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 3542
authors Cha, M.Y. and Gero, J.S.
year 1998
title Shape pattern recognition using a computable shape pattern representation
source J.S. Gero and F. Sudweeks (eds), Artificial Intelligence in Design '98, Kluwer, Dordrecht, pp. 169-188
summary Properties of shapes and shape patterns are investigated in order to represent shape pattern knowledge for supporting shape pattern recognition. It is based on the notion that shape patterns are classified in terms of similarity of spatial relationships as well as physical properties. Methods for shape pattern recognition are explained and examples from an implementation are presented.
keywords Shape Patterns, Shape Representation
series other
email
last changed 2003/04/06 08:57

_id eac5
authors Damski, J. and Gero, J.S.
year 1998
title Object representation and reasoning using halfplanes and logic
source J.S. Gero and F. Sudweeks (eds), Artificial Intelligence in Design '98, Kluwer, Dordrecht, pp. 107-126
summary Shapes and objects represent important ways with which to perceive and reason about the world. This paper develops a framework which uniformly encompasses both planar and non-planar surfaces to represent graphical objects in three dimensions. Based on the concept of halfspaces this framework allows the representation of volumes as predicates in logic. This representation is applied to demonstrate object concepts associated with reasoning about the topology of objects as individuals as well as groups of objects at the early, conceptual phase of designing. The example shows how both planar and non-planar boundaries of objects are treated uniformly.
keywords Shape Reasoning, Logic Models
series other
email
last changed 2003/04/06 08:59

_id c702
authors Gero, J.S.
year 1998
title Towards a model of designing which includes its situatedness
source H. Grabowski, S. Rude and G. Green (Eds.), Universal Design Theory, Shaker Verlag, Aachen, pp. 47-56
summary This paper takes the F-B-S model and extends it to include the notions of situatedness derived from situated cognition.
keywords F-B-S Model, Situatedness
series other
email
last changed 2003/04/06 09:00

_id 99f2
authors Gero, J.S.
year 1998
title Concept formation in design
source Knowledge-Based Systems 10(7-8): 429-435
summary This paper presents a computationally tractable view on where simple design concepts come from by proposing a paradigm for the formation of design concepts based on the emergence of patterns in the representation of designs. It is suggested that these design patterns form the basis of concepts. These design patterns once learned are then added to the repertoire of known patterns so that they do not need to be learned again. This approach uses the notion called the loosely-wired brain. The paper elaborates this idea primarily through implemented examples drawn from the genetic engineering of evolutionary systems and the qualitative representation of shapes and their multiple representations.
keywords Concept Formation, Pattern Emergence, Representation
series other
email
last changed 2003/04/06 09:00

_id cad3
authors Gero, J.S.
year 1998
title Conceptual designing as a sequence of situated acts
source I. Smith (Ed.), Artificial Intelligence in Structural Engineering, Springer, Berlin, pp. 165-177
summary This paper introduces conceptual designing within an F-B-S framework. It then goes on to describe a number of models of designing before introducing the notions of situatedness and situated acts. The remainder of the paper describes the role of situatedness and situated acts in conceptual designing. It attempts to show that a number of otherwise difficult design phenomena are modelable using situatedness and situated acts. A demonstration example concludes the paper along with some of the research issues this view of designing brings with it.
keywords Conceptual Designing, Situatedness
series other
email
last changed 2003/04/06 09:01

_id e122
authors Park, Soo-Hoon and Gero, John S.
year 1998
title Analysis of Architectural Sketches Using Categorical Shape Knowledge Based on Shape Features
doi https://doi.org/10.52842/conf.caadria.1998.405
source CAADRIA ‘98 [Proceedings of The Third Conference on Computer Aided Architectural Design Research in Asia / ISBN 4-907662-009] Osaka (Japan) 22-24 April 1998, pp. 405-414
summary Shape feature analysis method is suggested as a computational support for the association of pictorial patterns of sketches with design semantics. Geometric patterns have been represented with qualitative scheme which is capable of representing classes for a collection of instances. Similarities to the particular shape feature categories have been measured to compare the sketch instances.
keywords Sketches, Q-Code, Shape Feature, Categorical Shape Knowledge
series CAADRIA
email
more http://www.caadria.org
last changed 2022/06/07 07:59

_id eb16
authors Reffat, Rabee M. and Gero, John S.
year 1998
title Learning About Shape Semantics: A Situated Learning Approach
doi https://doi.org/10.52842/conf.caadria.1998.375
source CAADRIA ‘98 [Proceedings of The Third Conference on Computer Aided Architectural Design Research in Asia / ISBN 4-907662-009] Osaka (Japan) 22-24 April 1998, pp. 375-384
summary Designers recognise or make sense of objects in the context "situations" of other things. Design cannot be predicted and you have to be “at a particular set of states” in order to decide what to do. The inability to determine a priori all design states implies that any design process cannot be pre-planned and design actions cannot be pre-defined. Situated learning is based on the notion that knowledge is contextually situated and is fundamentally influenced by the context in which it is used. We propose a situated learning approach in the domain of architectural shapes design. This paper elaborates the concept of situated learning and demonstrates what it produces in the domain of shape semantics.
keywords Architectural Shape Semantics, Situated Learning, Design Knowledge, Design Situations
series CAADRIA
email
more http://www.caadria.org
last changed 2022/06/07 08:00

_id b548
authors Rosenman, M.A. and Gero, J.S.
year 1998
title CAD modelling in multidisciplinary design domains
source I. Smith (Ed.), Artificial Intelligence in Structural Engineering, Springer, Berlin, pp.335-347
summary In a multidisciplinary design environment, such as the architecture, engineering and construction (AEC) domain, the various designers will have their own views, concepts and representations of design objects, making communication in a CAD environment a complex task. This paper demonstrates that by taking into consideration the concepts of function and purpose such multiple views and representations can be accomodated. The representation of the functional properties of design objects and their purpose is the underlying basis for the formation of different representations and the coordination of these representations. The paper puts forward definitions for function and purpose which allow for the representation of these properties of a design object and for interdisciplinary communication and integration in a CAD environment.
keywords Multiple Views, Representation
series other
email
last changed 2003/04/06 09:02

_id ba1b
authors Schnier, T. and Gero, J.S.
year 1998
title From Frank Lloyd Wright to Mondrian: Transforming evolving representations
source I. Parmee (Ed.), Adaptive Computing in Design and Manufacture, Springer, London, pp. 207-219
summary If a computer is to create designs with the goal of following a certain style it has to have information about this style. Unfortunately, the most often used method of formal representations of style, shape grammars, does not lend itself to automated implementation. However, It has been shown how an evolutionary system with evolving representation can provide an alternative approach that allows a system to learn style knowledge automatically and without the need for an explicit representation. This paper shows how the applicability of evolved representation can be extended by the introduction of transformations of the representation. One such transformation allows mixing of style knowledge, similar to the cross-breeding of animals of different races, with the added possibility of controlling exactly what features are used from which source. This can be achieved through different ways of mixing representations learned from different examples and then using the new, combined representation to create new designs. In a similar manner, information learned in one application domain can be used in a different domain. To achieve this, either the representation or the genotype-phenotype transformation has to be adapted. The same operations also allow mixing of knowledge from different domains. As an example, we show how style information learned from a set of Mondrian paintings can be combined with style information from a Frank Lloyd Wright window design, to create new window designs. Also, we show how the combined style information can then be used to create three-dimensional objects, showing style features similar to the newly designed windows.
keywords Genetic Engineering, Learning
series other
email
last changed 2003/04/06 09:02

_id b9c2
authors Bhavnani, S.K. and John, B.E.
year 1998
title Delegation and Circumvention: Two Faces of Efficiency
source Proceedings of CHI'98 (1998), 273-280
summary Throughout history, inefficient methods to use devices have been replaced by more efficient ones. This shift typically occurs when users discover how to &legate work to the powers of a tool, and to circumvent its liiitations. Strategies of delegation and circumvention, therefore, appear to be the core of efficient use. To show how this approach can expiain the relationship between tools and strategies in complex computer systems, we describe five ways to perform a real-world drawing task with current as well as 5.rture tools. We then present five corresponding GOMS models that demonstrate the value of efficient strategies when compared to the observed behavior of a professional CAD user. We conclude by presenting a generalized framework to characterize efficient strategies and discuss its relevance to design and training.
keywords Strategies; GOMS; Efficiency; Productivity
series other
email
last changed 2003/11/21 15:16

_id 7a20
id 7a20
authors Carrara, G., Fioravanti, A.
year 2002
title SHARED SPACE’ AND ‘PUBLIC SPACE’ DIALECTICS IN COLLABORATIVE ARCHITECTURAL DESIGN.
source Proceedings of Collaborative Decision-Support Systems Focus Symposium, 30th July, 2002; under the auspices of InterSymp-2002, 14° International Conference on Systems Research, Informatics and Cybernetics, 2002, Baden-Baden, pg. 27-44.
summary The present paper describes on-going research on Collaborative Design. The proposed model, the resulting system and its implementation refer mainly to architectural and building design in the modes and forms in which it is carried on in advanced design firms. The model may actually be used effectively also in other environments. The research simultaneously pursues an integrated model of the: a) structure of the networked architectural design process (operators, activities, phases and resources); b) required knowledge (distributed and functional to the operators and the process phases). The article focuses on the first aspect of the model: the relationship that exists among the various ‘actors’ in the design process (according to the STEP-ISO definition, Wix, 1997) during the various stages of its development (McKinney and Fischer, 1998). In Collaborative Design support systems this aspect touches on a number of different problems: database structure, homogeneity of the knowledge bases, the creation of knowledge bases (Galle, 1995), the representation of the IT datum (Carrara et al., 1994; Pohl and Myers, 1994; Papamichael et al., 1996; Rosenmann and Gero, 1996; Eastman et al., 1997; Eastman, 1998; Kim, et al., 1997; Kavakli, 2001). Decision-making support and the relationship between ‘private’ design space (involving the decisions of the individual design team) and the ‘shared’ design space (involving the decisions of all the design teams, Zang and Norman, 1994) are the specific topic of the present article.

Decisions taken in the ‘private design space’ of the design team or ‘actor’ are closely related to the type of support that can be provided by a Collaborative Design system: automatic checks performed by activating procedures and methods, reporting of 'local' conflicts, methods and knowledge for the resolution of ‘local’ conflicts, creation of new IT objects/ building components, who the objects must refer to (the ‘owner’), 'situated' aspects (Gero and Reffat, 2001) of the IT objects/building components.

Decisions taken in the ‘shared design space’ involve aspects that are typical of networked design and that are partially present in the ‘private’ design space. Cross-checking, reporting of ‘global’ conflicts to all those concerned, even those who are unaware they are concerned, methods for their resolution, the modification of data structure and interface according to the actors interacting with it and the design phase, the definition of a 'dominus' for every IT object (i.e. the decision-maker, according to the design phase and the creation of the object). All this is made possible both by the model for representing the building (Carrara and Fioravanti, 2001), and by the type of IT representation of the individual building components, using the methods and techniques of Knowledge Engineering through a structured set of Knowledge Bases, Inference Engines and Databases. The aim is to develop suitable tools for supporting integrated Process/Product design activity by means of a effective and innovative representation of building entities (technical components, constraints, methods) in order to manage and resolve conflicts generated during the design activity.

keywords Collaborative Design, Architectural Design, Distributed Knowledge Bases, ‘Situated’ Object, Process/Product Model, Private/Shared ‘Design Space’, Conflict Reduction.
series other
type symposium
email
last changed 2005/03/30 16:25

_id 6279
id 6279
authors Carrara, G.; Fioravanti, A.
year 2002
title Private Space' and ‘Shared Space’ Dialectics in Collaborative Architectural Design
source InterSymp 2002 - 14th International Conference on Systems Research, Informatics and Cybernetics (July 29 - August 3, 2002), pp 28-44.
summary The present paper describes on-going research on Collaborative Design. The proposed model, the resulting system and its implementation refer mainly to architectural and building design in the modes and forms in which it is carried on in advanced design firms. The model may actually be used effectively also in other environments. The research simultaneously pursues an integrated model of the: a) structure of the networked architectural design process (operators, activities, phases and resources); b) required knowledge (distributed and functional to the operators and the process phases). The article focuses on the first aspect of the model: the relationship that exists among the various ‘actors’ in the design process (according to the STEP-ISO definition, Wix, 1997) during the various stages of its development (McKinney and Fischer, 1998). In Collaborative Design support systems this aspect touches on a number of different problems: database structure, homogeneity of the knowledge bases, the creation of knowledge bases (Galle, 1995), the representation of the IT datum (Carrara et al., 1994; Pohl and Myers, 1994; Papamichael et al., 1996; Rosenmann and Gero, 1996; Eastman et al., 1997; Eastman, 1998; Kim, et al., 1997; Kavakli, 2001). Decision-making support and the relationship between ‘private’ design space (involving the decisions of the individual design team) and the ‘shared’ design space (involving the decisions of all the design teams, Zang and Norman, 1994) are the specific topic of the present article.

Decisions taken in the ‘private design space’ of the design team or ‘actor’ are closely related to the type of support that can be provided by a Collaborative Design system: automatic checks performed by activating procedures and methods, reporting of 'local' conflicts, methods and knowledge for the resolution of ‘local’ conflicts, creation of new IT objects/ building components, who the objects must refer to (the ‘owner’), 'situated' aspects (Gero and Reffat, 2001) of the IT objects/building components.

Decisions taken in the ‘shared design space’ involve aspects that are typical of networked design and that are partially present in the ‘private’ design space. Cross-checking, reporting of ‘global’ conflicts to all those concerned, even those who are unaware they are concerned, methods for their resolution, the modification of data structure and interface according to the actors interacting with it and the design phase, the definition of a 'dominus' for every IT object (i.e. the decision-maker, according to the design phase and the creation of the object). All this is made possible both by the model for representing the building (Carrara and Fioravanti, 2001), and by the type of IT representation of the individual building components, using the methods and techniques of Knowledge Engineering through a structured set of Knowledge Bases, Inference Engines and Databases. The aim is to develop suitable tools for supporting integrated Process/Product design activity by means of a effective and innovative representation of building entities (technical components, constraints, methods) in order to manage and resolve conflicts generated during the design activity.

keywords Collaborative Design, Architectural Design, Distributed Knowledge Bases, ‘Situated’ Object, Process/Product Model, Private/Shared ‘Design Space’, Conflict Reduction.
series other
type symposium
email
last changed 2012/12/04 07:53

_id 40db
authors Chambers, Tom and Wood, John B.
year 1998
title Information Technology in the Building Design Engineering Studio
doi https://doi.org/10.52842/conf.ecaade.1998.026
source Computerised Craftsmanship [eCAADe Conference Proceedings] Paris (France) 24-26 September 1998, pp. 26-30
summary This paper reports on the activities of CADET in the design studio environment and in a variety of community contexts with the objective of developing a strategy for teaching design within the context of design, art, architecture and engineering. It begins with an outline of earlier design projects, in a variety of traditional media and in CAAD at several levels within the Undergraduate programme at the University of Strathclyde together with community organisations. It then outlines a model with a number of strands that explore the principles of visual communication which are fundamental to both the development and communication of design ideas. The report will place these activities in the context of developments in education and the wider sphere of cultural heritage, which ultimately inform understanding and knowledge of our architectural and design heritage. It will highlight and explore some important ideas that inform our judgment of aesthetic forms and refer students to relevant texts and precedents in art, design, engineering and architecture.
series eCAADe
more http://www.paris-valdemarne.archi.fr/archive/ecaade98/html/29chambers/index.htm
last changed 2022/06/07 07:56

_id caadria2007_659
id caadria2007_659
authors Chen, Zi-Ru
year 2007
title The Combination of Design Media and Design Creativity _ Conventional and Digital Media
doi https://doi.org/10.52842/conf.caadria.2007.x.w5x
source CAADRIA 2007 [Proceedings of the 12th International Conference on Computer Aided Architectural Design Research in Asia] Nanjing (China) 19-21 April 2007
summary Creativity is always interested in many fields, in particular, creativity and design creativity have many interpretations (Boden, 1991; Gero and Maher, 1992, 1993; Kim, 1990; Sternberg, 1988; Weisberg, 1986). In early conceptual design process, designers used large number of sketches and drawings (Purcell and Gero, 1998). The sketch can inspire the designer to increase the creativity of the designer’s creations(Schenk, 1991; Goldschmidt, 1994; Suwa and Tversky, 1997). The freehand sketches by conventional media have been believed to play important roles in processes of the creative design thinking(Goldschmidt, 1991; Schon and Wiggins, 1992; Goel, 1995; Suwa et al., 2000; Verstijnen et al., 1998; Elsas van and Vergeest, 1998). Recently, there are many researches on inspiration of the design creativity by digital media(Liu, 2001; Sasada, 1999). The digital media have been used to apply the creative activities and that caused the occurrenssce of unexpected discovery in early design processes(Gero and Maher, 1993; Mitchell, 1993; Schmitt, 1994; Gero, 1996, 2000; Coyne and Subrahmanian, 1993; Boden, 1998; Huang, 2001; Chen, 2001; Manolya et al. 1998; Verstijinen et al., 1998; Lynn, 2001). In addition, there are many applications by combination of conventional and digital media in the sketches conceptual process. However, previous works only discussed that the individual media were related to the design creativity. The cognitive research about the application of conceptual sketches design by integrating both conventional and digital media simultaneously is absent.
series CAADRIA
email
last changed 2022/06/07 07:50

_id c88d
authors Dave, Bharat and Danahy, John
year 1998
title Virtual Study Abroad and Exchange Studio
doi https://doi.org/10.52842/conf.acadia.1998.100
source Digital Design Studios: Do Computers Make a Difference? [ACADIA Conference Proceedings / ISBN 1-880250-07-1] Québec City (Canada) October 22-25, 1998, pp. 100-115
summary The digital design studio has an area of application where conventional media are incapable of being used; collaboration in learning, design and dialogue with people in places other than where one lives. This distinctive opportunity has lead the authors to explore a form of design brief and virtual design studio (VDS) format not well addressed in the literature. Instead of sharing the same design brief, students in this alternative format design a project in the other students’ city and do not collaborate on the same design. Collaboration with other students takes the form of teaching each other about the city and culture served by the design. The authors discovered these studios produce a focus on site context that serves our pedagogical objectives–a blend of architectural, landscape architectural and urban design knowledge. Their students use a range of commercial CAD and computer supported collaborative work (CSCW) software common to that used in many VDS experiments reported on in the literature. However, this conventional use of technology is contrasted with a second distinctive characteristic of these studios, the use of custom software tools specifically designed to support synchronous and asynchronous three-dimensional model exchange and linked attribute knowledge. The paper analyzes some of the virtual design studio (VDS) work between the Swiss Federal Institute of Technology, the University of Toronto, and the University of Melbourne. The authors articulate a framework of VDS dimensions that structures their teaching and research.

series ACADIA
email
last changed 2022/06/07 07:55

_id ga0021
id ga0021
authors Eacott, John
year 2000
title Generative music composition in practice - a critical evaluation
source International Conference on Generative Art
summary This critical evaluation will discuss 4 computer based musical works which, for reasons I shall explain, I describe as non-linear or generative. The works have been constructed by me and publicly performed or exhibited during a two year period from October 1998 to October 2000. ‘In the beginning…’ interactive music installation, strangeAttraction, Morley Gallery, London. July 1999 ‘jnrtv’ live generative dance music May 1999 to Dec 2000 ‘jazz’ interactive music installation, another strangeAttraction Morley Gallery, London. July 2000-09-26 ‘the street’ architectural interactive music installation, University of Westminster Oct 2000 Introduction I have always loved the practice of composing, particularly when it means scoring a work to be played by a live ensemble. There is something about taking a fresh sheet of manuscript , ruling the bar lines, adding clefs, key and time signatures and beginning the gradual process of adding notes, one at a time to the score until it is complete that is gratifying and compensates for the enormous effort involved. The process of scoring however is actually one distinct act within the more general task of creating music. Recently, the notion of ‘composing’ has met challenges through an increased interest in non-linear compositional methods. It is actually the presence of Chaotic or uncontrolable elements which add real beauty to music and many if not all of the things we value. If we think of a sunset, waves lapping on the shore, plants, trees a human face and the sound of the human voice, these things are not perfect and more importantly perhaps, they are transient, constantly changing and evolving. Last year and again this year, I have organised an exhibition of interactive , non-linear music installations called 'strangeAttraction'. The title refers to what Edward Lorenz called a ‘strange attractor’ the phenomenon that despite vast degrees of Chaos and uncertainty within a system, there is a degree of predictability, the tendency for chaotic behaviour to ‘attract’ towards a probable set of outcomes. Composition that deals with 'attractors' or probable outcomes rather than specific details which are set in stone is an increasingly intriguing notion.
series other
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id ga9811
id ga9811
authors Feuerstein, Penny L.
year 1998
title Collage, Technology, and Creative Process
source International Conference on Generative Art
summary Since the turn of the twentieth century artists have been using collage to suggest new realities and changing concepts of time. Appropriation and simulation can be found in the earliest recycled scraps in Cubist collages. Picasso and Braque liberated the art world with cubism, which integrated all planes and surfaces of the artists' subjects and combined them into a new, radical form. The computer is a natural extension of their work on collage. The identifying characteristics of the computer are integration, simultaneity and evolution which are inherent in collage. Further, the computer is about "converting information". There is something very facinating about scanning an object into the computer, creating a texture brush and drawing with the object's texture. It is as if the computer not only integrates information but different levels of awareness as well. In the act of converting the object from atoms to bits the object is portrayed at the same conscious level as the spiritual act of drawing. The speed and malleability of transforming an image on the computer can be compared to the speed and malleability of thought processes of the mind. David Salle said, "one of the impulses in new art is the desire to be a mutant, whether it involves artificial intelligence, gender or robotic parts. It is about the desire to get outside the self and the desire to trandscend one's place." I use the computer to transcend, to work in different levels of awareness at the same time - the spiritual and the physical. In the creative process of working with computer, many new images are generated from previous ones. An image can be processed in unlimited ways without degradation of information. There is no concept of original and copy. The computer alters the image and changes it back to its original in seconds. Each image is not a fixed object in time, but the result of dynamic aspects which are acquired from previous works and each new moment. In this way, using the computer to assist the mind in the creative processes of making art mirrors the changing concepts of time, space, and reality that have evolved as the twentieth century has progressed. Nineteenth-century concepts of the monolithic truth have been replaced with dualism and pluralism. In other words, the objective world independent of the observer, that assumes the mind is separate from the body, has been replaced with the mind and body as inseparable, connected to the objective world through our perception and awareness. Marshall Mcluhan said, "All media as extensions of ourselves serve to provide new transforming vision and awareness." The computer can bring such complexities and at the same time be very calming because it can be ultrafocused, promoting a higher level of awareness where life can be experienced more vividly. Nicholas Negroponte pointed out that "we are passing into a post information age, often having an audience of just one." By using the computer to juxtapose disparate elements, I create an impossible coherence, a hodgepodge of imagery not wholly illusory. Interestingly, what separates the elements also joins them. Clement Greenberg states that "the collage medium has played a pivotal role in twentieth century painting and sculpture"(1) Perspective, developed by the renaissance archetect Alberti, echoed the optically perceived world as reality was replaced with Cubism. Cubism brought about the destruction of the illusionist means and effects that had characterized Western painting since the fifteenth century.(2) Clement Greenberg describes the way in which physical and spiritual realities are combined in cubist collages. "By pasting a piece of newspaper lettering to the canvas one called attention to the physical reality of the work of art and made that reality the same as the art."(3) Before I discuss some of the concepts that relate collage to working with computer, I would like to define some of the theories behind them. The French word collage means pasting, or gluing. Today the concept may include all forms of composite art and processes of photomontage and assemblage. In the Foreword on Katherine Hoffman's book on Collage Kim Levin writes: "This technique - which takes bits and pieces out of context to patch them into new contexts keeps changeng, adapting to various styles and concerns. And it's perfectly apt that interpretations of collage have varied according to the intellectual inquiries of the time. From our vantage point near the end of the century we can now begin to see that collage has all along carried postmodern genes."(4) Computer, on the other hand is not another medium. It is a visual tool that may be used in the creative process. Patrick D. Prince's views are," Computer art is not concrete. There is no artifact in digital art. The images exist in the computer's memory and can be viewed on a monitor: they are pure visual information."(5) In this way it relates more to conceptual art such as performance art. Timothy Binkley explains that,"I believe we will find the concept of the computer as a medium to be more misleading than useful. Computer art will be better understood and more readily accepted by a skeptical artworld if we acknowledge how different it is from traditional tools. The computer is an extension of the mind, not of the hand or eye,and ,unlike cinema or photography, it does not simply add a new medium to the artist's repertoire, based on a new technology.(6) Conceptual art marked a watershed between the progress of modern art and the pluralism of postmodernism(7) " Once the art is comes out of the computer, it can take a variety of forms or be used with many different media. The artist does not have to write his/her own program to be creative with the computer. The work may have the thumbprint of a specific program, but the creative possibilities are up to the artist. Computer artist John Pearson feels that,"One cannot overlook the fact that no matter how technically interesting the artwork is it has to withstand analysis. Only the creative imagination of the artist, cultivated from a solid conceptual base and tempered by a sophisticsated visual sensitivity, can develop and resolve the problems of art."(8) The artist has to be even more focused and selective by using the computer in the creative process because of the multitude of options it creates and its generative qualities.
series other
email
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id abed
authors Frazer, John Hamilton and Tang, Ming Xi
year 1998
title Development of an Integrated Design System
doi https://doi.org/10.52842/conf.caadria.1998.473
source CAADRIA ‘98 [Proceedings of The Third Conference on Computer Aided Architectural Design Research in Asia / ISBN 4-907662-009] Osaka (Japan) 22-24 April 1998, pp. 473-482
summary The School of Design in the Hong Kong Polytechnic University is developing advanced computer-based design systems by integrating Artificial Intelligence and evolutionary computing techniques with CAD/CAAD systems. Applications embrace architectural and environmental design as well as interior, industrial, fashion, graphic, and photographic design. The integration of the design systems developed in these domains provides a good basis for building a virtual design studio in collaboration with leading design research centres and institutions around the world. This virtual design studio is intended as a powerful computational environment for the integration of Asian cultural values with modern interdisciplinary design technologies.
keywords AI, Generative Techniques, Evolutionary Techniques, Virtual Studio
series CAADRIA
email
more http://www.caadria.org
last changed 2022/06/07 07:50

_id sigradi2007_af13
id sigradi2007_af13
authors Granero, Adriana Edith; Alicia Barrón; María Teresa Urruti
year 2007
title Transformations in the educational system, Influence of the Digital Graph [Transformaciones en el sistema educacional, influencia de la Gráfica Digital]
source SIGraDi 2007 - [Proceedings of the 11th Iberoamerican Congress of Digital Graphics] México D.F. - México 23-25 October 2007, pp. 182-186
summary The educative proposal was based on the summary attained through experiences piled up during the 2 last semester courses, 2/2006-1/2007. This proposal corresponds to a mix of methodology (by personal attendance / by internet). Founding on the Theory of the Game (Eric Berne 1960) and on different theories such as: Multiple intelligences (Haward Gardner 1983), Emotional Intelligence (Peter Salowey and John Mayer 1990, Goleman 1998), Social Intelligence (Goleman 2006), the Triarchy of Intelligence (Stemberg, R.J. 1985, 1997), “the hand of the human power”, it´s established that the power of the voice, that of the imagination, the reward, the commitment and association produce a significant increase of the productivity (Rosabeth Moss Kanter 2000), aside from the constructive processes of the knowledge (new pedagogical concepts constructivista of Ormrod J.E. 2003 and Tim O´Reilly 2004).
series SIGRADI
email
last changed 2016/03/10 09:52

_id b0d2
authors Greenberg, S. and Roseman, M.
year 1998
title Groupware Toolkits for Synchronous Work
source Beaudouin-Lafon, M. (ed.) Computer - Supported Cooperative Work, Trends in Software Series, John Wiley
summary Groupware toolkits let developers build applications for synchronous and distributed computer-based conferencing. This chapter describes four components that we believe toolkits must provide. A run-time architecture automatically manages the creation, interconnection, and communications of both centralized and distributed processes that comprise conference sessions. A set of groupware programming abstractions allows developers to control the behaviour of distributed processes, to take action on state changes, and to share relevant data. Groupware widgets let interface features of value to conference participants be added easily to groupware applications. Session managers let people create and manage their meetings and are built by developers to accommodate the group's working style. We illustrate the many ways these components can be designed by drawing on our own experiences with GroupKit, and by reviewing approaches taken by other toolkit developers.
series other
last changed 2003/04/23 15:50

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