CumInCAD is a Cumulative Index about publications in Computer Aided Architectural Design
supported by the sibling associations ACADIA, CAADRIA, eCAADe, SIGraDi, ASCAAD and CAAD futures

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Hits 1 to 20 of 1115

_id ddss2004_ra-99
id ddss2004_ra-99
authors Göttig, R., J. Newton, and S. Kaufmann
year 2004
title A COMPARISON OF 3D VISUALIZATION TECHNOLOGIES AND THEIR USER INTERFACES WITH DATA SPECIFIC TO ARCHITECTURE
source Van Leeuwen, J.P. and H.J.P. Timmermans (eds.) Recent Advances in Design & Decision Support Systems in Architecture and Urban Planning, Dordrecht: Kluwer Academic Publishers, ISBN: 1-4020-2408-8, p. 99-111
summary Contemporary advanced virtual reality systems use different stereoscopic 3D visualization technologies. In this study, VR systems from one projection wall up to VR systems with six projection walls have been evaluated. Besides the optical properties tested with architectural 3D models, the user interfaces have been analyzed with reference to exact and intuitive control abilities. Additionally, the workflow of an early architectural design process with CAAD generated 3D models and VR visualization techniques was analyzed. It turns out that current VR systems exhibit shortcomings in visual and spatial representations, as well as tools for an early design process.
keywords 3D-Systems, Virtual Reality, Powerwall, Holobench, HMD, CAVE, User Interfaces, Visual Display Qualities, Design Process
series DDSS
type normal paper
last changed 2004/07/03 23:02

_id 513caadria2004
id 513caadria2004
authors Jaeho Ryu, Naoki Hashimoto, Shoichi Hasegawa, Makoto Sato
year 2004
title Multi-Projection Display System D-Vision for Architectural Design Evaluation
doi https://doi.org/10.52842/conf.caadria.2004.901
source CAADRIA 2004 [Proceedings of the 9th International Conference on Computer Aided Architectural Design Research in Asia / ISBN 89-7141-648-3] Seoul Korea 28-30 April 2004, pp. 901-910
summary This is a paper about the introduction of architectural design evaluation application and pre-experience system of walkthrough situation in urban and street design. For this purpose, we developed a new multi-projection display system, D-vision, which has hybrid screens. D-vision is a kind of new virtual environment system that has high immersion and high resolution display performance with multi-modal interfaces. In our system, the user can experience the high sense of presence through the self-walking behavior to move and force feedback manipulation of objects with the high-resolution image created from the tiled-projection system that is composed of twentyfour projectors.
series CAADRIA
email
last changed 2022/06/07 07:52

_id acadia04_100
id acadia04_100
authors Liapi, Katherine
year 2004
title A computer Based System for the Design and Fabrication of Tensegrity Structures
doi https://doi.org/10.52842/conf.acadia.2004.100
source Fabrication: Examining the Digital Practice of Architecture [Proceedings of the 23rd Annual Conference of the Association for Computer Aided Design in Architecture and the 2004 Conference of the AIA Technology in Architectural Practice Knowledge Community / ISBN 0-9696665-2-7] Cambridge (Ontario) 8-14 November, 2004, 100-109
summary Tensegrity structures are composed of tension compression com­ponents, where the compression components (bars) are discontinu­ously enclosed within continuous tensile components (cables). From an engineering point of view, a tensegrity structure is characterized by geometric non-linearity and large displacements under loading. Therefore, its prestressed shape and deformation under loading are the result of the combined effect of the geometric parameters that determine the initial configuration of the structure, the level of pre­stress applied to cables, and the material properties of the compo­nent members of the structure. A method for generating the initial geometric configuration of tensegrity structures composed of tenseg­rity units and a parametric expression of this geometry have already been developed. A novel technology that makes possible the construction of tensegrity structures from the on-site assembly of deployable tensegrity units, which are fur­nished with a simple mechanism that permits bar-elongation, and, as a result, an increase of the prestress applied to the cables of each unit, is also under development. Also under development is a static analysis method that takes into account the above method for prestressing cables. This paper discusses the features of a system that supports the combined geometric and structural design of tensegrity structures, and integrates a graphical interface to display: a) models of initial geometry, b) geometry of the structure after prestress and loading are applied, and c) magnitude of forces applied to the structure’s component members (bars and cables). The system also provides numerical data to be used in component fabrication, and is therefore expected to become a very valuable tool for the design and construction of tensegrity structures.
series ACADIA
last changed 2022/06/07 07:59

_id sigradi2004_400
id sigradi2004_400
authors Madhu C. Dutta
year 2004
title From cybrids to cyborgs: In search of value in scripted virtuality
source SIGraDi 2004 - [Proceedings of the 8th Iberoamerican Congress of Digital Graphics] Porte Alegre - Brasil 10-12 november 2004
summary The juxtaposition of the temporal element on traditional architecture has created the possibility of a non-hierarchical, .nomadic. space (-Deleuze) which calls for an intriguing phenomenological experience of the inhabitants, in relationship to their architectural space. The paper explores some current theories which propagate these ideas of virtual reality/realism in an attempt to understand the contradictions and connections they make with the .tangible. world. Drawing from Kant.s position that .Nothing that is predicated on its real existence is considerable. the author searches for a more universal understanding of what these virtualities want to be- in this era of diluted tactility. The reason for such questions is not an attempt at ad hoc compartmentalization of these ideas, but more to find a place and meaning in the inevitable evolutionary pattern. In conclusion, the author postulates that it is only when these scripted virtualities are conditioned through such frames of reference will they cease to be merely .temporal. spaces.
series SIGRADI
email
last changed 2016/03/10 09:55

_id 2004_238
id 2004_238
authors Mohammad Arefeen Ibrahim, M. Saleh Uddin, So-Yeon Yoon
year 2004
title Mass and Wall: The Representation of Ongoing Change in Relationship
doi https://doi.org/10.52842/conf.ecaade.2004.238
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 238-247
summary Architecture in reality is perceived mainly through the display of space enclosures of different degrees, ranging from complete enclosure to openness. These degrees of enclosure are characterized either by subtle or often exuberant display of interplay between solids and voids. Mass and wall are the key features that play an important role in the formation of any specific relationship that develops between solids and voids. The level of relationship between wall and mass therefore is critical in shaping the overall appearance of the work. As we look back in time, walls were simply used as means of enclosing the space that was to hold specific functions. Here the obvious priority is assigned to the space and the walls are simply enslaved in order of hierarchy. But, as the history of the built environment progressed with time, this pattern of relationship was challenged and being experimented by various architects. The experiments ranged from subtle variations in the thickness of wall with regard to the associated mass, or by emphasizing its existence by the use of varying height, color, texture, etc., or even by separating it from the mass that was believed to be the mother form in earlier days. Instead of being secondary to the space it enclosed, walls started taking the primary role in terms of announcing its existence. This of course is not the only path taken by architects. As always, design concept and approaches vary from one person to the other and so does the ultimate result. This change in the pattern of relationship plays a major role in developing the formal language of contemporary architecture which needs to be acknowledged. The aim of this paper is to identify the distinct deviations in the pattern of relationship between mass and wall by depicting some of the significant works of 20th century. The role of 3D computer modeling and various animation techniques to illustrate these analytical ideas is a highlight of the presentation.
keywords Mass And Wall, 3D Computer Modeling, Animation, Representation
series eCAADe
last changed 2022/06/07 07:58

_id 2004_630
id 2004_630
authors Naai-Jung Shih, Chen-Yan Lin, and Chai-Yuan Liau
year 2004
title A 3D Information System for the Digital Preservation of Historical Architecture
doi https://doi.org/10.52842/conf.ecaade.2004.630
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 630-637
summary The purpose of this study is to build 3D models for the digital preservation of Chinese architecture. A historical architecture, the main hall of the Pao-An Temple, was scanned with a long-range 3D laser scanner. This temple is 19.68 meters wide, 18.2 meters wide, and 15.7 meters high. In total, the exterior and interior were registered into 1958 scans in order to cover the main hall. Scanned point clouds were converted into 3D computer models, sections, and boundary projections. Digital models were used as references for chronological records and comparison. Scanned components included the roof ridge, wood structure, dragon column, and a hanging flower. This research, which was sponsored by the National Science Council, created a two-way construction process, integrated geometric and image data, and established a digital reservation work process. Web pages were made to display 3D color components by using a plug-in to enable browsing of large files.
keywords 3D Laser Scanner; Historical Preservation
series eCAADe
email
last changed 2022/06/07 07:59

_id ddss2004_d-177
id ddss2004_d-177
authors Rafi, A., T. Hoai Nam, K. Jin Woo, and W. Lau
year 2004
title InnotiveBrowser
source Van Leeuwen, J.P. and H.J.P. Timmermans (eds.) Developments in Design & Decision Support Systems in Architecture and Urban Planning, Eindhoven: Eindhoven University of Technology, ISBN 90-6814-155-4, p. 177-191
summary This paper explains the results of a collaborative research project between Multimedia University (Malaysia) and Innotive Corporation (Korea) to manage, design a multimedia archiving system and visualising knowledge for the students or the users in the Faculty of Creative Multimedia, Multimedia University. This research introduces InnotiveBrowser technology, a high performance multimedia display software that enhances the ability of user to search and discover digital content. The unique result of this method is that the images to be viewed are not limited to available RAM, instead the content utilises the available storage directly from the disk (hard drives). In other words, the larger the size of the hard disk, the greater the number of content information can be stored and displayed. This system is employed with Virtual Reality (VR) techniques particularly imparting viewing technology (pixel-ondemand) and navigation strategy to increase the viewing speed of multimedia information in real-time over the Internet, broadband and even via PDA platforms. This research hopes to set the benchmark for multimedia archiving system that can be applied in other CAD, CAAD or most of the design or production-based teaching and learning environment. The early findings of this research have been patented and this paper will demonstrate the research ideas and explain how we implement and customise the technology and content development in the Faculty of Creative Multimedia, Multimedia University.
keywords InnotiveBrowser, Digital Asset Management, Multimedia Archiving, VR Technology
series DDSS
last changed 2004/07/03 22:13

_id ijac20042303
id ijac20042303
authors Ruffle, Simon; Richens, Paul
year 2004
title Stylist and Scaleable – Vector Graphics for All on the Web
source International Journal of Architectural Computing vol. 2 - no. 3, 333-350
summary Raster graphics are ubiquitous on the web, but many architectural and engineering applications would be better served by vector techniques. Scalable Vector Graphics (SVG) is an emerging XML based vector graphics standard from the World Wide Web Consortium, but is not yet implemented in mainstream browsers. We describe a way of using the widely distributed Macromedia Flash Player to display SVG files. The resulting drawings are easy to rescale and restyle within the browser, offer superior printing, and many possibilities for advanced interaction and animation.
series journal
more http://www.multi-science.co.uk/ijac.htm
last changed 2007/03/04 07:08

_id eaea2003_09-soeda
id eaea2003_09-soeda
authors Soeda, M., Ohno, R., Hashimoto, N. and Sato, M.
year 2004
title The Effect of Architectural Elements on Reducing the Oppressive Feeling Caused by High-rise Buildings
source Spatial Simulation and Evaluation - New Tools in Architectural and Urban Design [Proceedings of the 6th European Architectural Endoscopy Association Conference / ISBN 80-227-2088-7], pp. 28-35
summary The authors conducted an experiment to examine the effectiveness of architectural treatments in reducing oppressed feelings caused by high-rise buildings along city streets. To create a virtual experience on the streets, computer graphic images of the streets were projected on an immersive projection display (6.3m x 4.0m) that enabled a wide field of vision, and the image moved according to the subject's walking pace on the stepping sensor placed in front of the display. The results indicated that arcading and installing transparent glass on lower levels of buildings significantly reduced oppressed feelings. The effectiveness of the treatments was found to depend on the extent of the subjects’ visual awareness.
series EAEA
more http://info.tuwien.ac.at/eaea
last changed 2005/09/09 10:43

_id acadia04_046
id acadia04_046
authors Timberlake, James
year 2004
title SmartWrap Pavilion
doi https://doi.org/10.52842/conf.acadia.2004.046
source Fabrication: Examining the Digital Practice of Architecture [Proceedings of the 23rd Annual Conference of the Association for Computer Aided Design in Architecture and the 2004 Conference of the AIA Technology in Architectural Practice Knowledge Community / ISBN 0-9696665-2-7] Cambridge (Ontario) 8-14 November, 2004, 46-49
summary The combination of new materials and digital design has a transformative potential, providing building products and architecture tailored specifically to the clients’ needs and site requirements. This is the essence of the architecture of mass costumisation or personalised production. How can one demonstrate this physically when in essence the product is significantly ahead of current production capabilities? This was the dilemma faced by architects James Timberlake and Stephen Kieran of KieranTimberlake Associates, when asked to design a pavilion for the Cooper-Hewitt National Design Museum in the autumn of 2003. Their response is the SmartWrap Pavilion. The SmartWrap concept will deliver shelter, climate control, lighting, information display and power with a printed and layered polymer composite. The aluminium-framed pavilion is clad in a printed skin based on a combination of polyester and its derivative polyethylene terephthalate (PET), which was developed with DuPont. The pavilion was designed using a single project model, and all the aluminium extrusions of the frame were barcoded. This coding defined their structural and construction properties.
series ACADIA
type normal paper
last changed 2022/06/07 07:56

_id cf2009_poster_19
id cf2009_poster_19
authors Wang, Wie; Xiangyu Wang and (Irene) Rui Chen
year 2009
title Spatial Faithful Display Groupware For Remote Design Collaboration
source T. Tidafi and T. Dorta (eds) Joining Languages Cultures and Visions: CAADFutures 2009 CD-Rom
summary Traditional remote collaboration technologies and platforms are found restrained and cumbersome for supporting geographically dispersed design activities. Based on Single Display Groupware (SDG) (Stewart, Bederson, and Druin, 1999) and Mixed Presence Groupware (MPG) (Tang, Boyle, Greenberg, 2004), a Spatial Faithful Groupware is presented in this paper to address some issues in remote collaboration. This paper discusses some of these limitations and argues how these limitations could possibly impair efficient communication among designers.
keywords Groupware, remote collaboration, spatial faithfulness
series CAAD Futures
type poster
last changed 2009/07/08 22:12

_id 501caadria2004
id 501caadria2004
authors Yen-Liang Wu, Yu-Tung Liu, Ying-Shiu Huang, Peiling Wu, Chien-Hui Wong, Tsung-Hsien Wang, Wanping Gao, Wen-Li Shih
year 2004
title New Interaction of Digital Exhibition - Figures and Spaces
doi https://doi.org/10.52842/conf.caadria.2004.731
source CAADRIA 2004 [Proceedings of the 9th International Conference on Computer Aided Architectural Design Research in Asia / ISBN 89-7141-648-3] Seoul Korea 28-30 April 2004, pp. 731-740
summary The developments of digital media make the exhibition in museum different from the traditional one. According to this case study of the digitalization of sculptures, we attempt to create more interactions between each digitalized sculpture, and to display them in the media of Internet and of the VR CAVE.
series CAADRIA
email
last changed 2022/06/07 07:57

_id 2068
authors Frazer, John
year 1995
title AN EVOLUTIONARY ARCHITECTURE
source London: Architectural Association
summary In "An Evolutionary Architecture", John Frazer presents an overview of his work for the past 30 years. Attempting to develop a theoretical basis for architecture using analogies with nature's processes of evolution and morphogenesis. Frazer's vision of the future of architecture is to construct organic buildings. Thermodynamically open systems which are more environmentally aware and sustainable physically, sociologically and economically. The range of topics which Frazer discusses is a good illustration of the breadth and depth of the evolutionary design problem. Environmental Modelling One of the first topics dealt with is the importance of environmental modelling within the design process. Frazer shows how environmental modelling is often misused or misinterpreted by architects with particular reference to solar modelling. From the discussion given it would seem that simplifications of the environmental models is the prime culprit resulting in misinterpretation and misuse. The simplifications are understandable given the amount of information needed for accurate modelling. By simplifying the model of the environmental conditions the architect is able to make informed judgments within reasonable amounts of time and effort. Unfortunately the simplications result in errors which compound and cause the resulting structures to fall short of their anticipated performance. Frazer obviously believes that the computer can be a great aid in the harnessing of environmental modelling data, providing that the same simplifying assumptions are not made and that better models and interfaces are possible. Physical Modelling Physical modelling has played an important role in Frazer's research. Leading to the construction of several novel machine readable interactive models, ranging from lego-like building blocks to beermat cellular automata and wall partitioning systems. Ultimately this line of research has led to the Universal Constructor and the Universal Interactor. The Universal Constructor The Universal Constructor features on the cover of the book. It consists of a base plug-board, called the "landscape", on top of which "smart" blocks, or cells, can be stacked vertically. The cells are individually identified and can communicate with neighbours above and below. Cells communicate with users through a bank of LEDs displaying the current state of the cell. The whole structure is machine readable and so can be interpreted by a computer. The computer can interpret the states of the cells as either colour or geometrical transformations allowing a wide range of possible interpretations. The user interacts with the computer display through direct manipulation of the cells. The computer can communicate and even direct the actions of the user through feedback with the cells to display various states. The direct manipulation of the cells encourages experimentation by the user and demonstrates basic concepts of the system. The Universal Interactor The Universal Interactor is a whole series of experimental projects investigating novel input and output devices. All of the devices speak a common binary language and so can communicate through a mediating central hub. The result is that input, from say a body-suit, can be used to drive the out of a sound system or vice versa. The Universal Interactor opens up many possibilities for expression when using a CAD system that may at first seem very strange.However, some of these feedback systems may prove superior in the hands of skilled technicians than more standard devices. Imagine how a musician might be able to devise structures by playing melodies which express the character. Of course the interpretation of input in this form poses a difficult problem which will take a great deal of research to achieve. The Universal Interactor has been used to provide environmental feedback to affect the development of evolving genetic codes. The feedback given by the Universal Interactor has been used to guide selection of individuals from a population. Adaptive Computing Frazer completes his introduction to the range of tools used in his research by giving a brief tour of adaptive computing techniques. Covering topics including cellular automata, genetic algorithms, classifier systems and artificial evolution. Cellular Automata As previously mentioned Frazer has done some work using cellular automata in both physical and simulated environments. Frazer discusses how surprisingly complex behaviour can result from the simple local rules executed by cellular automata. Cellular automata are also capable of computation, in fact able to perform any computation possible by a finite state machine. Note that this does not mean that cellular automata are capable of any general computation as this would require the construction of a Turing machine which is beyond the capabilities of a finite state machine. Genetic Algorithms Genetic algorithms were first presented by Holland and since have become a important tool for many researchers in various areas.Originally developed for problem-solving and optimization problems with clearly stated criteria and goals. Frazer fails to mention one of the most important differences between genetic algorithms and other adaptive problem-solving techniques, ie. neural networks. Genetic algorithms have the advantage that criteria can be clearly stated and controlled within the fitness function. The learning by example which neural networks rely upon does not afford this level of control over what is to be learned. Classifier Systems Holland went on to develop genetic algorithms into classifier systems. Classifier systems are more focussed upon the problem of learning appropriate responses to stimuli, than searching for solutions to problems. Classifier systems receive information from the environment and respond according to rules, or classifiers. Successful classifiers are rewarded, creating a reinforcement learning environment. Obviously, the mapping between classifier systems and the cybernetic view of organisms sensing, processing and responding to environmental stimuli is strong. It would seem that a central process similar to a classifier system would be appropriate at the core of an organic building. Learning appropriate responses to environmental conditions over time. Artificial Evolution Artificial evolution traces it's roots back to the Biomorph program which was described by Dawkins in his book "The Blind Watchmaker". Essentially, artificial evolution requires that a user supplements the standard fitness function in genetic algorithms to guide evolution. The user may provide selection pressures which are unquantifiable in a stated problem and thus provide a means for dealing ill-defined criteria. Frazer notes that solving problems with ill-defined criteria using artificial evolution seriously limits the scope of problems that can be tackled. The reliance upon user interaction in artificial evolution reduces the practical size of populations and the duration of evolutionary runs. Coding Schemes Frazer goes on to discuss the encoding of architectural designs and their subsequent evolution. Introducing two major systems, the Reptile system and the Universal State Space Modeller. Blueprint vs. Recipe Frazer points out the inadequacies of using standard "blueprint" design techniques in developing organic structures. Using a "recipe" to describe the process of constructing a building is presented as an alternative. Recipes for construction are discussed with reference to the analogous process description given by DNA to construct an organism. The Reptile System The Reptile System is an ingenious construction set capable of producing a wide range of structures using just two simple components. Frazer saw the advantages of this system for rule-based and evolutionary systems in the compactness of structure descriptions. Compactness was essential for the early computational work when computer memory and storage space was scarce. However, compact representations such as those described form very rugged fitness landscapes which are not well suited to evolutionary search techniques. Structures are created from an initial "seed" or minimal construction, for example a compact spherical structure. The seed is then manipulated using a series of processes or transformations, for example stretching, shearing or bending. The structure would grow according to the transformations applied to it. Obviously, the transformations could be a predetermined sequence of actions which would always yield the same final structure given the same initial seed. Alternatively, the series of transformations applied could be environmentally sensitive resulting in forms which were also sensitive to their location. The idea of taking a geometrical form as a seed and transforming it using a series of processes to create complex structures is similar in many ways to the early work of Latham creating large morphological charts. Latham went on to develop his ideas into the "Mutator" system which he used to create organic artworks. Generalising the Reptile System Frazer has proposed a generalised version of the Reptile System to tackle more realistic building problems. Generating the seed or minimal configuration from design requirements automatically. From this starting point (or set of starting points) solutions could be evolved using artificial evolution. Quantifiable and specific aspects of the design brief define the formal criteria which are used as a standard fitness function. Non-quantifiable criteria, including aesthetic judgments, are evaluated by the user. The proposed system would be able to learn successful strategies for satisfying both formal and user criteria. In doing so the system would become a personalised tool of the designer. A personal assistant which would be able to anticipate aesthetic judgements and other criteria by employing previously successful strategies. Ultimately, this is a similar concept to Negroponte's "Architecture Machine" which he proposed would be computer system so personalised so as to be almost unusable by other people. The Universal State Space Modeller The Universal State Space Modeller is the basis of Frazer's current work. It is a system which can be used to model any structure, hence the universal claim in it's title. The datastructure underlying the modeller is a state space of scaleless logical points, called motes. Motes are arranged in a close-packing sphere arrangement, which makes each one equidistant from it's twelve neighbours. Any point can be broken down into a self-similar tetrahedral structure of logical points. Giving the state space a fractal nature which allows modelling at many different levels at once. Each mote can be thought of as analogous to a cell in a biological organism. Every mote carries a copy of the architectural genetic code in the same way that each cell within a organism carries a copy of it's DNA. The genetic code of a mote is stored as a sequence of binary "morons" which are grouped together into spatial configurations which are interpreted as the state of the mote. The developmental process begins with a seed. The seed develops through cellular duplication according to the rules of the genetic code. In the beginning the seed develops mainly in response to the internal genetic code, but as the development progresses the environment plays a greater role. Cells communicate by passing messages to their immediate twelve neighbours. However, it can send messages directed at remote cells, without knowledge of it's spatial relationship. During the development cells take on specialised functions, including environmental sensors or producers of raw materials. The resulting system is process driven, without presupposing the existence of a construction set to use. The datastructure can be interpreted in many ways to derive various phenotypes. The resulting structure is a by-product of the cellular activity during development and in response to the environment. As such the resulting structures have much in common with living organisms which are also the emergent result or by-product of local cellular activity. Primordial Architectural Soups To conclude, Frazer presents some of the most recent work done, evolving fundamental structures using limited raw materials, an initial seed and massive feedback. Frazer proposes to go further and do away with the need for initial seed and start with a primordial soup of basic architectural concepts. The research is attempting to evolve the starting conditions and evolutionary processes without any preconditions. Is there enough time to evolve a complex system from the basic building blocks which Frazer proposes? The computational complexity of the task being embarked upon is not discussed. There is an implicit assumption that the "superb tactics" of natural selection are enough to cut through the complexity of the task. However, Kauffman has shown how self-organisation plays a major role in the early development of replicating systems which we may call alive. Natural selection requires a solid basis upon which it can act. Is the primordial soup which Frazer proposes of the correct constitution to support self-organisation? Kauffman suggests that one of the most important attributes of a primordial soup to be capable of self-organisation is the need for a complex network of catalysts and the controlling mechanisms to stop the reactions from going supracritical. Can such a network be provided of primitive architectural concepts? What does it mean to have a catalyst in this domain? Conclusion Frazer shows some interesting work both in the areas of evolutionary design and self-organising systems. It is obvious from his work that he sympathizes with the opinions put forward by Kauffman that the order found in living organisms comes from both external evolutionary pressure and internal self-organisation. His final remarks underly this by paraphrasing the words of Kauffman, that life is always to found on the edge of chaos. By the "edge of chaos" Kauffman is referring to the area within the ordered regime of a system close to the "phase transition" to chaotic behaviour. Unfortunately, Frazer does not demonstrate that the systems he has presented have the necessary qualities to derive useful order at the edge of chaos. He does not demonstrate, as Kauffman does repeatedly, that there exists a "phase transition" between ordered and chaotic regimes of his systems. He also does not make any studies of the relationship of useful forms generated by his work to phase transition regions of his systems should they exist. If we are to find an organic architecture, in more than name alone, it is surely to reside close to the phase transition of the construction system of which is it built. Only there, if we are to believe Kauffman, are we to find useful order together with environmentally sensitive and thermodynamically open systems which can approach the utility of living organisms.
series other
type normal paper
last changed 2004/05/22 14:12

_id ga9905
id ga9905
authors Maldonado, Gabriel
year 1999
title Generating digital music with DirectCsound & VMCI
source International Conference on Generative Art
summary This paper concerns two computer-music programs: DirectCsound, a real-time version of the well-known sound-synthesis language Csound, and VMCI, a GUI program that allow the user to control DirectCsound in real-time. DirectCsound allows a total live control of the synthesis process. The aim of DirectCsound project is to give the user a powerful and low-cost workstation in order to produce new sounds and new music interactively, and to make live performances with the computer. Try to imagine DirectCsound being a universal musical instrument. VMCI (Virtual Midi Control Interface) is a program which allows to send any kind of MIDI message by means of the mouse and the alpha-numeric keyboard. It has been thought to be used together with DirectCsound, but it can also be used to control any MIDI instrument. It provides several panels with virtual sliders, virtual joysticks and virtual-piano keyboard. The newer version of the program (VMCI Plus 2.0) allows the user to change more than one parameter at the same time by means of the new Hyper-Vectorial-Synthesis control. VMCI supports seven-bit data as well as higher-resolution fourteen-bit data, all supported by the newest versions of Csound.
series other
email
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id ga9805
id ga9805
authors Stebbing, Peter D.
year 1998
title There is a universal grammar for visual composition!
source International Conference on Generative Art
summary There appears to be little general concensus on what components should be taught on art and design courses in the university sector when introducing students to visual composition. The existing textbooks display a variety of approaches and material confirming this lack of consistency. This paper presents four closely related core components (contrast, rhythm, balance, and proportion) which the author proposes form a generative grammar for visual composition. These components appear not just to underlie art and design but also other areas of human expressive culture ranging across film, dance, sculpture and architecture etc. This visual grammar, or metagrammar, appears to have its biological origins before our evolutionary phase as a hunter/gatherer and appears to be universal.
keywords origins of order in the arts, organic form, visual grammar, epigenetic rules, core components: contrast, rhythm, balance and proportion, visual composition curriculum, art and design education.  
series other
email
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id ddss9484
id ddss9484
authors Sklar, Hinda
year 1994
title Opening Doors at Harvard's Graduate School of Design
source Second Design and Decision Support Systems in Architecture & Urban Planning (Vaals, the Netherlands), August 15-19, 1994
summary Design communication has many forms and employs a wide array of references. Design pedagogy uses a rich body of sources and is informed by deep communication between faculty and student. Advancing technology for distribution and manipulation of digital design media and a pervasive computer network at the Harvard Graduate School of Design provide an ideal environment for investigating new methods of access to design resources. A research initiative called the DOORS project (Design-Oriented On-line Resource System) will make a variety of design reference materials available over the GSD's computer network Potentially, DOORS will provide access to: - the Frances Loeb Library's visual and special collections; - slides, drawings, photographs, videos; - private faculty slide collections; - maps and geographic information systems of text, numeric and other visual databases of three- dimensional computer models; - computer-generated animations and digital video segments with sound of multimedia projects. As early pilot versions of DOORS are released, faculty and students will gather visual information for study and modification, analyze images and models, compare and link design documentation in different formats, develop lectures and make presentations from computers in offices, classrooms, and studio work areas. Emphasis will be placed on flexibility, as this particular tool's success will hinge on its ability to respond to different approaches to design and instruction. DOORS proposes to offer three modalities, browsing, composition and presentation, to enable searching, organizati-on, and display. Using established library standards for record format, subject access and keyword indexing, browsing will offer flexible and diverse search criteria. Composition will provide tools for linking, annotation and manipulation of assembled materials. Individual presentations will be viewed in classrooms, studios or offices. A pilot project to assemble some of the basic technology and expertise required is currently under way. The objective of the pilot is to deliver a slice of material over the GSD's local area network in order to raise awareness of the tool's potential among faculty and students, to evaluate its effectiveness, and to formulate technical specifications for later project phases.
series DDSS
email
last changed 2003/08/07 16:36

_id ecaade2020_120
id ecaade2020_120
authors Ishikawa, Daichi, Fukuda, Tomohiro and Yabuki, Nobuyoshi
year 2020
title A Mixed Reality Coordinate System for Multiple HMD Users Manipulating Real-time Point Cloud Objects - Towards virtual and interactive 3D synchronous sharing of physical objects in teleconference during design study
doi https://doi.org/10.52842/conf.ecaade.2020.1.197
source Werner, L and Koering, D (eds.), Anthropologic: Architecture and Fabrication in the cognitive age - Proceedings of the 38th eCAADe Conference - Volume 1, TU Berlin, Berlin, Germany, 16-18 September 2020, pp. 197-206
summary Teleconferences without travel costs are useful for building a consensus in design. However, conventional teleconferencing using computer displays and web cameras is well known to have performance problems due to the lack of co-presence feeling with remote participants and the difficulty in sharing three dimensional (3D) information intuitively. This research proposes a method to share the mixed reality (MR) coordinate system for multiple head-mounted display (HMD) users manipulating real-time point cloud objects for the virtual and interactive 3D synchronous sharing in teleconferences. In our proposed method, the reference point of the virtual world coordinate system called world anchor and local coordinates of segmented point cloud objects in real-time are shared among HMDs via a server PC to share the same MR coordinate system. Using this method, the result of moving and rotating manipulation using hand gestures for segmented point cloud objects by an HMD user are reflected in the other HMD users. We developed a prototype system and evaluated the performance of the system when multiple users used this system. Future works include adapting this system to multiple RGB-D cameras and the internet environment.
keywords Mixed reality coordinate system; Real-time point clouds; Multiple User Interaction; Teleconference; 3D Synchronous Physical Object Sharing
series eCAADe
email
last changed 2022/06/07 07:50

_id ascaad2004_paper14
id ascaad2004_paper14
authors Abdel Mohsen, Ashraf M.
year 2004
title Future Space Cities@Universe (Digi-City Vision)
source eDesign in Architecture: ASCAAD's First International Conference on Computer Aided Architectural Design, 7-9 December 2004, KFUPM, Saudi Arabia
summary A template for the future city has been carved into the heavens. Ever since the beginning of humankind, we have looked to the sky for the opportunity to make a new start in our imperfect world. Between the stars and the darkness we have imagined utopias beyond the reach of our travel technologies, colonizing space with our fantasies. Now we are in the first stages of an electronic revolution, but in the future 50 years later we will be in a mega-digital era which we have to predict, work and search for the reality of that future. Our planet is recently over loaded with different problems, such as pollution, population, nature disasters. Our vast speed of technology and the curiosity of discovering the invisible, leads to study and find out the nearest Future Space Architecture. With the vast acceleration of technology and digital life, we should start to predict the future architecture on, into or behind the Earth. This paper is one of many perceptions of life and architecture behind the Earth in the digital era, Digi-City Vision.
series ASCAAD
email
last changed 2007/04/08 19:47

_id ascaad2004_paper11
id ascaad2004_paper11
authors Abdelfattah, Hesham Khairy and Ali A. Raouf
year 2004
title No More Fear or Doubt: Electronic Architecture in Architectural Education
source eDesign in Architecture: ASCAAD's First International Conference on Computer Aided Architectural Design, 7-9 December 2004, KFUPM, Saudi Arabia
summary Operating electronic and Internet worked tools for Architectural education is an important, and merely a prerequisite step toward creating powerful tele-collabortion and tele-research in our Architectural studios. The design studio, as physical place and pedagogical method, is the core of architectural education. The Carnegie Endowment report on architectural education, published in 1996, identified a comparably central role for studios in schools today. Advances in CAD and visualization, combined with technologies to communicate images, data, and “live” action, now enable virtual dimensions of studio experience. Students no longer need to gather at the same time and place to tackle the same design problem. Critics can comment over the network or by e-mail, and distinguished jurors can make virtual visits without being in the same room as the pin-up—if there is a pin-up (or a room). Virtual design studios (VDS) have the potential to support collaboration over competition, diversify student experiences, and redistribute the intellectual resources of architectural education across geographic and socioeconomic divisions. The challenge is to predict whether VDS will isolate students from a sense of place and materiality, or if it will provide future architects the tools to reconcile communication environments and physical space.
series ASCAAD
email
last changed 2007/04/08 19:47

_id ascaad2004_paper5
id ascaad2004_paper5
authors Abdelhameed, Wael A.
year 2004
title A Java Program Model for Design-Idea Exploration in Three Dimensions
source eDesign in Architecture: ASCAAD's First International Conference on Computer Aided Architectural Design, 7-9 December 2004, KFUPM, Saudi Arabia
summary Visual Perception of depictions is the basis of the act of imagining employed in visual design thinking of design process, and consequently in design-idea exploration. Digital-media use plays a significantly important role in these exploration processes. The underlying assumption of the research is that Visual Perception affects Design-Idea Exploration processes. The research investigates and sheds more light on the processes of Visual Perception, which architects use in mass exploration of design ideas. The research is a part of a series that presents a Java program based on creating 3d shapes, in order for architects to explore initial shapes related to design ideas. The initial version of the program, which is a part of another research, creates 3d shapes through controlling their dimensions and insertion point. Functions of painting, controlling the light position, and shading are added to the program that is presented in this research. The research discusses Design-Idea Exploration and Visual Perception and their correlation. The added features of the program that is used as a design medium are also presented and linked to the investigated areas.
series ASCAAD
email
last changed 2007/04/08 19:47

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