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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_id ascaad2007_001
id ascaad2007_001
authors Germen, M.
year 2007
title Virtual Architecture: Reconstructing Architecture Through Photography
source Em‘body’ing Virtual Architecture: The Third International Conference of the Arab Society for Computer Aided Architectural Design (ASCAAD 2007), 28-30 November 2007, Alexandria, Egypt, pp. 1-16
summary The concept of construction in architectural design process is a temporary action that exists for a while and transforms itself into another product; i.e. the final building to be inhabited. Construction site can be taken as a podium where a play-to-remain-incomplete is being staged. The incompleteness causes us to dream, due to the fact that a complete building loses its narrative potential as it informs us about all the necessary pieces that constitute the whole: There is no puzzle to solve... Construction in this sense is like a historical ruin; Paul Zucker asserts that "ruins have held for a long time a unique position in the visual, emotional, and literary imagery of man. They have fascinated artists, poets, scholars, and sightseers alike. Devastated by time or willful destruction, incomplete as they are, they represent a combination of man-made forms and of organic nature." Architectural photography has the potential of re-creating this puzzle back again in order to bring an alternative representation to architecture. The architectural photographer is sometimes offered the freedom of reinterpreting, reconstructing architecture in order to be able to present a novel virtual perception to the audience. The idea here is to get some spatial clues that can later be used in other architectural projects. I was personally invited to two different concept exhibits in which I was given the freedom of inventing a virtual architecture through photography. The concept text written for one of these exhibits goes as follows: “I went, saw, stopped, attempted to grasp and enter it, looked at construction process and workers with respect, tried to internalize, wanted to claim it for a while, dreamed of creating a microcosm out of the macrocosm I was in, shot and shot and shot and finally selected: The created world, though intended for all, was probably quite a personal illusion...” Virtual architecture is a term used for architecture specifically created in the computer environment and never used in the realm of architectural photography. People like Piranesi, Lebbeus Woods, M.C. Escher, Marcos Novak, etc. previously dreamed about architectures that could exist virtually on paper, screen, digital environments. This paper will try to prove that this practice of (re)designing architecture virtually can be transferred to one of the most important realms of visuality: Photography. Various digital processes like stitching multiple photos together and mirroring images in image editing software like Photoshop, allow this virtual architecture to take place in the computer environment. Following this, I propose to raise the term “snap architecture” to connect it to the frequently referred concept of “paper architecture.”
series ASCAAD
email
last changed 2008/01/21 22:00

_id 56d5
authors Paranandi, Murali
year 1991
title Observations on daylighting as demonstrated by the work of Alvar Aalto
source Kent State University
summary Daylight plays a dominant role in the works of Finnish architect Alvar Aalto. This thesis project investigates the role played by the natural light in his architectural works. One of the major concerns of this paper is to discover his intent behind the use of daylight, as well as to identify some of the techniques he devised to handle daylight. Literature research and physical model simulation studies have been incorporated as a method for the study. Significant works of Aalto have been surveyed. It has been observed that the use of daylight has been one of the preoccupations of Aalto since the design of Viipuri Library and Paimio Sanatorium. It was also observed that skylights play a prominent role in Aalto's architecture and that they are well developed and sophisticated devices. Some of the technical components and contributing factors of Aalto's skylights have been identified. Three case-studies were conducted through literature research and simulations. It was concluded that Aalto treats daylighting as one of the elements to embody sufficient psychological factors in man's built environment. It was discovered that the selection and the detailing of the skylights in each case has been predominantly guided by the climate, function, personal relationships, and the visual task of the individual space. Physical model simulations proved to be extremely helpful in understanding the modeling of the daylight and the spatial quality.
series thesis:MSc
email
last changed 2003/03/03 09:14

_id acadia08_272
id acadia08_272
authors Perez, Santiago R.
year 2008
title Crafting Complexity: Material / Procedure / Form
doi https://doi.org/10.52842/conf.acadia.2008.272
source Silicon + Skin: Biological Processes and Computation, [Proceedings of the 28th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) / ISBN 978-0-9789463-4-0] Minneapolis 16-19 October 2008, 272-277
summary What is the role of Craft, in understanding Bio-Computational Forms & Systems? What is the relation between self-organizing systems & material-component assemblages? ¶ This paper will explore the relationship between material craft, procedure and form, in relation to complex, self-organizing assemblies. A comparison will be made, between (hand) crafted assemblies, guided by physical constraints and procedural methodologies, and digitally mediated fabrication, guided by recursion and algorithmic generative methodologies. ¶ An attempt will be made to connect various scales of making, in terms of module or unit of assembly, both at the micro-scale of biological structures, and the macro-scale of man-made systems. The goal of this essay is to question the relation between physically crafted component assemblies, as a means for exploring adaptive, complex, self-organizing systems, and bio-computational paradigms as a source of adaptive strategies for making.
keywords Adaptation; Complexity; Craft; Material; Play
series ACADIA
last changed 2022/06/07 08:00

_id cf2011_p170
id cf2011_p170
authors Barros, Mário; Duarte José, Chaparro Bruno
year 2011
title Thonet Chairs Design Grammar: a Step Towards the Mass Customization of Furniture
source Computer Aided Architectural Design Futures 2011 [Proceedings of the 14th International Conference on Computer Aided Architectural Design Futures / ISBN 9782874561429] Liege (Belgium) 4-8 July 2011, pp. 181-200.
summary The paper presents the first phase of research currently under development that is focused on encoding Thonet design style into a generative design system using a shape grammar. The ultimate goal of the work is the design and production of customizable chairs using computer assisted tools, establishing a feasible practical model of the paradigm of mass customization (Davis, 1987). The current research step encompasses the following three steps: (1) codification of the rules describing Thonet design style into a shape grammar; (2) implementing the grammar into a computer tool as parametric design; and (3) rapid prototyping of customized chair designs within the style. Future phases will address the transformation of the Thonet’s grammar to create a new style and the production of real chair designs in this style using computer aided manufacturing. Beginning in the 1830’s, Austrian furniture designer Michael Thonet began experimenting with forming steam beech, in order to produce lighter furniture using fewer components, when compared with the standards of the time. Using the same construction principles and standardized elements, Thonet produced different chairs designs with a strong formal resemblance, creating his own design language. The kit assembly principle, the reduced number of elements, industrial efficiency, and the modular approach to furniture design as a system of interchangeable elements that may be used to assemble different objects enable him to become a pioneer of mass production (Noblet, 1993). The most paradigmatic example of the described vision of furniture design is the chair No. 14 produced in 1858, composed of six structural elements. Due to its simplicity, lightness, ability to be stored in flat and cubic packaging for individual of collective transportation, respectively, No. 14 became one of the most sold chairs worldwide, and it is still in production nowadays. Iconic examples of mass production are formally studied to provide insights to mass customization studies. The study of the shape grammar for the generation of Thonet chairs aimed to ensure rules that would make possible the reproduction of the selected corpus, as well as allow for the generation of new chairs within the developed grammar. Due to the wide variety of Thonet chairs, six chairs were randomly chosen to infer the grammar and then this was fine tuned by checking whether it could account for the generation of other designs not in the original corpus. Shape grammars (Stiny and Gips, 1972) have been used with sucesss both in the analysis as in the synthesis of designs at different scales, from product design to building and urban design. In particular, the use of shape grammars has been efficient in the characterization of objects’ styles and in the generation of new designs within the analyzed style, and it makes design rules amenable to computers implementation (Duarte, 2005). The literature includes one other example of a grammar for chair design by Knight (1980). In the second step of the current research phase, the outlined shape grammar was implemented into a computer program, to assist the designer in conceiving and producing customized chairs using a digital design process. This implementation was developed in Catia by converting the grammar into an equivalent parametric design model. In the third phase, physical models of existing and new chair designs were produced using rapid prototyping. The paper describes the grammar, its computer implementation as a parametric model, and the rapid prototyping of physical models. The generative potential of the proposed digital process is discussed in the context of enabling the mass customization of furniture. The role of the furniture designer in the new paradigm and ideas for further work also are discussed.
keywords Thonet; furniture design; chair; digital design process; parametric design; shape grammar
series CAAD Futures
email
last changed 2012/02/11 19:21

_id c3a7
authors Beck, Clyde B.
year 1972
title The Apple, Core of a Drafting System
source computer Graphics World. March, 1972. vol. 5: pp.68-69
summary Since a small architecture firm can not afford a big computing system, what is needed is some kind of a computer- aided drafting system that a small firm could afford, which would increase productivity and be readily understood by drafting technicians. The system must be built around a microcomputer. The author takes the Apple II and builds around it his system. The article discusses hardware and software of this project
keywords architecture, CAD, practice, drafting, hardware, software
series CADline
last changed 2003/06/02 10:24

_id 8af2
authors Bezier, Pierre E.
year 1972
title UNISURF SYSTEM : Principles, Programme, Language
source North Holland Pub. Co., 1972? pp. 417-426
summary UNISURF is aimed at computer-assisted conception of sculptured surfaces. It is also used for numerical definition of shapes previously defined, whether they are the result of experiments based on physical measurements, or they materialize purely subjective aesthetic conceptions
keywords curves, curved surfaces, Bezier, representation, mechanical engineering
series CADline
last changed 2003/06/02 13:58

_id 91c4
authors Checkland, P.
year 1981
title Systems Thinking, Systems Practice
source John Wiley & Sons, Chichester
summary Whether by design, accident or merely synchronicity, Checkland appears to have developed a habit of writing seminal publications near the start of each decade which establish the basis and framework for systems methodology research for that decade."" Hamish Rennie, Journal of the Operational Research Society, 1992 Thirty years ago Peter Checkland set out to test whether the Systems Engineering (SE) approach, highly successful in technical problems, could be used by managers coping with the unfolding complexities of organizational life. The straightforward transfer of SE to the broader situations of management was not possible, but by insisting on a combination of systems thinking strongly linked to real-world practice Checkland and his collaborators developed an alternative approach - Soft Systems Methodology (SSM) - which enables managers of all kinds and at any level to deal with the subtleties and confusions of the situations they face. This work established the now accepted distinction between hard systems thinking, in which parts of the world are taken to be systems which can be engineered, and soft systems thinking in which the focus is on making sure the process of inquiry into real-world complexity is itself a system for learning. Systems Thinking, Systems Practice (1981) and Soft Systems Methodology in Action (1990) together with an earlier paper Towards a Systems-based Methodology for Real-World Problem Solving (1972) have long been recognized as classics in the field. Now Peter Checkland has looked back over the three decades of SSM development, brought the account of it up to date, and reflected on the whole evolutionary process which has produced a mature SSM. SSM: A 30-Year Retrospective, here included with Systems Thinking, Systems Practice closes a chapter on what is undoubtedly the most significant single research programme on the use of systems ideas in problem solving. Now retired from full-time university work, Peter Checkland continues his research as a Leverhulme Emeritus Fellow. "
series other
last changed 2003/04/23 15:14

_id acadia20_436
id acadia20_436
authors Chun Hin Fong, Jacky; Long Wun Poon, Adabelle; Sze Ngan, Wing; Hei Ho, Chung; Goepel, Garvin; Crolla, Kristof
year 2020
title Augmenting Craft with Mixed Reality
doi https://doi.org/10.52842/conf.acadia.2020.1.436
source ACADIA 2020: Distributed Proximities / Volume I: Technical Papers [Proceedings of the 40th Annual Conference of the Association of Computer Aided Design in Architecture (ACADIA) ISBN 978-0-578-95213-0]. Online and Global. 24-30 October 2020. edited by B. Slocum, V. Ago, S. Doyle, A. Marcus, M. Yablonina, and M. del Campo. 436-444.
summary This paper discusses novel methods for and advantages of integrating augmented reality (AR) and photogrammetry in hand clay-sculpting workflows. These techniques permit nontrained users to achieve higher precision during the sculpting process by holographically overlaying instructions from digital 3D source geometry on top of the sculpting material. By employing alternative notational systems in design implementation methods, the research positions itself in a postdigital context aimed at humanizing digital technologies. Throughout history, devices have been developed to increase production, such as Henry Dexter’s 1842 “Apparatus for Sculptors” for marble sculpting. Extrapolating from this, the workflow presented in this paper uses AR to overlay extracted information from 3D models directly onto the sculptor’s field of vision. This information can then become an AR-driven guidance system that assists the sculptor. Using the Microsoft HoloLens, holographic instructions are introduced in the production sequence, connecting the analog sculpture fabrication directly with a digital environment, thus augmenting the craftspeople’s agency. A series of AR-aided sculpting methods were developed and tested in a demonstrator case study project that created a small-scale clay copy of Henry Moore’s Sheep Piece (1971–1972). This paper demonstrates how user-friendly software and hardware tools have lowered the threshold for end users to develop new methods that straightforwardly facilitate and improve their crafts’ effectiveness and agency. This shows that the fusion of computational design technology and AR visualization technology can innovate a specific craft’s design and production workflow, opening the door for further application developments in more architecture-specific fabrication contexts.
series ACADIA
type paper
email
last changed 2023/10/22 12:06

_id c703
authors Flutter, A.G.
year 1972
title The POLYSURF System
source North Holland Pub. Co., 1972? pp. 403-415 : ill. includes bibliography
summary POLYSURF is a system for the computer aided design and manufacture of engineering objects which are composed largely of 3D curved surfaces. The POLYSURF routines enable a design engineer to assemble a mathematical model of such objects in terms of bounded surface geometry. The model can then be appraised, analyzed and interactively adapted, and finally used as a basis for n/c manufacture
keywords engineering, systems, CAD, CAM, solid modeling, curved surfaces
series CADline
last changed 2003/06/02 13:58

_id 00c9
authors Forrest, Robin A.
year 1972
title On Coons and Other Methods for the Representation of Curved Surfaces
source Computer Graphics and Image Processing. 1972. vol. 1: pp. 341-359 : ill. includes bibliography
summary Although Coons surfaces are mentioned frequently in the context of computer graphics and computer-aided design, very little of the work has been published. The purpose of this paper is to provide an up to date account of Coons methods and extensions thereof, drawing mainly on unpublished material. The subject is not approached from a rigorous mathematical point of view, which can be found elsewhere, but from the standpoint of the computer scientist or engineer who wishes to implement or use such methods. An extensive bibliography of the subject, including unpublished papers, is appended
keywords curved surfaces, representation, computer graphics, Coons
series CADline
last changed 2003/06/02 10:24

_id 893f
authors Forrest, Robin A.
year 1972
title Mathematical Principles for Curve and Surface Representation
source Curved Surfaces in Engineering, Conference proceedings. March, 1972. pp. 5-13 : ill. include bibliography
summary There are many ways in which curves and surfaces may be represented mathematically. This paper discusses some methods which are appropriate for computer-aided design and provides a semi-formal structure within which comparisons may be made. The subject is approached from the point of view of computational geometry - a blend of differential geometry, approximation theory, computer science and other disciplines
keywords curves, curved surfaces, representation, CAD, computational geometry
series CADline
last changed 2003/06/02 10:24

_id acadia03_036
id acadia03_036
authors Gerzso, J. Michael
year 2003
title On the Limitations of Shape Grammars: Comments on Aaron Fleisher’s Article “Grammatical Architecture?”
doi https://doi.org/10.52842/conf.acadia.2003.279
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. 279-287
summary Shape grammars were introduced by Gips and Stiny in 1972. Since then, there have been many articles and books written by them and their associates. In 1992, Aaron Fleisher, a professor at the School of Planning, MIT, wrote a critique of their work in an article titled “Grammatical Architecture?” published in the journal Environment and Planning B. According to him, Gips, Stiny and later Mitchell, propose a hypothesis that states that shape grammars are presumed to represent knowledge of architectural form, that grammars are “formable,” and that there is a visual correspondence to verbal grammar. The strong version of “the hypothesis requires that an architectural form be equivalent to a grammar.” Fleisher considers these hypotheses unsustainable, and argues his case by analyzing the differences between language, and architecture, and by dealing with the concepts of lexicons, syntax and semantics. He concludes by stating that architectural design is negotiated in two modalities: the verbal and the visual, and that equivalences are not at issue; they do not exist. If there is such thing as a language for design, it would provide the means to maintain a discussion of the consequences in one mode, of the state and conditions of the other. Fleisher’s observations serve as the basis of this paper, a tribute to him, and also an opportunity to present an outline to an alternate approach or hypothesis to shape grammars, which is “nonlinguistic” but “generative,” in the sense that it uses production rules. A basic aspect of this hypothesis is that the only similarity between syntactic rules in language and some rules in architecture is that they are recursive.
series ACADIA
last changed 2022/06/07 07:51

_id f59d
authors Koelbl, R., Bruntsch, St. and Knoflacher, H.
year 2003
title Perspective Vienna – A Comparison of Planning Scenarios and Real Development
source CORP 2003, Vienna University of Technology, 25.2.-28.2.2003 [Proceedings on CD-Rom]
summary With the suspension of national boarders in unions of nations, cities and their regions gain in significance for the economic, social and cultural development. This is particularly valid for Vienna, which lies close to the eastern boarder of the European Union, which should fall with the enlargement of EU in the near future. Of prominent importance is therefore to obtain a comprehensive understanding between proposed and defined aims for an urban development, the related measures and their extent ofimplementations and their actual or real effects. This paper attempts to give a strategic analysis of the Viennese urban and traffic development programs, from 1962, 1972, 1984 and 1994, on the one hand, and the data analysis of the statistical year books beginning from 1960 until 2000, on the other. The results show that adjustments have been made not only in response to certain trends, but also to a change of philosophy of urban development. It can be seen that certain assumptions of, for example, economic and transport measures can have the opposite outcome in relation to the intended objectives. Hence, one main question remains to beanswered: How should Vienna deal with the challenges ahead, to secure and foster a sustainable development under such circumstances on a long-term basis. In this respect, some measures are given, which should make it possible to overcome successfully these challenges.
series other
email
last changed 2003/03/11 20:39

_id a920
authors Kulcke, Richard
year 1989
title CAAD in the Architectural Education of the Fachhochschulen in the Federal Republic of Germany
doi https://doi.org/10.52842/conf.ecaade.1989.x.w7a
source CAAD: Education - Research and Practice [eCAADe Conference Proceedings / ISBN 87-982875-2-4] Aarhus (Denmark) 21-23 September 1989, pp. 4.3.1
summary For over 10 years the author has been a teacher in the field of "computer application in architecture" at the Fachhochschule. Since 1985 he regularly has been taking part in the conferences of A.I.I.D.A. (Arbeitskreis INFORMATIK IN DER ARCHlTEKTENAUSBILDUNG). All the faculties of architecture at the Fachhochschulen (about 10) can send their representatives of CAAD to the conferences. A.I.I.D.A. has been having 2 conferences a year since 1985. At the last conference in Wiesbaden a paper with statements of A.I.I.D.A. for the further education in CAAD was finished. The author presents and explains this paper. On the other hand he shows the actual education program of CAAD of his faculty. The education in CAAD started in 1972 with basic information without practical elements. Now the practical work with the workstation is talking most of the time . The computer application is available for subjects like Building Economics, Building and Structure Design and others. With his assistant the author developed programs of the field of Building Economics. In 1986 he started introduce CAD with AutoCAD in the education program. Now also other colleagues start to integrate CAAD into their subjects.

series eCAADe
last changed 2022/06/07 07:50

_id c7e9
authors Maver, T.W.
year 2002
title Predicting the Past, Remembering the Future
source SIGraDi 2002 - [Proceedings of the 6th Iberoamerican Congress of Digital Graphics] Caracas (Venezuela) 27-29 november 2002, pp. 2-3
summary Charlas Magistrales 2There never has been such an exciting moment in time in the extraordinary 30 year history of our subject area, as NOW,when the philosophical theoretical and practical issues of virtuality are taking centre stage.The PastThere have, of course, been other defining moments during these exciting 30 years:• the first algorithms for generating building layouts (circa 1965).• the first use of Computer graphics for building appraisal (circa 1966).• the first integrated package for building performance appraisal (circa 1972).• the first computer generated perspective drawings (circa 1973).• the first robust drafting systems (circa 1975).• the first dynamic energy models (circa 1982).• the first photorealistic colour imaging (circa 1986).• the first animations (circa 1988)• the first multimedia systems (circa 1995), and• the first convincing demonstrations of virtual reality (circa 1996).Whereas the CAAD community has been hugely inventive in the development of ICT applications to building design, it hasbeen woefully remiss in its attempts to evaluate the contribution of those developments to the quality of the built environmentor to the efficiency of the design process. In the absence of any real evidence, one can only conjecture regarding the realbenefits which fall, it is suggested, under the following headings:• Verisimilitude: The extraordinary quality of still and animated images of the formal qualities of the interiors and exteriorsof individual buildings and of whole neighborhoods must surely give great comfort to practitioners and their clients thatwhat is intended, formally, is what will be delivered, i.e. WYSIWYG - what you see is what you get.• Sustainability: The power of «first-principle» models of the dynamic energetic behaviour of buildings in response tochanging diurnal and seasonal conditions has the potential to save millions of dollars and dramatically to reduce thedamaging environmental pollution created by badly designed and managed buildings.• Productivity: CAD is now a multi-billion dollar business which offers design decision support systems which operate,effectively, across continents, time-zones, professions and companies.• Communication: Multi-media technology - cheap to deliver but high in value - is changing the way in which we canexplain and understand the past and, envisage and anticipate the future; virtual past and virtual future!MacromyopiaThe late John Lansdown offered the view, in his wonderfully prophetic way, that ...”the future will be just like the past, onlymore so...”So what can we expect the extraordinary trajectory of our subject area to be?To have any chance of being accurate we have to have an understanding of the phenomenon of macromyopia: thephenomenon exhibitted by society of greatly exaggerating the immediate short-term impact of new technologies (particularlythe information technologies) but, more importantly, seriously underestimating their sustained long-term impacts - socially,economically and intellectually . Examples of flawed predictions regarding the the future application of information technologiesinclude:• The British Government in 1880 declined to support the idea of a national telephonic system, backed by the argumentthat there were sufficient small boys in the countryside to run with messages.• Alexander Bell was modest enough to say that: «I am not boasting or exaggerating but I believe, one day, there will bea telephone in every American city».• Tom Watson, in 1943 said: «I think there is a world market for about 5 computers».• In 1977, Ken Olssop of Digital said: «There is no reason for any individuals to have a computer in their home».The FutureJust as the ascent of woman/man-kind can be attributed to her/his capacity to discover amplifiers of the modest humancapability, so we shall discover how best to exploit our most important amplifier - that of the intellect. The more we know themore we can figure; the more we can figure the more we understand; the more we understand the more we can appraise;the more we can appraise the more we can decide; the more we can decide the more we can act; the more we can act themore we can shape; and the more we can shape, the better the chance that we can leave for future generations a trulysustainable built environment which is fit-for-purpose, cost-beneficial, environmentally friendly and culturally significactCentral to this aspiration will be our understanding of the relationship between real and virtual worlds and how to moveeffortlessly between them. We need to be able to design, from within the virtual world, environments which may be real ormay remain virtual or, perhaps, be part real and part virtual.What is certain is that the next 30 years will be every bit as exciting and challenging as the first 30 years.
series SIGRADI
email
last changed 2016/03/10 09:55

_id 0e5c
authors Minsky, Marvin and Papert, Seymour
year 1972
title Perceptrons : An Introduction to Computational Geometry
source 258 p. : ill
summary Cambridge, Mass.: MIT Press, 1972. 2nd. ed. The book's aim is to seek general results from the close study of abstract version of devices known as perceptrons
keywords perception, geometry, computational geometry, psychology, cognition
series CADline
last changed 2003/06/02 13:58

_id sigradi2007_af68
id sigradi2007_af68
authors Veloso, Claudia; Carlos Murad
year 2007
title The Film as urban experience: The Fellini´s Roma [O Filme enquanto experiência urbana: A Roma fragmentária de Fellini]
source SIGraDi 2007 - [Proceedings of the 11th Iberoamerican Congress of Digital Graphics] México D.F. - México 23-25 October 2007, pp. 448-451
summary This research is done in the field of studies about the potential of imaginal images in the unveiling of the multiple space-time alternances which make up our urban experience and is supported by phenomenological perspective of the imagination and Bachelard´s poetical image (1957,60) in the analysis do filme “Roma de Fellini”(1972). Of cinema as a possibility of highlighting the city and its geometry in a fragmentary and spectacular form. With the intention of arriving at a better dialogue among new languages and styles of life with the intention of opening new possibilities of a better understanding of the urban.
keywords Poetical image; cinema; poetical urban; landscapes urban; imaginal film
series SIGRADI
email
last changed 2016/03/10 10:02

_id 2b77
authors Winograd, Terry
year 1972
title SHRDLU : A System for Dialog
source 1972? Lecture 2: pp. 20-48 : ill. and diagrams. includes bibliography
summary In this lecture the author describes in some detail a program he wrote at MIT for understanding natural language. There are many things in that program which would be done differently today, and many new ideas which have been developed since then. Therefore, the author does not want to convey the impression that this program represents the last word in how things should be done, but it is important to look at a whole program -- to see how things fit together. Many of the newer ideas are still fragments which have not been combined in an integrated way. In this lecture the author uses the program to illustrate the range of things which must go into language understanding, and some of the problems of organization in putting together a complete system
keywords natural languages, AI, systems
series CADline
last changed 1999/02/12 15:10

_id acadia18_394
id acadia18_394
authors Adel, Arash; Thoma, Andreas; Helmreich, Matthias; Gramazio, Fabio; Kohler, Matthias
year 2018
title Design of Robotically Fabricated Timber Frame Structures
doi https://doi.org/10.52842/conf.acadia.2018.394
source ACADIA // 2018: Recalibration. On imprecisionand infidelity. [Proceedings of the 38th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-0-692-17729-7] Mexico City, Mexico 18-20 October, 2018, pp. 394-403
summary This paper presents methods for designing nonstandard timber frame structures, which are enabled by cooperative multi-robotic fabrication at building-scale. In comparison to the current use of automated systems in the timber industry for the fabrication of plate-like timber frame components, this research relies on the ability of robotic arms to spatially assemble timber beams into bespoke timber frame modules. This paper investigates the following topics: 1) A suitable constructive system facilitating a just-in-time robotic fabrication process. 2) A set of assembly techniques enabling cooperative multi-robotic spatial assembly of bespoke timber frame modules, which rely on a man-machine collaborative scenario. 3) A computational design process, which integrates architectural requirements, fabrication constraints, and assembly logic. 4) Implementation of the research in the design and construction of a multi-story building, which validates the developed methods and highlights the architectural implications of this approach.
keywords full paper, fabrication & robotics, generative design, computation, timber architecture
series ACADIA
type paper
email
last changed 2022/06/07 07:54

_id 6433
authors Agranovich-Ponomarieva, E. and Litvinova, A.
year 1998
title The "Real Space - Cyberspace" Paradigm
source Cyber-Real Design [Conference Proceedings / ISBN 83-905377-2-9] Bialystock (Poland), 23-25 April 1998, pp. 141-145
summary In a chain of "real - perceived - imagined space" the computer reduces to a uniform model of only real and imagined space. It cannot undertake man's function or it cannot build the perception model. However, perception assumes physiological perception, psychological estimation and understanding, and emotional ho-experience. For a person the seizing of space during perception is constructing temporary spatial images and their development. The communicative relations of the person with environment are established during revealing internal and external structural communications and the interior represents the message, unwrapped in space and perceived in time. The real space is formed under influence of the sum of conceptual restrictions. The character of these restrictions depends on a super idea, a type of an initial situation, character of installations and on social-cultural stereotypes of the author. Without this stage transition to real architectural object is impossible. Result of activity of an architect at this stage becomes creation hypothetical cyberspace, with its own peculiarities and laws.
series plCAD
last changed 1999/04/08 17:16

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