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 2274

_id sigradi2013_117
id sigradi2013_117
authors Alves Veloso, Pedro L.; Anja Pratschke
year 2013
title Uma Arqueologia de Diagramas Cibernéticos [An Archaeology of Cybernetic Diagrams]
source SIGraDi 2013 [Proceedings of the 17th Conference of the Iberoamerican Society of Digital Graphics - ISBN: 978-956-7051-86-1] Chile - Valparaíso 20 - 22 November 2013, pp. 353 - 356
summary This paper investigates the use of explicit structures of information in architectural design. Particularly, it approaches the use of diagrams related to cybernetics and information theory in experimental practices in the 1960’s and 1970’s. It analyses the diagram of cybernetic control proposed by the cybernetician Gordon Pask for the Fun Palace, the diagrams produced by the utopian architect Yona Friedman in the conceptual description of the Flatwriter program and Christopher Alexander’s diagrams and his theories of Synthesis of Form and Pattern Language. Finally it establishes a brief parallel between current domestication and use of dataflow programming with the cybernetic diagrams, highlighting differences in their complexity approach.
keywords Dataflow diagrams; Cybernetics; Complexity
series SIGRADI
email
last changed 2016/03/10 09:47

_id ascaad2010_279
id ascaad2010_279
authors Celani, G.; L. Medrano; J. Spinelli
year 2010
title Unicamp 2030: A plan for increasing a university campus in a sustainable way and an example of integrated use of CAAD simulation and computational design strategies
source CAAD - Cities - Sustainability [5th International Conference Proceedings of the Arab Society for Computer Aided Architectural Design (ASCAAD 2010 / ISBN 978-1-907349-02-7], Fez (Morocco), 19-21 October 2010, pp. 279-286
summary The state university of Campinas, Unicamp, is a public university in upstate São Paulo, Brazil, ranked the second best in the country. It was founded in 1966, and its main campus started to be built in 1967, in the suburbs of Campinas, nowadays a two-million people city. The area of the campus is almost 3 million square meters (300 hectares), with a total built area of 522.000 m2 and a population of 40 thousand people - 30 thousand students, 2 thousand faculty members and almost 8 thousand staff members. The campus’ gross population density is 133 people per hectare. Less than 6% of the total campus area is presently occupied. The design of Unicamp's campus is based on concepts that were typical of the modern movement, with reminiscences of corbusian urbanism, in which preference is given to cars and buildings are spread apart on the territory, with little concern to the circulation of pedestrians. The standard building type that has been built on campus since the 1970's is based on non-recyclable materials, and has a poor thermal performance. Unicamp is expected to double its number of students by the year 2030. The campus density is thus expected to grow from 600 people per hectare to almost 1,000 people per hectare. The need to construct new buildings is seen as an opportunity to correct certain characteristics of the campus that are now seen as mistakes, according to sustainability principles. This paper describes a set of proposals targeting the increase of the campus' density in a sustainable way. The plan also aims at increasing the quality of life on campus and diminishing its impact on the environment. The main targets are: - Reducing the average temperature by 2oC; - Reducing the average displacement time by 15 minutes; - Increasing the campus' density by 100%; - Reducing the CO2 emissions by 50%. // In order to achieve these goals, the following actions have been proposed: Developing a new standard building for the university, incorporating sustainability issues, such as the use of renewable and/or recyclable materials, the installation of rainwater storage tanks, the use of natural ventilation for cooling, sitting the buildings in such a way to decrease thermal gain, and other issues that are required for sustainable buildings' international certifications. To assess the performance of the new standard building, different simulation software were used, such as CFD for checking ventilation, light simulation software to assess energy consumption, and so on. 1. Filling up under-utilized urban areas in the campus with new buildings, to make better use of unused infrastructure and decrease the distance between buildings. 2. Proposing new bicycle paths in and outside campus, and proposing changes in the existing bicycle path to improve its safety. 3. Developing a landscape design plan that aims at creating shaded pedestrian and bicycle passageways.
series ASCAAD
type normal paper
email
last changed 2021/07/16 10:37

_id 70c4
authors Gross, M.D., Do, E.Y.-L. and Johnson, B.R.
year 2000
title Beyond the low-hanging fruit: Information technology in architectural design past, present and future
source W. Mitchell and J. Fernandez (eds), ACSA Technology Conference, MIT Press, Cambridge MA
summary Today's commercial CAD software is the product of years of research that began in the 1960's and 1970's. These applications have found widespread use in the architectural marketplace; nevertheless they represent only the first fruits of research in computer aided design. New developments based on research in human-computer interaction (HCI), computer-supported collaborative work (CSCW), and virtual reality (VR) will result in a next generation of tools for architectural design. Although preliminary applications to design have been demonstrated in each of these areas, excellent opportunities remain to exploit new technologies and insights in service of better design software. In this paper we briefly examine each of these areas using examples from our own work to discuss the prospects for future research. We envision that future design technologies will develop from current and traditional conventions of practice combined with forward looking application of emerging technologies. In HCI, pen based interaction will allow architects to use the pencil again, without sacrificing the added power of computer aided design tools, and speech recognition will begin to play a role in capturing and retrieving design critique and discussion. In CSCW, a new generation of applications will address the needs of designers more closely than current general purpose meeting tools. In VR, applications are possible that use the technology not simply to provide a sense of three-dimensional presence, but that organize design information spatially, integrating it into the representation of artifacts and places.
series other
email
last changed 2003/04/23 15:50

_id cf2005_1_31_28
id cf2005_1_31_28
authors PENG Chengzhi
year 2005
title Townscaping: Development of Dynamic Virtual City Augmented 3D Sketch Design Tools
source Computer Aided Architectural Design Futures 2005 [Proceedings of the 11th International Conference on Computer Aided Architectural Design Futures / ISBN 1-4020-3460-1] Vienna (Austria) 20–22 June 2005, pp. 105-114
summary The paper presents the development of an experimental Web-based design environment called Townscaping to be used at the conceptual stage of architectural and urban design. Inspired by Gordon Cullen's seminal work on Townscape (1960's-1970's), the idea of Townscaping is to explore how 3D digital sketch design tools could be developed to operate in connection with a dynamic virtual city system under a user's direct control. A prototype of Townscaping has been designed and implemented on the basis of an existing dynamic virtual city system. In Townscaping, a set of tools is provided for users to create and edit 3D graphic elements to be positioned directly onto the user-specified virtual city models. One of the key features of Townscaping is to enable sketching while navigation: designers can perform sketch design and gain immediate visual feedback while navigating the 3D virtual city models to any viewpoint at any moment. The current study suggests that it is feasible for virtual city models to serve as interactive urban contexts for 3D sketch design. Townscaping is considered primarily a research platform with which we are interested in investigating if designers' engaging in 3D space conceptions may be enhanced through interacting and sketching with virtual townscapes.
keywords virtual city, 3D sketch design, interactive urban visualisation, web-based design
series CAAD Futures
email
last changed 2006/11/07 07:27

_id sigradi2007_af93
id sigradi2007_af93
authors Sperling, David; Ruy Sardinha
year 2007
title Dislocations of the spatial experience: From earthwork to liquid architecture [Deslocamentos da experiência espacial: De earthwork a arquitetura líquida]
source SIGraDi 2007 - [Proceedings of the 11th Iberoamerican Congress of Digital Graphics] México D.F. - México 23-25 October 2007, pp. 423-427
summary This article reflects about the contemporary notion of “spatial experience” that can be drawn by means of the emergence of the “expanded field” in arts (Rosalind Krauss, 1979). For a perspective view of this notion and for its problematization in the current time we pretend to stablish a counterpoint between two historic moments related to the expansion of the spatial field and its experience: the 1960´s, with the focus on the immanent space by artistic propositions, and nowadays, with the ocurrence of “fusional fields” of art-architecture-landscape-digital media. We adopt as strategy to construct the question, the approximation of two paradigmatic works for their respective epochs: the “earthwork” Spiral Jetty of Robert Smithson, constructed in 1970 in the Great Salt Lake (Utah, USA) and the ephemeral architecture of Blur Building of Elizabeth Diller and Ricardo Scofidio, constructed in 2002 in the Lake Neuchatel, for the Suiss Expo (Yverdon-les-Bains – Suiss).
keywords Art; architecture; media; expanded field; spatial experience
series SIGRADI
email
last changed 2016/03/10 10:01

_id b188
authors Kuohsiang, Chen and Owen, Charles L.
year 1997
title Form Language and Style Description
source Design Studies 18, 3, pp. 249-274
summary This paper presents a `style description framework' for the analysis of style as it is exhibited by objects, artifacts and, particularly, products. The framework equips a designer with both the ability to analyse existing styles and to describe new styles for target markets. A `style profile' consists of a set of polar adjective scales and associated weighting mechanisms. Within the profile, stylistic attributes -- in the form of values given on the scales -- are grouped into six categories: form elements, joining relationships, detail treatments, materials, colour treatments and textures. Two weighting mechanisms, an importance index and confidence factor, fine-tune the description. The style profile can be used not only to communicate styles between designers and computers, but also to accumulate formal style knowledge.
series journal paper
last changed 2003/04/23 15:50

_id 9ad2
authors Owen, J.C.
year 1991
title Algebraic Solution for Geometry from Dimensional Constraints
source ACM Symp. Found. of Solid Modeling, Austin TX, pp. 397-407
summary We investigate general configurations of distance and angle dimensions between points, lines and circles on a plane. A simple graphical representation is described for the system of coupled ctuadratic equations which results from treating the geometries as variables and the dimensions as defining equations. For many configurations of practical interest we show that these equations are poorly suited to numerical solution. We describe an algorithm for computing the solution to a subset of all possible configurations of geometry and dimensions using purely algebraic methods (in fact the usual arithmetic operations plus square roots). We show that this algorithm solves for all configurations of a practically useful type and that it solves for any configuration which can in principle be solved using these algebraic operations. Specifically, we use the Galois theory of equations to show that the following statements are equivalent. 1. The geometry can be constructed in principle on a drawing board using a ruler and compasses. 2. The coordinates of the geometries can be computed algebraically using only arithmetic operations plus square root. 3. The coordinates of the geometries lie in a normal field extension over the dimension values of degree 2n for some n. 4. For general (i.e. algebraically independent) dimension values the algorithm described will compute the geometries. We also describe a working implementation of the algorithm and describe some extensions to the basic ideaa which are necessary to make it a practically useful way to specify geometry by means of dimensional constraints.
series other
last changed 2003/04/23 15:50

_id ga0026
id ga0026
authors Ransen, Owen F.
year 2000
title Possible Futures in Computer Art Generation
source International Conference on Generative Art
summary Years of trying to create an "Image Idea Generator" program have convinced me that the perfect solution would be to have an artificial artistic person, a design slave. This paper describes how I came to that conclusion, realistic alternatives, and briefly, how it could possibly happen. 1. The history of Repligator and Gliftic 1.1 Repligator In 1996 I had the idea of creating an “image idea generator”. I wanted something which would create images out of nothing, but guided by the user. The biggest conceptual problem I had was “out of nothing”. What does that mean? So I put aside that problem and forced the user to give the program a starting image. This program eventually turned into Repligator, commercially described as an “easy to use graphical effects program”, but actually, to my mind, an Image Idea Generator. The first release came out in October 1997. In December 1998 I described Repligator V4 [1] and how I thought it could be developed away from simply being an effects program. In July 1999 Repligator V4 won the Shareware Industry Awards Foundation prize for "Best Graphics Program of 1999". Prize winners are never told why they won, but I am sure that it was because of two things: 1) Easy of use 2) Ease of experimentation "Ease of experimentation" means that Repligator does in fact come up with new graphics ideas. Once you have input your original image you can generate new versions of that image simply by pushing a single key. Repligator is currently at version 6, but, apart from adding many new effects and a few new features, is basically the same program as version 4. Following on from the ideas in [1] I started to develop Gliftic, which is closer to my original thoughts of an image idea generator which "starts from nothing". The Gliftic model of images was that they are composed of three components: 1. Layout or form, for example the outline of a mandala is a form. 2. Color scheme, for example colors selected from autumn leaves from an oak tree. 3. Interpretation, for example Van Gogh would paint a mandala with oak tree colors in a different way to Andy Warhol. There is a Van Gogh interpretation and an Andy Warhol interpretation. Further I wanted to be able to genetically breed images, for example crossing two layouts to produce a child layout. And the same with interpretations and color schemes. If I could achieve this then the program would be very powerful. 1.2 Getting to Gliftic Programming has an amazing way of crystalising ideas. If you want to put an idea into practice via a computer program you really have to understand the idea not only globally, but just as importantly, in detail. You have to make hard design decisions, there can be no vagueness, and so implementing what I had decribed above turned out to be a considerable challenge. I soon found out that the hardest thing to do would be the breeding of forms. What are the "genes" of a form? What are the genes of a circle, say, and how do they compare to the genes of the outline of the UK? I wanted the genotype representation (inside the computer program's data) to be directly linked to the phenotype representation (on the computer screen). This seemed to be the best way of making sure that bred-forms would bare some visual relationship to their parents. I also wanted symmetry to be preserved. For example if two symmetrical objects were bred then their children should be symmetrical. I decided to represent shapes as simply closed polygonal shapes, and the "genes" of these shapes were simply the list of points defining the polygon. Thus a circle would have to be represented by a regular polygon of, say, 100 sides. The outline of the UK could easily be represented as a list of points every 10 Kilometers along the coast line. Now for the important question: what do you get when you cross a circle with the outline of the UK? I tried various ways of combining the "genes" (i.e. coordinates) of the shapes, but none of them really ended up producing interesting shapes. And of the methods I used, many of them, applied over several "generations" simply resulted in amorphous blobs, with no distinct family characteristics. Or rather maybe I should say that no single method of breeding shapes gave decent results for all types of images. Figure 1 shows an example of breeding a mandala with 6 regular polygons: Figure 1 Mandala bred with array of regular polygons I did not try out all my ideas, and maybe in the future I will return to the problem, but it was clear to me that it is a non-trivial problem. And if the breeding of shapes is a non-trivial problem, then what about the breeding of interpretations? I abandoned the genetic (breeding) model of generating designs but retained the idea of the three components (form, color scheme, interpretation). 1.3 Gliftic today Gliftic Version 1.0 was released in May 2000. It allows the user to change a form, a color scheme and an interpretation. The user can experiment with combining different components together and can thus home in on an personally pleasing image. Just as in Repligator, pushing the F7 key make the program choose all the options. Unlike Repligator however the user can also easily experiment with the form (only) by pushing F4, the color scheme (only) by pushing F5 and the interpretation (only) by pushing F6. Figures 2, 3 and 4 show some example images created by Gliftic. Figure 2 Mandala interpreted with arabesques   Figure 3 Trellis interpreted with "graphic ivy"   Figure 4 Regular dots interpreted as "sparks" 1.4 Forms in Gliftic V1 Forms are simply collections of graphics primitives (points, lines, ellipses and polygons). The program generates these collections according to the user's instructions. Currently the forms are: Mandala, Regular Polygon, Random Dots, Random Sticks, Random Shapes, Grid Of Polygons, Trellis, Flying Leap, Sticks And Waves, Spoked Wheel, Biological Growth, Chequer Squares, Regular Dots, Single Line, Paisley, Random Circles, Chevrons. 1.5 Color Schemes in Gliftic V1 When combining a form with an interpretation (described later) the program needs to know what colors it can use. The range of colors is called a color scheme. Gliftic has three color scheme types: 1. Random colors: Colors for the various parts of the image are chosen purely at random. 2. Hue Saturation Value (HSV) colors: The user can choose the main hue (e.g. red or yellow), the saturation (purity) of the color scheme and the value (brightness/darkness) . The user also has to choose how much variation is allowed in the color scheme. A wide variation allows the various colors of the final image to depart a long way from the HSV settings. A smaller variation results in the final image using almost a single color. 3. Colors chosen from an image: The user can choose an image (for example a JPG file of a famous painting, or a digital photograph he took while on holiday in Greece) and Gliftic will select colors from that image. Only colors from the selected image will appear in the output image. 1.6 Interpretations in Gliftic V1 Interpretation in Gliftic is best decribed with a few examples. A pure geometric line could be interpreted as: 1) the branch of a tree 2) a long thin arabesque 3) a sequence of disks 4) a chain, 5) a row of diamonds. An pure geometric ellipse could be interpreted as 1) a lake, 2) a planet, 3) an eye. Gliftic V1 has the following interpretations: Standard, Circles, Flying Leap, Graphic Ivy, Diamond Bar, Sparkz, Ess Disk, Ribbons, George Haite, Arabesque, ZigZag. 1.7 Applications of Gliftic Currently Gliftic is mostly used for creating WEB graphics, often backgrounds as it has an option to enable "tiling" of the generated images. There is also a possibility that it will be used in the custom textile business sometime within the next year or two. The real application of Gliftic is that of generating new graphics ideas, and I suspect that, like Repligator, many users will only understand this later. 2. The future of Gliftic, 3 possibilties Completing Gliftic V1 gave me the experience to understand what problems and opportunities there will be in future development of the program. Here I divide my many ideas into three oversimplified possibilities, and the real result may be a mix of two or all three of them. 2.1 Continue the current development "linearly" Gliftic could grow simply by the addition of more forms and interpretations. In fact I am sure that initially it will grow like this. However this limits the possibilities to what is inside the program itself. These limits can be mitigated by allowing the user to add forms (as vector files). The user can already add color schemes (as images). The biggest problem with leaving the program in its current state is that there is no easy way to add interpretations. 2.2 Allow the artist to program Gliftic It would be interesting to add a language to Gliftic which allows the user to program his own form generators and interpreters. In this way Gliftic becomes a "platform" for the development of dynamic graphics styles by the artist. The advantage of not having to deal with the complexities of Windows programming could attract the more adventurous artists and designers. The choice of programming language of course needs to take into account the fact that the "programmer" is probably not be an expert computer scientist. I have seen how LISP (an not exactly easy artificial intelligence language) has become very popular among non programming users of AutoCAD. If, to complete a job which you do manually and repeatedly, you can write a LISP macro of only 5 lines, then you may be tempted to learn enough LISP to write those 5 lines. Imagine also the ability to publish (and/or sell) "style generators". An artist could develop a particular interpretation function, it creates images of a given character which others find appealing. The interpretation (which runs inside Gliftic as a routine) could be offered to interior designers (for example) to unify carpets, wallpaper, furniture coverings for single projects. As Adrian Ward [3] says on his WEB site: "Programming is no less an artform than painting is a technical process." Learning a computer language to create a single image is overkill and impractical. Learning a computer language to create your own artistic style which generates an infinite series of images in that style may well be attractive. 2.3 Add an artificial conciousness to Gliftic This is a wild science fiction idea which comes into my head regularly. Gliftic manages to surprise the users with the images it makes, but, currently, is limited by what gets programmed into it or by pure chance. How about adding a real artifical conciousness to the program? Creating an intelligent artificial designer? According to Igor Aleksander [1] conciousness is required for programs (computers) to really become usefully intelligent. Aleksander thinks that "the line has been drawn under the philosophical discussion of conciousness, and the way is open to sound scientific investigation". Without going into the details, and with great over-simplification, there are roughly two sorts of artificial intelligence: 1) Programmed intelligence, where, to all intents and purposes, the programmer is the "intelligence". The program may perform well (but often, in practice, doesn't) and any learning which is done is simply statistical and pre-programmed. There is no way that this type of program could become concious. 2) Neural network intelligence, where the programs are based roughly on a simple model of the brain, and the network learns how to do specific tasks. It is this sort of program which, according to Aleksander, could, in the future, become concious, and thus usefully intelligent. What could the advantages of an artificial artist be? 1) There would be no need for programming. Presumbably the human artist would dialog with the artificial artist, directing its development. 2) The artificial artist could be used as an apprentice, doing the "drudge" work of art, which needs intelligence, but is, anyway, monotonous for the human artist. 3) The human artist imagines "concepts", the artificial artist makes them concrete. 4) An concious artificial artist may come up with ideas of its own. Is this science fiction? Arthur C. Clarke's 1st Law: "If a famous scientist says that something can be done, then he is in all probability correct. If a famous scientist says that something cannot be done, then he is in all probability wrong". Arthur C Clarke's 2nd Law: "Only by trying to go beyond the current limits can you find out what the real limits are." One of Bertrand Russell's 10 commandments: "Do not fear to be eccentric in opinion, for every opinion now accepted was once eccentric" 3. References 1. "From Ramon Llull to Image Idea Generation". Ransen, Owen. Proceedings of the 1998 Milan First International Conference on Generative Art. 2. "How To Build A Mind" Aleksander, Igor. Wiedenfeld and Nicolson, 1999 3. "How I Drew One of My Pictures: or, The Authorship of Generative Art" by Adrian Ward and Geof Cox. Proceedings of the 1999 Milan 2nd International Conference on Generative Art.
series other
email
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id 3ff5
authors Abbo, I.A., La Scalea, L., Otero, E. and Castaneda, L.
year 1992
title Full-Scale Simulations as Tool for Developing Spatial Design Ability
source Proceedings of the 4rd European Full-Scale Modelling Conference / Lausanne (Switzerland) 9-12 September 1992, Part C, pp. 7-10
summary Spatial Design Ability has been defined as the capability to anticipate effects (psychological impressions on potential observers or users) produced by mental manipulation of elements of architectural or urban spaces. This ability, of great importance in choosing the appropriate option during the design process, is not specifically developed in schools of architecture and is partially obtained as a by-product of drawing, designing or architectural criticism. We use our Laboratory as a tool to present spaces to people so that they can evaluate them. By means of a series of exercises, students confront their anticipations with the psychological impressions produced in other people. For this occasion, we present an experience in which students had to propose a space for an exhibition hag in which architectural projects (student thesis) were to be shown. Following the Spatial Design Ability Development Model which we have been using for several years, students first get acquainted with the use of evaluation instruments for psychological impressions as well as with research methodology. In this case, due to the short period available, we reduced research to investigate the effects produced by the manipulation of only 2 independents variables: students manipulated first the form of the roof, walls and interiors elements, secondly, color and texture of those elements. They evaluated spatial quality, character and the other psychological impressions that manipulations produced in people. They used three dimensional scale models 1/10 and 1/1.
keywords Full-scale Modeling, Model Simulation, Real Environments
series other
email
more http://info.tuwien.ac.at/efa
last changed 2003/08/25 10:12

_id c39a
authors Ahumada Gallardo, N., López Morales, B., Mora Olate, M.L. and Muñoz, V.C.
year 2001
title MARCO ANTONIO DE LA PARRA COMO NARRADOR Y ENSAYISTA. MONOGRAFIA MULTIMEDIAL (Marco Antonio de la Parra as Narrator and Writer. Monography in Multimedia)
source SIGraDi biobio2001 - [Proceedings of the 5th Iberoamerican Congress of Digital Graphics / ISBN 956-7813-12-4] Concepcion (Chile) 21-23 november 2001, pp. 268-270
summary The analysis of Marco Antonio de la Parra’s novels and essays from the discourse perspective, is the contents of an interdisciplinary work for modernizing and improving communicative possibilities of universitary thesis through multimedia. For the multimedia design, the main and most recent digital creating software for the graphic treatment of texts and images were analised, then the navigation system and screens were designed, difining backgrounds, texts, audio and video, besides buttons and hits. Results permit: 1. To present the contents in an easy access and transportation support, reducing production costs. 2. The offering of three communication supports: written text, audio and video. 3. Ostensibly improves universitary thesis and seminars quality.
series SIGRADI
email
last changed 2016/03/10 09:47

_id 456a
authors Alvarado, R.G., Parra, J.C., Vergara, R.L. and Chateau, H.B.
year 2000
title Architectural References to Virtual Environments Design
doi https://doi.org/10.52842/conf.ecaade.2000.151
source Promise and Reality: State of the Art versus State of Practice in Computing for the Design and Planning Process [18th eCAADe Conference Proceedings / ISBN 0-9523687-6-5] Weimar (Germany) 22-24 June 2000, pp. 151-155
summary Based on a comparison between the perception of digital and real construction, the development of virtual systems and the review of additional sources, this paper states some differences between the design of virtual environments and architectural spaces. Virtual-reality technologies provide advanced capabilities to simulate real situations, and also to create digital worlds not referred to physical places, such as imaginary landscapes or environments devoted to electronic activities, like entertainment, learning or commerce. Some on-line services already use 3D-stages, resembling building halls and domestic objects, and several authors have mentioned virtual modeling as a job opportunity to architects. But it will argue in this paper that the design of those environments should consider their own digital characteristics. Besides, the use of virtual installations on networks impells a convergence with global media, like Internet or TV. Virtual environments can be a 3Devolution of communicational technologies, which have an increasing participation in culture, reaching a closer relationship to contemporary architecture.
keywords Virtual Environments, Spatial Perception, Design Methodology
series eCAADe
email
more http://www.uni-weimar.de/ecaade/
last changed 2022/06/07 07:54

_id f1bf
authors Amorim, S.L., Soares Madeira Domingues, L.C., Pereira Nunes, R. and De Almeida Peixoto, L.
year 2000
title Centro de Referência e Informação em Habitação - Infohab (Reference Center and Information on Housing - Infohab)
source SIGraDi’2000 - Construindo (n)o espacio digital (constructing the digital Space) [4th SIGRADI Conference Proceedings / ISBN 85-88027-02-X] Rio de Janeiro (Brazil) 25-28 september 2000, pp. 55-57
summary The Center of Reference and Information in Habitation - INFOHAB - is a project led for the ANTAC, that intends to facilitate the access to the technique information relative to all the aspects and subjects that are contained in the construction environment concept, through the captation, selection, organization and spreading this information, offering it in the Internet through a database permanently brought up to date with the reference and, always when authorized, with the complete works. The objective of this article is to present the project and to reflect on the possibilities offered for the Internet as a tool to fulfill some of its objectives, established in the broadcasting of the information and the technology and that they search to corroborate with the creation of the basic conditions to reach upper standards of quality in the information, the products and the jobs offered in the area of the civil construction, architecture and urbanism, considering the characterizes of this thematic area.
series SIGRADI
email
last changed 2016/03/10 09:47

_id 269b
id 269b
authors Andrea Carnicero, Gustavo Fornari & Carlos Pereyra
year 2004
title ARQUITECTURA, CINE Y LITERATURA: LA SEDUCCIÓN DE LA GEOMETRÍA
source Proceedings of the Fourth International Conference of Mathematics & Design, Special Edition of the Journal of Mathematics & Design, Volume 4, No.1, pp. 27-34.
summary ¿Estamos presenciando un nuevo paradigma hacia otra forma de concebir la matemática?. El presente ensayo pretende indagar, a través del análisis y discusiones sobre diferentes obras literarias, cinematográficas y proyectos arquitectónicos, clásicos y contemporáneos, la relación entre la arquitectura y la literatura a partir de las estructuras matemáticas que los sustentan y cómo estas se han modificado o evolucionado a partir de los cambios tecnológicos de las últimas décadas. Relacionaremos la literatura y la arquitectura contemporánea pos revolución digital, con sus propiedades de nolinealidad y de fragmentación. Nuestra línea de investigación se centra en cuáles pueden ser las aportaciones esencialmente nuevas de la cultura digital a la producción de la arquitectura y la literatura, partiendo de su base estructural. La era informática trae con ella implicaciones que desestabilizan los conceptos tradicionales de espacio y tiempo. Nos preguntamos cuáles son los cambios en las estructuras textuales a partir de la era digital, cuáles son las nuevas estructuras geométricas, cómo influyen estas nuevas geometrías en la arquitectura, en el cine y en la literatura, en esta era de la información y qué rol ocupa la matemática en este cambio. El desarrollo de las ciencias contemporánea ha generado teorías que transforman nuestro conocimiento del universo. Caos, Teoría de la complejidad, Fractales son términos que caracterizan estos conceptos. En arquitectura estas teorías han tenido importancia en la producción de arquitectura "no-lineal" por medio de el uso de computadoras, especialmente en trabajos de arquitectos como Frank Gehry, Zevi Hecker, Greg Lynn, ARM y O.C.E.A.N UK, entre otros. En esta época informatizada la relación de la arquitectura con las demás ciencias (como la física y la matemática), con otros códigos como el lenguaje (por ejemplo en la narración) y con los límites del pensamiento filosófico, pueden hallarse hoy, tanto en el repertorio del deconstructivismo, en el repertorio “minimalista”, como en las abstracciones de los jóvenes nacidos con la computadora, que emulan cintas de Moebius, topologías “no euclideanas”, “estructuras líquidas” o ya en el campo de la literatura formas virtuales como en Calvino o dimensiones paralelas, bifurcadas, etc. como en Cortázar o Borges. Sin embargo, podemos preguntarnos si esta proliferación exuberante es el desarrollo de un organismo sólidamente construido, que adquiere cada día más cohesión y unidad en su propio crecimiento o si, por el contrario, no es más que el signo exterior de una tendencia a un fraccionamiento cada vez mayor, debido a la naturaleza misma de las matemáticas y si éstas no se estarán convirtiendo en una torre de Babel de disciplinas autónomas, aisladas unas de otras, tanto en sus principios como en sus métodos e incluso en su lenguaje. En una palabra, hoy, en esta tendencia, ¿estamos presenciando un nuevo paradigma hacia otra forma de concebir la matemática?.
series other
type normal paper
email
last changed 2005/04/08 17:14

_id 12d9
authors Anumba, C.J., Ugwu, O.O., Newnham, L. and Thorpe, A.
year 2002
title Collaborative design of structures using intelligent agents
source Automation in Construction 11 (1) (2002) pp. 89-103
summary The construction industry has a long tradition of collaborative working between the members of a construction project team. At the design stage, this has traditionally been based on physical meetings between representatives of the principal design disciplines. To aid these meetings, the information and communications technologies that are currently available have been utilised. These have yielded some success but are hampered by the problems posed by the use of heterogeneous software tools and the lack of effective collaboration tools that are necessary to collapse the time and distance constraints, within which increasingly global design teams work. In particular, there are very few tools available to support distributed asynchronous collaboration. Distributed artificial intelligence, which is commonly implemented in the form of intelligent agents, offers considerable potential for the development of such tools. This paper examines some of the issues associated with the use of distributed artificial intelligence systems within the construction industry. It describes the potential for the use of agent technology in collaborative design and then goes on to present the key features of an agent-based system for the collaborative design of portal frame structures. An example is presented to demonstrate the working and benefits of the prototype system, which makes a significant contribution by allowing for peer to peer negotiation between the design agents.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:22

_id ecaade2007_010
id ecaade2007_010
authors Artopoulos, Giorgos; Kourtis, Lampros
year 2007
title The House of Affects Project
doi https://doi.org/10.52842/conf.ecaade.2007.777
source Predicting the Future [25th eCAADe Conference Proceedings / ISBN 978-0-9541183-6-5] Frankfurt am Main (Germany) 26-29 September 2007, pp. 777-784
summary The House of Affects is an experimental installation to be part of the PerFormaSpace project pursued at the University of Cambridge, UK (DIGIS) and Goldsmiths College London, U.C.L. (Digital Studios), currently partially funded by Arts&Business East 2006, in collaboration with Econavate, UK who will provide their technical expertise in fabrication using recycled materials. This paper presents project-specific information and theoretical discussion on the design process and the computational methods used to develop advanced adaptive structural components in relationship to behavioral goals, criteria and constraints.
keywords Optimization, computational architecture, architectonics, adaptability
series eCAADe
email
last changed 2022/06/07 07:54

_id sigradi2023_270
id sigradi2023_270
authors Asevedo, Laíze, Monteiro, Verner, Medeiros, Deisyanne, Rodrigues, Fernanda, Moura, Marcone and Rocha, Thuany
year 2023
title Parameterization and Gamification in Descriptive Geometry Learning: One Study, Two Scenarios
source García Amen, F, Goni Fitipaldo, A L and Armagno Gentile, Á (eds.), Accelerated Landscapes - Proceedings of the XXVII International Conference of the Ibero-American Society of Digital Graphics (SIGraDi 2023), Punta del Este, Maldonado, Uruguay, 29 November - 1 December 2023, pp. 1047–1058
summary Despite the complexity of parametric modeling, it is possible to apply it in educational context with a simpler approach. The COVID-19 pandemic increased the use of active methodologies in education. Gamification, particularly, should be emphasized regarding its association with parametric modeling. Post-pandemic scenario made possible the reinsertion of traditional practices, thus adding successful learning methods from online teaching. This paper aims to compare the adoption of parameterization and gamification to teach Descriptive Geometry on both teaching scenarios: online and presential. Two experiments were implemented to four Technical Drawing classes - A and B (2021), C and D (2022) -, in high school and technician level. The quantitative results addressed to the efficiency of parametric modeling as a didactic tool, and the qualitative results indicated that the students accepted the experiences of parameterization and gamification, on both scenarios. Nevertheless, there were subtle differences between the results from online and presential scenarios.
keywords Online learning, presential learning, parameterization, gamification, descriptive geometry
series SIGraDi
email
last changed 2024/03/08 14:08

_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 4c8a
authors Ball, L.J., Maskill, L. and Ormerod, T.C.
year 1998
title Satisficing in engineering design: causes, consequences and implications for design support
source Automation in Construction 7 (2-3) (1998) pp. 213-227
summary We describe an approach to investigating design cognition which involved comparing prescriptive theories of good design practice with observations of actual design behaviour. The tenet of prescriptive theory which formed the focus of the research is the idea that designers should generate and evaluate multiple design alternatives in order to increase the chances of attaining better design solutions than might arise if they fixated upon an initial solution. Our study focused upon six professional electronic engineers attempting a novel integrated-circuit design problem. Verbal-protocol data revealed: (i) a failure to search for alternative solutions; (ii) a marked inclination to stick with early `satisficing' solution ideas even when these were showing deficiencies; and (iii) only superficial modelling and assessment of competing alternatives when such options were actually considered. We argue that while minimal solution search in design may sometimes be caused by motivational factors and working-memory limitations, its major determinant relates to inhibitory memory processes that arise subsequent to the recognition-based emergence of familiar design solutions. We conclude by exploring the implications of minimal solution search for design support, with particular reference to an agent-based indexing system which we are developing in order to facilitate the pursuit of design alternatives in engineering contexts.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:22

_id 254a
authors Belz, C., Jung, H., Santos, L., Strack, R., and Latva-Rasku, P.
year 1998
title Handling of Dynamic 2D/3-D Graphics in Narrow-Band Mobile Services
source Virtual Worlds on the Internet, IEEE Computer Society, pp. 147-156
summary The factors limiting the efficient delivery and presentation of multimedia material in the cellular environment are, among others, the low bandwidth of the transmission channel(s) and the modest capabilities of truly mobile terminals. The ACTS 1 project MObile Media and ENTertainment Services (MOMENTS) is leveraging the usage of state-of-the-art technique for the handling of vector graphics and animation contents, obtained through very low data transmission channels, in order to provide veru attractive multimedia services in that environment. This paper focuses on the achievements obtained within MOMENTS in regard to the handling of dynamic 2D/3D graphics for the projected wireless multimedia services.
series other
last changed 2003/04/23 15:14

_id a619
authors Bentley, Jon L. and McGeoch, Catherine C.
year 1985
title Amortized Analyses of Self-Organizing Sequential Search ; Heuristics Programming Techniques and Data Structures
source communications of the ACM April, 1985. vol. 28: pp. 404-411 : ill. includes bibliography.
summary Amortization is used to analyze the heuristics in a worst- case sense. The relative merit of the heuristics in this analysis is different in the probabilistic analyses. Experiments show that the behavior of the heuristics on real data is more closely described by the amortized analyses than by the probabilistic analyses
keywords economics, analysis, search, heuristics
series CADline
last changed 2003/06/02 13:58

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