropriate”? Is there such a thing as too much access? Is 1:1 access—a computer for every student—the minimum level of access that schools and students should accept? Or is there a point beyond which more resources just means more waste; computers sitting idle and unused, or students using the computer for unproductive ends? These questions were the subject of an experimental series of studios in the spring of 2002, wherein three studios were given varying numbers of computers for a term. The use of these computers was then tracked, and compared with previous terms. In tandem, the quality of work produced by these three studios was compared. While additional experiments are most likely needed to draw firm conclusions, the results of this experiment seem to support defining “an appropriate level of access” at less than 1:1.
series ACADIA
type normal paper
email
last changed 2022/06/07 07:52

_id 132eaea2001
id 132eaea2001
authors Borg, Manuela and Walz, Manfred
year 2002
title Orientation Strategies within Public Spaces as the Rudiments of Space Usage and Layout” – A Workshop Contribution
source Environmental Simulation - New Impulses in Planning Processes [Proceedings of the 5th European Architectural Endoscopy Association Conference / ISBN 3-922602-85-1]
summary Our guiding questions in research are: - how does one orient oneself in an unknown urban space, - are there typical strategies in orientation, which become visible during the search process and finally:- do men and women orientate in the same unknown urban space in the same way or are there hints that they are following different strategies?Our long-term theme in research is to find out the regularity and the rules of the processes of moving and using public spaces. In the first step we are trying to find out in which way the individual perception of urban spaces in moving depends on the design of urban spaces. Therefore in our research design we try to explore the qualities of urban spaces which become visible in moving processes. It is one of the oldest questions of urban design and – by the way – nearly every architect or planner pretends to know everything on this subject. But nobody is yet able to predict real moving or using processes while designing. On the other side: the parameters of the material frame work are well known while moving and using processes are still nearly unknown.
series EAEA
email
more http://info.tuwien.ac.at/eaea
last changed 2005/09/09 10:43

_id cf_2003_000
id cf_2003_000
authors Chiu, M.-L., Tsou, J.-Y., Kvan, Th., Morozumi, M. and Jeng, T.-S. (Eds.)
year 2003
title Digital Design - Research and Practice
source Proceedings of the 10th International Conference on Computer Aided Architectural Design Futures / ISBN 1-4020-1210-1 / Tainan (Taiwan) 13–15 October 2003, 464 p.
summary The use of computers in the design of the built environment has reached a watershed. From peripheral devices in the design process, they have in recent years come to take centre stage. An illustration is immediately at hand. Just as the entries to the competition for the Chicago Tribune Tower in 1922 defined the state-of-the-art at the beginning of the twentieth century, we have a similar marker at the end of the century, the competition in 2002 to replace the World Trade Centre towers in Lower Manhattan offered us a range of architectural solutions that exemplified the state-of-the-art eighty years later, setting forth not only architectural statements but also illustrating clearly the importance of computers in the design of the built environment. In these entries of 2002, we can see that computers have not only become essential to the communication of design but in the investigation and generation of structure, form and composition. The papers in this book are the current state-of-the-art in computer-aided design as it stands in 2003. It is the tenth in a series sponsored by the CAAD Futures Foundation, compiled from papers presented at the biennial CAAD Futures Conferences. As a series, the publications have charted the steady progress in developing the theoretical and practical foundations for applications in design practice. This volume continues in that tradition; thus, this book is entitled Digital Design: Research and Practice. The papers are grouped into three major categories, reflecting thrusts of research and practice, namely: Data and information: its organisation, handling and access, including agents; Virtual worlds: their creation, application and interfaces; and Analysis and creation of form and fabric. The editors received 121 abstracts after the initial call for contributions. From these, 61 abstracts were selected for development into complete papers for further review. From these submissions, 39 papers were chosen for inclusion in this publication. These papers show that the field has evolved from theoretical and development concerns to questions of practice in the decade during which this conference has showcased leading work. Questions of theoretical nature remain as the boundaries of our field expand. As design projects have grasped the potentials of computer-aided design, so have they challenged the capabilities of the tools. Papers here address questions in geometric representation and manipulation (Chiu and Chiu; Kocaturk, Veltkamp and Tuncer), topics that may have been considered to be solved. As design practice becomes increasingly knowledge based, better ways of managing, manipulating and accessing the complex wealth of design information becomes more pressing, demanding continuing research in issues such as modelling (Yang; Wang; Zreik et al), data retrieval and querying (Hwang and Choi; Stouffs and Cumming; Zreik, Stouffs, Tuncer, Ozsariyildiz and Beheshti), new modes of perceiving data (Segers; Tan). Tools are needed to manage, mine and create information for creative work, such as agents (Liew and Gero; Smith; Caneparo and Robiglio; Ding et al) or to support design processes (Smith; Chase). Systems for the support and development of designs continue (Gero; Achten and Jessurun). As progress is made on some fronts, such as user interfaces, attention is again turned to previously research areas such as lighting (Jung, Gross and Do; Ng et al; Wittkopf; Chevier; Glaser, Do and Tai) or services (Garcia; Chen and Lin). In recent years the growth of connectivity has led to a rapid growth in collaborative experience and understanding of the opportunities and issues continues to mature (Jabi; Dave; Zamenopoulos and Alexiou). Increasing interest is given to implications in practice and education (Dave; Oxman; Caneparo, Grassi and Giretti). Topics new to this conference are in the area of design to production or manufacture (Fischer, Burry and Frazer; Shih). Three additional invited papers (Rekimoto; Liu; Kalay) provide clear indication that there is still room to develop new spatial concepts and computer augmented environments for design. In conclusion, we note that these papers represent a good record of the current state of the evolving research in the field of digital design.
series CAAD Futures
email
more http://www.caadfutures.arch.tue.nl/
last changed 2003/09/22 12:21

_id ga0201
id ga0201
authors Dehlinger, H. E.
year 2002
title Instance and System: a Figure and its 2.18 Variations
source International Conference on Generative Art
summary From the structural characteristics of an existing figure - a graphical logo – a plausible solution space of related figures is constructed, which contains all other figures, which may be generated by systematically exploiting the structural characteristics of the input figure. The constructed space of figures can be understood to represent the solution space for the design of the logo. A designer, proceeding systematically by following some generative set of rules would have to construct this solution space at least to the point of a decision, if not entirely. In the presented experiment, this “solution space” will be exhausted completely and the resulting images (there are 218 will be outputted graphically. Questions will be asked concerning the design process, the generative rules, and the selection of the one instance representing a solution. The presented results are to be seen as “work in progress”.
series other
email
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id 3ad9
authors Dierckx, T., Stellingwerff, M. and Verbeke, J.
year 2002
title Relating to the ‘real’ Theories for and Experiences with Educational Database Systems
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. 80-87
doi https://doi.org/10.52842/conf.ecaade.2002.080
summary One of the most ubiquitous computer applications is the database. Common databases are capable of handling massive amounts of data, which allow users to instantly find the factual data they seek. In most cases the assistance of a database is straightforward and objective. However, when people work with databases with a rich and diverse content, this can lead to unexpected findings, surprises and possibly a revolution in their understanding of a design problem. Furthermore multimedia databases and the systems with a more enhanced set of interactive features provide more appealing results. Databases become most interesting when the creators and the users can rise the data to a level that touches knowledge, wisdom and creativity. This paper goes into questions about the application of databases in architectural education. What can be the role of databases in the education of next generation architects? What should educators offer the students through database content, or what should be left open for creative initiatives? We present a broad overview of possible database content, various modes of interaction with the databases and several ways of representation of the database content. The overview shows areas where educational database technology is still underdeveloped and areas where a lot of concurrent databases exist. The theoretical overview enabled us to set out a further strategy for database applications in our school of Architecture. Besides the theory, we present our recent experiences with a database for architectural realizations. The database of buildings can be used in different educational exercises.
series eCAADe
email
last changed 2022/06/07 07:55

_id 54b0
authors Duarte, J.P., Heitor, M. and Mitchell, W.J.
year 2002
title The Glass Chair - Competence Building for Innovation
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. 180-185
doi https://doi.org/10.52842/conf.ecaade.2002.180
summary This paper tells the strange tale of a glass chair. Creating a glass chair might seem a perverse – maybe impossible – enterprise. After all, chairs are normally held together by moment connections, such as those joining the legs to the seat. Glass is a notoriously bad material for forming moment connections; it is brittle, and quickly snaps if you subject it to bending. But there are advantages to such startling formulations of design problems. They force you to challenge conventional wisdom, to ignore standard prototypes, and to ask interesting new questions. How might you design a chair without moment connections? How might you do so without making the result impossibly heavy? How would you built it? And what interesting qualities might such a chair have? These were questions investigated in the design project pursued jointly by students at an American and a Portuguese school, in collaboration with glass and molding fabricators. The students explored many possibilities, and in doing so learned a great deal about chairs and about the properties and potentials of glass. The final project is a particularly elegant outcome of their investigations. It is created from just two curved pieces of glass, which held together by metal tie-rods. In the end, the finished glass chair looked just like the initial computer visualizations.
series eCAADe
email
last changed 2022/06/07 07:55

_id 7e02
authors Elger, Dietrich and Russell, Peter
year 2002
title The Virtual Campus: A new place for (lifelong) learning?
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. 472-477
doi https://doi.org/10.52842/conf.ecaade.2002.472
summary 472 eCAADe 20 [design e-ducation] Modeling Real and Virtual Worlds Session 13 In the early spring of 2001 a collection of German universities founded a virtual faculty of architecture, which was named „Liquid Campus“. Current thinking about future forms of education in the field of architecture combined with over 4 years of experience with net-based design studios, led to questions about the future of existing universities, their buildings and their use. This problem was put to 43 students in the form of a design exercise to create a place for a virtual university. In the current situation, in which the administration of knowledge is more and more located on the internet, and even the so-called meeting places themselves can be virtualised through the help of video-conference-software, the exercise was to design a virtual campus in the framework and to carry out this design work in a simulation of distributed practice. Initial criticism of the project came from the students in that exemplary working methods were not described, but left for the students to discover on their own. The creation of a concept for the Liquid Campus meant that the participants had to imagine working in a world without the face to face contacts that form the basis (at present) of personal interaction. Additionally, the assignment to create or design possible links between the real and the virtual was not an easy task for students who normally design and plan real physical buildings. Even the tutors had difficulties in producing focused constructive criticism about a virtual campus; in effect the virtualisation of the university leads to a distinctive blurring of its boundaries. The project was conducted using the pedagogical framework of the netzentwurf.de; a relatively well established Internet based communication platform. This means that the studio was organised in the „traditional“ structure consisting of an initial 3 day workshop, a face to face midterm review, and a collective final review, held 3,5 months later in the Museum of Communication in Frankfurt am Main, Germany. In teams of 3 (with each student from a different university and a tutor located at a fourth) the students worked over the Internet to produce collaborative design solutions. The groups ended up with designs that spanned a range of solutions between real and virtual architecture. Examples of the student’s work (which is all available online) as well as their working methods are described. It must be said that the energy invested in the studio by the organisers of the virtual campus (as well as the students who took part) was considerably higher than in normal design studios and the paper seeks to look critically at the effort in relation to the outcomes achieved. The range and depth of the student’s work was surprising to many in the project, especially considering the initial hurdles (both social and technological) that had to overcome. The self-referential nature of the theme, the method and the working environment encouraged the students to take a more philosophical approach to the design problem. The paper explores the implications of the student’s conclusions on the nature of the university in general and draws conclusions specific to architectural education and the role of architecture in this process.
series eCAADe
email
last changed 2022/06/07 07:55

_id 7683
authors Healy, C.G. and Enns, J.T.
year 2002
title Perception and Painting: A Search for Effective, Engaging Visualizations
source Institute of Electrical and Electronics Engineers, Journal, March / April
summary Scientific visualization represents information as images that allow us to explore, discover, analyze, and validate large collections of data. Much of the research in this area is dedicated to the design of effective visualizations that support specific analysis needs. Recently, we have become interested in a new idea: Is a visualization beautiful? Can a visualization be considered a work of art? One might expect answers to these questions to vary widely depending on the individual and their interpretation of what it means to be artistic. We believe that the issues of effectiveness and aesthetics may not be as independent as they might seem at first glance, however. Much can be learned from a study of two related disciplines: human psychophysics, and art theory and history. Perception teaches us how we "see" the world around us. Art history shows us how artistic masters captured our attention by designing works that evoke an emotional response. The common interest in visual attention provides an important bridge between these domains. We are using this bridge to produce visualizations that are both effective and engaging. This article describes our research, and discusses some of the lessons we have learned along the way.
series journal paper
last changed 2003/04/23 15:50

_id f89e
authors Hermanson, Robert D.
year 2002
title Re- Presentations: Media Inquiries Regarding Architecture
source SIGraDi 2002 - [Proceedings of the 6th Iberoamerican Congress of Digital Graphics] Caracas (Venezuela) 27-29 november 2002, pp. 14-18
summary Within the framework of architectural practice as well as the academy, media supported worldwide interdependence and transient cultural waves are essential forces activating the current globalization phenomenon. Schools that have always engaged themselves in international dialogue, are now increasingly immersed in the rapidly developing media arena andglobal information networks. In this paper I propose a theoretical and pedagogical framework in which the concept of migration provides a useful model with which to investigate the transitory natures permeating cultures. These involve not only the literal moving from one physical world into another, but also the more abstract - from that of the so called “real” world into that of the “virtual.” Through what I call re-presentations an experimental studio was conducted at the Universidad Nacional del Litoral in Santa Fe, Argentina involving multi-cultures ( the USA and Argentina) and multi-disciplines ( film/video and architecture). The conclusion suggests however, that such re-presentations posit paradoxical questions.
series SIGRADI
email
last changed 2016/03/10 09:53

_id 204eaea2001
id 204eaea2001
authors Niemann, T., Schmidt, A. and Reiss, S.
year 2002
title The Use of New Media Tools in Environmental Simulation
source Environmental Simulation - New Impulses in Planning Processes [Proceedings of the 5th European Architectural Endoscopy Association Conference / ISBN 3-922602-85-1]
summary Urban design model simulations serve to let us envision the future environment. These models are important tools in planning processes and serve to democratize improve the comprehension of decision processes. Those affected and (often) laypeople help in the formulation of opinions. Not lastly, model simulations facilitate the evaluation of the quality of the future urban design spaces and allow for corrections in the optimization of designs. Model simulations can be created by the help of endoscopic techniques already well known to medicine. Nowadays, virtual simulations can, on the other hand, be entirely created on a computer through the use of suitable programs. At the present time a comparative investigation into the performance capabilities of analog and digital technologies is still pending. In a two-group comparative study, static analog and digital simulations were compared by using categorical scales to answer questions on urban design layout and living space quality. The results demonstrated that analog and digital simulations lead to similar value judgments. However, layout and living space quality in the analog simulations were given somewhat higher rankings, on average. A conclusive statement about the performance capabilities of analog or digital simulations in urban design processes is still premature. Future studies should take this context into consideration. Aside from the performance capabilities of a simulation, other aspects are also to be considered, such as the resource requirements for practical urban planning processes. At this time the use of analog simulations is often recommended. This is because the use of analog simulations brings similar results using fewer resources than digital simulations. To the observer, analog simulations retain a more natural quality. Now as before, models are often constructed during the performance of urban design projects, reducing even further the resource demands of an analog model, which in the end is reflected in the costs.
series EAEA
email
more http://info.tuwien.ac.at/eaea
last changed 2005/09/09 10:43

_id d4c7
authors Penttilä, Hannu
year 2002
title Architectural-IT and Educational Curriculumns - A European Overview
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. 106-109
doi https://doi.org/10.52842/conf.ecaade.2002.106
summary The main objective of this on-going post-graduate study, is to describe the role of ”modern digital information technology” within the educational curriculumns of European schools of architecture. Information technology understood in its widest meaning. Essential questions of the study are: [1] How widely the digital media, tools and methods have been adopted in the education? [the volume] [2] In what ways information technology is utilized in architectural education of our age [the methods]. [3] What kind of changes the digital media in fact has caused to the architectural working and educational environments. The results will be published and “weblished” in the form of searchable public web-databases. The results should contain helpful elementary information for those developing and targeting the future architectural education of “the digital age” The research study was started in April/2002, and will [hopefully] reach the conclusion during the year 2002.
series eCAADe
email
last changed 2022/06/07 08:00

_id 864a
authors Senagala, Mahesh and Masden, Kenneth
year 2002
title Interrupted Interface - On the Cybernetics of Digital Design Process
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. 168-172
doi https://doi.org/10.52842/conf.ecaade.2002.168
summary From the viewpoint of Batesonian cybernetics, ‘conscious purpose’ and ‘artistic process’ are distinct ends of a spectrum of the functioning of ‘self’. The conceptual stage of the design process is essentially an artistic activity unencumbered with accuracy, dimensionality, scale, program or even tectonics, albeit all of these maybe tacitly present at the ‘back of a designer’s mind’. Artistic activities involve broad mental processes that are beneath the stratum of consciousness. By definition, consciousness is selective awareness; it is linear in execution and limited in its capability to synthesize complex parameters. One of the central questions of this paper is “if artistic process requires one to abandon, or relinquish conscious purpose at the time of the generation of the work of art, and if the early stages of artistic process is a result of a vast number of ‘unconscious’ forces and impulses, then how can the computer, which demands (and thus propagates) geometric precision, focused operation and rational execution, be part of that process?” This paper will explore how, cybernetically, the computer can be ‘coupled’ with ‘self’ (via a visual interface) and the artistic process. Three specially devised conceptual design exercises•namely BurrDesign, BlinDesign, and BlitzDesign•and three corresponding “interruptive” computer interface modifications were deployed in an introduction to digital media course. The results of this study are now under consideration for their effectiveness in promoting conceptual design using the computer, and how the ‘self’ might form a cybernetic whole with the machine. The findings could have implications in design pedagogy, informatics and interface design.
series eCAADe
email
last changed 2022/06/07 07:56

_id ga0233
id ga0233
authors Sheridan, J.
year 2002
title The Evolving Role of the Artist
source International Conference on Generative Art
summary For more than a decade the author has designed and used algorithmic systems to produce artworks that incorporate generative and evolutionary concepts, forms and processes. This work has demonstrated that algorithmic aesthetic processes and products can be effectively created and modulated by both human beings and non-human systems. However, this work has also raised important questions such as: - What role can the individual human artist play in a cultural economy based upon industrialized generative processes and non-human systems? - How can artists integrate standardized scientific languages and algorithmic processes into personal visions and expressive languages? - How can artists capture their personal creative processes and encapsulate these processes in industry standard systems and software; and should they do so? - How might the generative systems and products created by human and non-human artists function and evolve in the larger social context? To address these questions, in this paper the author uses examples taken from his past and present artwork to illustrate the opportunities and pitfalls presented by computerized generative aesthetic processes and tools. In addition, the author offers a set of conjectures intended to help clarify issues such as: the evolving role of the artist as a producer of knowledge and form, and the value and appropriate structure of personalized computer languages for artists.
series other
email
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id 160eaea2001
id 160eaea2001
authors Stellingwerff, Martijn
year 2002
title Architects’ Visual Literacy
source Environmental Simulation - New Impulses in Planning Processes [Proceedings of the 5th European Architectural Endoscopy Association Conference / ISBN 3-922602-85-1]
summary This paper presents a partial summary of my PhD research with the working title: “View preferences and effects - a study of visual language for architectural design within a represented urban context”. In contrast to much VR-research that focuses on techniques for the public presentation of a completed design or an existing urban site, this research focuses on the use of 3D-city-models during the architectural design process. The models serve as a source of visual information that can be used to bring the design in a good relation with the yet existing built environment. In the research, I investigated the possibilities to make a VRML - city-model adaptable in its representation, in order to adhere to both the factual and the imaginative needs of a designing architect. The paper consecutively presents the problem, the conceptual change and development of research questions, the methodology and a brief overview of the research findings.
series EAEA
email
more http://info.tuwien.ac.at/eaea
last changed 2005/09/09 10:43

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