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 1071
authors Asanowicz, Aleksander
year 1999
title Evolution of Computer Aided Design: Three Generations of CAD
doi https://doi.org/10.52842/conf.ecaade.1999.094
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 94-100
summary This paper describes the three generations of CAD systems. The first generation of (primarily analytical) computer programmes really aided designing. These programmes were the tools for finding a functional solution in different areas of designing, from flat plans to the space organisation of a hospital. One of the shortcomings of these programmes was the lack of graphic interface. With time, however, this kind of interface was developed. As a result of this second generation of CAD systems the computer was transformed into a drafting machine and CAD meant Computer Aided Drafting. The main thesis of this consideration is that only now we have the chance to return to the idea of Computer Aided Design. One of the examples of these trends is the AVOCAAD programme in which Added Value of CAAD is analysed. The development of the third generation of CAD systems will be possible in the near future. Aiding the process of designing will demand the elaboration of new methods of using the computer at the early stages of this process. The computer should be used not for generating variants of functional solutions only but for also for the creation of 3D forms by 3D sketching. For this, the computer should be transformed from a tool into a medium; only then will designing become true Designing in Cyber Space.
keywords Generations of CAAD, Design Process, Creation, Medium
series eCAADe
email
last changed 2022/06/07 07:54

_id 6480
authors Asanowicz, Aleksander
year 1999
title Computer in Creation of Architectural Form
source AVOCAAD Second International Conference [AVOCAAD Conference Proceedings / ISBN 90-76101-02-07] Brussels (Belgium) 8-10 April 1999,pp. 131-142
summary This paper considers graphic methods of presentation of ideas 'in the creation of architectural forms' and evolution of these methods, determined by the implementations of information technology. Drawings have been the main medium of expression since Leonardo da Vinci to the present-day. Graphic communication has always been treated as a main design tool, both - at the ending stage of design and at the early design stage. Implementation of computers in design doe not change this situation. The entire design process proceeds in a traditional way. While searching for the idea we use hand sketches and, after this, technical drawings are draught on a plotter, which replaces a drawing pen. Using computers at the early design stages encounters serious difficulties. The main thesis of this paper is that hardware and software inadequacy is not the problem, the problem is in the inadequacy of the design methods. This problem is to be reconceived as what a person can do with a program, rather than what is the capacity of a program. Contemporary computer techniques allow us to put an equation mark between the searching for idea, visualisation and its realisation in virtual space. This paper presents Sketching by scanning - an experimental method of using computer hardware and software for stimulating of searching of architectural's form.
series AVOCAAD
email
last changed 2005/09/09 10:48

_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 d267
authors Verbeke, J. Provoost, T., Verleye, J., Nys, K., Van Zutphen, R., Achten, H., Turksma, A., Pittioni, G., Asanowicz, A., Jakimowicz A. and Af Klercker, J.
year 1999
title AVOCAAD, The Experience
doi https://doi.org/10.52842/conf.ecaade.1999.244
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 244-251
summary The Leonardo da Vinci project AVOCAAD (Added Value of Computer Aided Architectural Design) aims at stimulating creative and experimental use of computers in the field of Architecture and Construction by the use of new technologies. For this purpose, a large set of exercises and exercise materials was developed and is now available through an interactive web-site. This allows regular students as well as architects in practice to continuously seek for a more interesting and inspiring use of computers and IC-technology, adding value in their own field of interest and work. The interactive web-site generates a virtual forum for exchange of ideas. The AVOCAAD partners as well as the newly joined partners are currently using and testing the available teaching materials (exercises, foreground and background information) with students. Moreover a small design exercise in the context of the project has been the theme of a workshop held at the AVOCAAD 1999 conference. Students and architects were asked to create a design in a predefined space based on experimental architectural music. This paper intends to report on the experiences we gained in using the interactive web-site, the exercises and also doing the workshop. We will address the pedagogical implications of issues like learning environment, continuous and distance learning, and focus on their impact towards CAAD curricula. Examples and results will illustrate the general framework.
keywords AVOCAAD, CAAD, Creativity, LLL, ODL
series eCAADe
email
more http://www.avocaad.org
last changed 2022/06/07 07:58

_id 168e
authors Verbeke, J., Provoost, T., Verleye, J., Nys, K., Van Zutphen, R., Achten, H., Turksma, A., Pittioni, G., Asanowicz, A., Jakimowicz, A. and Af Klercker, J.
year 1999
title AVOCAAD
source AVOCAAD Second International Conference [AVOCAAD Conference Proceedings / ISBN 90-76101-02-07] Brussels (Belgium) 8-10 April 1999, pp. 9-24
summary The Leonardo da Vinci pilot project AVOCAAD (Added Value of Computer Aided Architectural Design) aims to innovate the use of computers in architecture. Hereto, new course materials and structures are developed. Focus is on new unusual ways to use software in Architecture. In this paper, we first describe the context using the general AVOCAAD statement. In order to give structure to the developed materials, a scheme was developed. This AVOCAAD scheme is given and described. In order to innovate in the architectural curriculum as well as in design offices, exercise materials will be available through the Internet. Hereto, a web- structure for the exercises was developed.
keywords Creativity, Innovation, Exercise Materials, WWW
series AVOCAAD
last changed 2005/09/09 10:48

_id c204
authors Aleksander Asanowicz
year 1996
title Teaching and Learning - Full Brainwash
doi https://doi.org/10.52842/conf.ecaade.1996.051
source Education for Practice [14th eCAADe Conference Proceedings / ISBN 0-9523687-2-2] Lund (Sweden) 12-14 September 1996, pp. 51-54
summary We often speak of changes in design process due to an application of computers. But in my opinion we more often rather speak of lack of changes. Lets hope that some day we will be able to witness full integrity and compatibility of design process and tools applied in it. Quite possible such an integrity may occur in the cyberspace. Nevertheless before that could happen some changes within the teaching methods at faculties of architecture, where despite great numbers of computer equipment used, the students are still being taught as in the XIX century. In terms of achieved results it proves ineffective because application of chalk and blackboard only will always loose to new media, which allow visual perception of dinosaurs in Jurassic Park. Our civilisation is the iconographic one. And that is why teaching methods are about to change. An application of computer as simply a slide projector seems to be way too expensive. New media demands new process and new process demands new media. Lets hope that could be achieved in cyberspace as being a combination of: classic ways of teaching, hypertext, multimedia, virtual reality and a new teaching methodology (as used in Berlitz English School - full brainwash). At our faculty several years ago we experimentally undertook and applied an Integrated Design Teaching Method. A student during design process of an object simultaneously learnt all aspects and functions of the object being designing i.e.: its structure, piping and wiring, material cost and even historic evolution of its form and function. Unfortunately that concept was too extravagant as for the seventies in our reality. At present due to wide implementation of new media and tools in design process we come to consider reimplementation of IDTM again.
series eCAADe
email
last changed 2022/06/07 07:54

_id avocaad_2001_18
id avocaad_2001_18
authors Aleksander Asanowicz
year 2001
title The End of Methodology - Towards New Integration
source AVOCAAD - ADDED VALUE OF COMPUTER AIDED ARCHITECTURAL DESIGN, Nys Koenraad, Provoost Tom, Verbeke Johan, Verleye Johan (Eds.), (2001) Hogeschool voor Wetenschap en Kunst - Departement Architectuur Sint-Lucas, Campus Brussel, ISBN 80-76101-05-1
summary The present paper is devoted to the deliberation on the genesis and development of designing from the point of view of the potential use of computers in the process. Moreover, it also presents the great hopes which were connected with the use of the systematic designing methods in the 1960’s, as well as the great disappointment resulting from the lack of concrete results. At this time a great deal of attention was paid to the process of design as a branch of a wider process of problem-solving. Many people believed that the intuitive methods of design traditionally used by architects were incapable of dealing with the complexity of the problems to be solved. Therefore, the basic problem was the definition of a vertical structure of the designing process, which would make it possible to optimise each process of architectural design. The studies of design methodology directed at the codification of the norms of actions have not brought about any solutions which could be commonly accepted, as the efforts to present the designing process as a formally logical one and one that is not internally “uncontrary” from the mathematical point of view, were doomed to fail. Moreover, the difficulties connected with the use of the computer in designing were caused by the lack of a graphic interface, which is so very characteristic of an architect’s workshop. In result, the methodology ceased to be the main area of the architect’s interest and efforts were focused on facilitating the method of the designer’s communication with the computer. New tools were created, which enabled both the automatic generation of diversity and the creation of forms on the basis of genetic algorithms, as well as the presentation of the obtained results in the form of rendering, animation and VRML. This was the end of the general methodology of designing and the beginning of a number of methods solving the partial problems of computer-supported design. The present situation can be described with the words of Ian Stewart as a “chaotic run in all directions”. An immediate need for new integration is felt. Cyber-real space could be a solution to the problem. C-R-S is not a virtual reality understood as an unreal world. Whilst VR could be indeed treated as a sort of an illusion, C-R-S is a much more realistic being, defining the area in which the creative activities are taking place. The architect gains the possibility of having a direct contact with the form he or she is creating. Direct design enables one to creatively use the computer technology in the designing process. The intelligent system of recognising speech, integrated with the system of virtual reality, will allow to create an environment for the designer – computer communication which will be most natural to the person. The elimination of this obstacle will facilitate the integration of the new methods into one designing environment. The theoretical assumptions of such an environment are described in the present paper.
series AVOCAAD
email
last changed 2005/09/09 10:48

_id 0c91
authors Asanowicz, Aleksander
year 1997
title Computer - Tool vs. Medium
doi https://doi.org/10.52842/conf.ecaade.1997.x.b2e
source Challenges of the Future [15th eCAADe Conference Proceedings / ISBN 0-9523687-3-0] Vienna (Austria) 17-20 September 1997
summary We have arrived an important juncture in the history of computing in our profession: This history is long enough to reveal clear trends in the use of computing, but not long to institutionalize them. As computers peremate every area of architecture - from design and construction documents to project administration and site supervision - can “virtual practice” be far behind? In the old days, there were basically two ways of architects working. Under stress. Or under lots more stress. Over time, someone forwarded the radical motion that the job could be easier, you could actually get more work done. Architects still have been looking for ways to produce more work in less time. They need a more productive work environment. The ideal environment would integrate man and machine (computer) in total harmony. As more and more architects and firms invest more and more time, money, and effort into particular ways of using computers, these practices will become resistant to change. Now is the time to decide if computing is developing the way we think it should. Enabled and vastly accelerated by technology, and driven by imperatives for cost efficiency, flexibility, and responsiveness, work in the design sector is changing in every respect. It is stands to reason that architects must change too - on every level - not only by expanding the scope of their design concerns, but by altering design process. Very often we can read, that the recent new technologies, the availability of computers and software, imply that use of CAAD software in design office is growing enormously and computers really have changed the production of contract documents in architectural offices.
keywords Computers, CAAD, Cyberreal, Design, Interactive, Medium, Sketches, Tools, Virtual Reality
series eCAADe
email
more http://info.tuwien.ac.at/ecaade/proc/asan/asanowic.htm
last changed 2022/06/07 07:50

_id ecaade2011_021
id ecaade2011_021
authors Asanowicz, Aleksander
year 2011
title Digital “serial vision” - new approach in urban composition teaching
doi https://doi.org/10.52842/conf.ecaade.2011.716
source RESPECTING FRAGILE PLACES [29th eCAADe Conference Proceedings / ISBN 978-9-4912070-1-3], University of Ljubljana, Faculty of Architecture (Slovenia) 21-24 September 2011, pp.716-724
summary The paper discusses the following problem: How can digital technology are integrated with urban composition teaching to provide a better understanding of the aesthetical and emotional aspects of the city? It argues for the current need for an integration of computer modelling and the approaches developed form the work of K. Lynch, G. Cullen, R. Krier, F. Ching. The paper is based on the experience in design studio teaching and an experiment completed with students. The exercise shows the students that different spatial organization may cause different emotions according to the treatment of space-defining elements. The paper presents the background and context as well as describes the experimental environment and the student work.
wos WOS:000335665500083
keywords Urban composition; serial vision; computer animation
series eCAADe
email
last changed 2022/05/01 23:21

_id ecaade2012_39
id ecaade2012_39
authors Asanowicz, Aleksander
year 2012
title Design: Analogue, Digital, and Somewhere in Between
doi https://doi.org/10.52842/conf.ecaade.2012.2.273
source Achten, Henri; Pavlicek, Jiri; Hulin, Jaroslav; Matejovska, Dana (eds.), Digital Physicality - Proceedings of the 30th eCAADe Conference - Volume 2 / ISBN 978-9-4912070-3-7, Czech Technical University in Prague, Faculty of Architecture (Czech Republic) 12-14 September 2012, pp. 273-280
summary The problem considered in this paper is: “In what way do we design?” This paper concentrates on the early creative stages of the design process during which the designer gradually gathers the information about the problem, applying appropriate rules, tools and media. If the tools are chosen as a starting point of consideration, designing may be analysed as manual or digital. If we chose the medium - design may be considered as physical or virtual. The main thesis of this paper is that designing proceeds somewhere in between. “Somewhere in between” means the space where manual, digital, virtual are mixing, overlapping, and transforming one into the other. As a case study the process of designing of blurred function object is presented. In this experimental design studio we paid particular attention to the design process and we searched for the answer to the following questions: how to find an idea (what tools/media are helpful), how to express, fi x and transform that idea? In the paper the examples of students’ work will be presented and discussed.
wos WOS:000330320600027
keywords Creativity; digital design methods; mixed methods of design
series eCAADe
email
last changed 2022/06/07 07:54

_id b914
authors Asanowicz, Aleksander and Asanowicz, Katarzyna
year 1995
title Designing, CAD and CAD
source CAD Space [Proceedings of the III International Conference Computer in Architectural Design] Bialystock 27-29 April 1995, pp. 181-192
summary The general aim of our discussion is to analyze what has been changed in design process according to introducing the computers technology. For the better understanding of the design process evolution, we should precisely define start point - the traditional design process.Let's treat it as an iteration game between a designer and user. If we assume that the designing base is a reductive strategy, we can define six stages of it: 1.) To define a need; 2.) To formulate a task; 3.) To synthesize a design proposals; 4.) To analyze and optimize; 5.) To make a presentation. // The last stage - the presentation of designing proposals is the main factor of using computers in design process and creating definition of CAD as Computer Aided Drafting. According to this interpretation CAD has included four groups of activities: A.) Geometrical modelling; B.) Analysis; C.) Revision and estimation of design proposals; D.) Technical drawing preparing. // Unfortunately it has no connections with another meaning of CAD - Computer Aided Design because concerns every stage of design process except of creation of architectural form. On the other hand, computer enables us to improve the design process by permanent perception of designing forms and dynamic control over the transforming structure. Nowadays thanks to full-function sketching workstation and software like Fractal Design Painter a computer can be useful from the moment when the first line is drawing. It is possible, that the new generation of CAD software - CAD with Personality which connects computer models with picture transformation will enable CAD to be Computer Aided Design.
series plCAD
email
last changed 2000/01/24 10:08

_id 8d52
authors Asanowicz, Aleksander and Jakimowicz, Adam (Eds.)
year 1996
title Approaches to Computer Aided Architectural Composition
source ISBN 83-905377-1-0, 1996, 234 p.
summary We have a pleasure to present a book of texts related to computer use in the field of architectural composition, showing its various aspects. As the field of composition is very wide - the papers represent also a wide spectrum of interests and approaches to Computer Aided Architectural Composition: from formal experiments, based either on mathematics or intuition, through educational and design methods, examples from architectural practice, computer based analytical systems to a new (and revolutionary) evolutionary model of design. We are sure that this publication occurs useful and interesting to all involved in Computer Aided Architectural Design, especially that it consists of papers of outstanding scientists in the field of CAD and design as well as articles of young researchers.
series other
last changed 1999/04/08 17:16

_id 438c
authors Asanowicz, Aleksander and Jakimowicz, Adam (Eds.)
year 1998
title Cyber-Real Design
source 5th International Conference on Computers in Architectural Design / ISBN 83-905377-2-9] Bialystock (Poland), 23-25 April 1998, 262 p.
series plCAD
email
last changed 2003/05/17 10:01

_id 89de
authors Asanowicz, Aleksander and Sawicky, Bogumil (Eds.)
year 1996
title CAD Creativeness
source 4th International Conference on Computers in Architectural Design / ISBN 83-905377-0-2] Bialystock (Poland), 25-27 April 1996, 299 p.
series plCAD
email
last changed 2003/05/17 10:01

_id 411e
authors Asanowicz, Aleksander
year 1993
title Designing is Information and Emotion
doi https://doi.org/10.52842/conf.ecaade.1993.x.n0i
source [eCAADe Conference Proceedings] Eindhoven (The Netherlands) 11-13 November 1993
summary It could be stated that designing is a procedure of working out the problems. The point of that procedure is to transform the input data (information about what is demanded) into the system documentation (thing) accomplishing the task. While designing we would like to reach our goal in a certain (reliable) way.
series eCAADe
email
last changed 2022/06/07 07:50

_id ca51
authors Asanowicz, Aleksander
year 1994
title CAFE: Composition for Architects - Forms and Emotions
doi https://doi.org/10.52842/conf.ecaade.1994.x.l3s
source The Virtual Studio [Proceedings of the 12th European Conference on Education in Computer Aided Architectural Design / ISBN 0-9523687-0-6] Glasgow (Scotland) 7-10 September 1994, pp. 249
summary In the architectural creation process there has always been an inclination to improve the methods of designing in the way of ,,objectivization" of designing process. Objectivization which would explain why we do design in this way and not the other. In spite of the trend to the total objectivization (Vitruvius, Alberti, Palladio), the results appeared to be still subjective, i.e. they included methods of designing typical of the one and only architect. This fact made them completely useless in the designing practice. On the other hand one cannot underestimate their meaning as to this very practice. Because it is just thanks to them that the development of designing studies has taken place. We do learn not only watching works of great architects, but also studying their opinions concerning problems of form, function and construction. That is why it seems to be useful to collect experiences concerning the classic theory of architectural composition, which have been gathered through centuries, as well as to try once again to objectivize the process. Composition information arranged in the form of data-base would create the ground for proper functioning of an expert system uniting diagnostic and planning functions. Study of that kind, not claiming design applications could be an excellent educational equipment in teaching architectural composition. In the proposed teaching system attempts have been made to look at the architectural composition theory in the light of the perception of the form, and - emerging in this process - emotional and aesthetic evaluations. In order to define which evaluations have been most often expressed during the perception process of architectural forms, the students of Architecture Faculty in Bialystok Technical University have been polled on the subject: ,,Which words are most commonly used in the descriptions of architecture works?"

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

_id 2a49
authors Asanowicz, Aleksander
year 1995
title Multimedia Versus Ugliness of the City
doi https://doi.org/10.52842/conf.ecaade.1995.389
source Multimedia and Architectural Disciplines [Proceedings of the 13th European Conference on Education in Computer Aided Architectural Design in Europe / ISBN 0-9523687-1-4] Palermo (Italy) 16-18 November 1995, pp. 389-394
summary This paper presents a method of using multimedia techniques in order to solve problems of visual pollution of city environment. It is our observation that human - inducted degradation of city environmental results not only from neglect and vandalism but also from well - intentioned but inappropriate preservation actions by uninformed designers and local administrations. Very often, a local municipality administration permit to erect an ugly, bad-fitting surroundings houses. It is usually connected with lack of informations about certain areas of a city, its features, characteristic and about present and earlier buildings. Therefore there was an experiment - a complex programme aiding the decision process as a part of the CAMUS system (Computer Aided Management of Urban Structure) which is created at Faculty of Architecture TUB. One of the integral parts of it is a block, which has been called "How would it be like to be nice around". One of the basic elements of that system is a town data base consisting of the independent knowledge - based systems, working together in a distributed computing environment. City administration will have access to each information from multimedia data-base. Multimedia is also having and impact on the effectiveness of decision process in urban planning and in our fight with ugliness of the city.

series eCAADe
email
more http://dpce.ing.unipa.it/Webshare/Wwwroot/ecaade95/Pag_46.htm
last changed 2022/06/07 07:54

_id 0ce7
authors Asanowicz, Aleksander
year 1996
title Design, Creativity and CAAD
source CAD Creativeness [Conference Proceedings / ISBN 83-905377-0-2] Bialystock (Poland), 25-27 April 1996 pp. 13-20
summary What is designing? Many theories about design, architectural design in particular, describe the design process as a sequence of activities like analysis, synthesis and evaluation.
series plCAD
email
last changed 2003/05/17 10:01

_id 6c97
authors Asanowicz, Aleksander
year 1996
title Using the Computer in Analysis of Architectural Form
source Approaches to Computer Aided Architectural Composition [ISBN 83-905377-1-0] 1996, pp. 25-34
summary One of the most important aspects of the designing process is: the design activity is usually conducted with incomplete information. Another important aspect of designing activity is: designing activity is usually based on past experience. As a matter of fact looking at designers in the early conceptual phases, one thing that appears clear is, instead starting from scratch, they spend a part of their time thinking about existing designing experience, reviewing the literature, and so on. That is why explicit representation of designing knowledge is needed if computers are to be used as the aid of design education and practice. Composition knowledge data base will be helpful during an architectural form analysis process as well. It makes possible to provide answers and explanations as well as allowing to view tutorials illustrating the particular problem. On its basic level such a program will present analysis of architectural objects and abstract forms based on subjective criteria. On its upper level allowing further exploration of various architectural composition attributes, as well as their influence on emotional- aesthetic judgements being formed during the process of analysis the architectural form.
series other
last changed 1999/04/08 17:16

_id 4894
authors Asanowicz, Aleksander
year 1998
title Approach to Computer Implementation in Architectural Curriculum
doi https://doi.org/10.52842/conf.ecaade.1998.004
source Computerised Craftsmanship [eCAADe Conference Proceedings] Paris (France) 24-26 September 1998, pp. 4-8
summary This paper examines traditional teaching methods in architecture and identifies opportunities which are offered by computers for changing the teaching process. Introduction of CAAD to the teaching schedules unquestionably and explicity uncovered a need of changes within the whole schedule of study. In this paper we will submit the thesis that the problem does not lay in how will CAAD be incorporated into the architectural curriculum, because it is the CAAD that has the potential to become an integrating factor of architectural curriculum.
series eCAADe
email
more http://www.paris-valdemarne.archi.fr/archive/ecaade98/html/22asanowicz/index.htm
last changed 2022/06/07 07:54

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