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 11944

_id a664
authors Samet, Hanan
year 1981
title Connected Component Labeling Using Quadtrees
source Journal of the Association for Computing Machinery. July, 1981. vol. 23: pp. 487-501 : ill. includes bibliography
summary An algorithm is presented for labeling the connectedÔ h)0*0*0*°° ÔŒ components of an image represented by a quadtree. The algorithm proceeds by exploring all possible adjacencies for each node once and only once. As soon as this is done, any equivalences generated by the adjacency labeling phase are propagated. Analysis of the algorithm reveals that its average execution time is of the order O(W+B(logB)), where B and W correspond to the number of blocks comprising the foreground and background, respectively, of the image
keywords algorithms, quadtree, image processing, pattern recognition, representation
series CADline
last changed 1999/02/12 15:09

_id cdrf2023_395
id cdrf2023_395
authors Samim Mehdizadeh, Oliver Tessmann
year 2023
title Animate Concrete: Materialization of Concrete Element Kinetic Assemblies
doi https://doi.org/https://doi.org/10.1007/978-981-99-8405-3_33
source Proceedings of the 2023 DigitalFUTURES The 5st International Conference on Computational Design and Robotic Fabrication (CDRF 2023)
summary Animate Concrete informs building elements for motion and future reuse. This paper gives technical insight into strategies to reconfigure building systems with lightweight and movable concrete elements. Animate Concrete asks, what if architecture becomes an ever-changing system built with lightweight but heavy-looking elements that can move, assemble and disassemble through a gentle human touch? This vision allows for a versatile space, adaptation, and reconfigurability. Animate Concrete furthermore seeks to provide novel strategies to minimize material consumption for building elements by rotoforming thereby significantly reducing the weight of robotically precast concrete elements.
series cdrf
email
last changed 2024/05/29 14:04

_id sigradi2006_p029b
id sigradi2006_p029b
authors Sampaio Nardelli, Eduardo and Vincent, Charles de Castro
year 2006
title Atelier Virtual - relato de uma experiência [Virtual Design Studio - A study case]
source SIGraDi 2006 - [Proceedings of the 10th Iberoamerican Congress of Digital Graphics] Santiago de Chile - Chile 21-23 November 2006, pp. 205-209
summary This work aims to present an educational experiment in VDS – Virtual Design Studio at Faculdade de Arquitetura e Urbanismo da Universidade Presbiteriana Mackenzie, São Paulo, Brasil, as part as the efforts of updating the Information and Communication Technologies – ICTs disciplines of this University. We describe some previous experiment on which we based this one and we detail the structure of our proposal analizing the results we’ve got.
series SIGRADI
email
last changed 2016/03/10 09:59

_id 5bc1
authors Sampaio Nardelli, Eduardo
year 2000
title O Uso do Computador como Ferramenta de Ensino de Projeto de Arquitetura (The Use of Computers as a Tool for Architectural Design Teaching)
source SIGraDi’2000 - Construindo (n)o espacio digital (constructing the digital Space) [4th SIGRADI Conference Proceedings / ISBN 85-88027-02-X] Rio de Janeiro (Brazil) 25-28 september 2000, pp. 355-357
summary The focus of this research is to demonstrate the possibilities of the use of computers on teaching Architectural Project. As faculty member at Mackenzie University we relate our experience, where we utilized scale models for the development of proposals, where it was assumed that the media used for expression of the concepts proposed by students interferes on the final result. Facing this assumption, we imagine that a Bricolage Studio could strongly improve the design classes. Considering the operational difficulties of this idea, we suggest that computer could be an alternative if used in the conceptual stage. So, we would have a Digital Bricolage Studio, where students could experience different visualization and simulation resources which stimulate their creative processes. We tried this experience with students of Faculdade de Belas Artes de S.Paulo and concluded that computer resources are also a way to understand and interpretate the spirit of our time.
series SIGRADI
email
last changed 2016/03/10 09:59

_id sigradi2007_af105
id sigradi2007_af105
authors Sampaio Nardelli, Eduardo
year 2007
title Blobies Buildings and Matias representation [“Blobies Buildings” e a Representação do Matias]
source SIGraDi 2007 - [Proceedings of the 11th Iberoamerican Congress of Digital Graphics] México D.F. - México 23-25 October 2007, pp. 428-431
summary This paper covers an emerging trend in the current architecture practice, so called “Digital Design”, based on a new methodology with an unique theoretical framework, supported by new technologies and able to produce a new class of objects with a high level of complexity asking if this new trend is a legitimate manifestation of the “zeitgeist” able to face other demands which can also be defined as part of the spirit of that age like social exclusion, environmental problems, etc, specially connected with the reality of taking off countries like Brazil, or if it is not more than a sort of transitory fashion of a spectacular architecture.
keywords Architecture; design; digital technology; theory; education
series SIGRADI
email
last changed 2016/03/10 09:59

_id sigradi2011_380
id sigradi2011_380
authors Sampaio Nardelli, Eduardo; Massaru Mavatari, Amaury; Cambiaghi, Henrique; Delatorre, Joyce Paula Martin; Azevedo Addor, Miriam Roux; Dardes de Almeida Castanho, Miriam
year 2011
title Teste de assertividade da biblioteca de componentes BIM do MDIC - Ministério do Desenvolvimento, Indústria e Comércio do Brasil [Assertiveness check of the BIM library components of MDIC - Ministry of Development, Industry and Commerce of Brazil]
source SIGraDi 2011 [Proceedings of the 15th Iberoamerican Congress of Digital Graphics] Argentina - Santa Fe 16-18 November 2011, pp. 188-192
summary This paper presents an on going experiment which aims to check the assertiveness of the BIM library components of MDIC - Ministry of Development, Industry and Commerce of Brazil built and delivered in the site of this institution to support the design of Brazilian dwelling program "My home, my life". We've modeled a pre-designed social housing building and tried to extract from it the typical data that BIM process should delivery such as costs estimates, clash detection, building performance analyses, 4D and 5D planning. We have also done a check of exporting/importing the modeling to IFC and related the difficulties and the results that we have got.
keywords BIM; dwelling program; IFC; interoperability; building performance analyses
series SIGRADI
email
last changed 2016/03/10 09:59

_id ecaade2010_003
id ecaade2010_003
authors Sampaio, Alcinia Zita; Ferreira, Miguel M.; Rosario, Daniel P.
year 2010
title Integration of VR technology in Buildings Management: The lighting system
doi https://doi.org/10.52842/conf.ecaade.2010.729
source FUTURE CITIES [28th eCAADe Conference Proceedings / ISBN 978-0-9541183-9-6] ETH Zurich (Switzerland) 15-18 September 2010, pp.729-737
summary The first component of a building implemented in a virtual prototype concerning the management of a building is a lighting system. It was applied in a study case. The interactive application allows the examination of the physical model, visualizing, for each element modeled in 3D and linked to a database, the corresponding technical information concerned with the use of the material, calculated for different points in time during their life. The control of a lamp stock, the constant updating of lifetime information and the planning of periodical local inspections are attended on the prototype. This is an important mean of cooperation between collaborators involved in the building management.
wos WOS:000340629400078
keywords Interactive visualization model; Virtual reality; Building maintenance; Lighting system
series eCAADe
type normal paper
email
last changed 2022/06/07 07:56

_id ecaade2011_009
id ecaade2011_009
authors Sampaio, Alcínia Z.; Gomes, Ana R.; Gomes, Augusto M.
year 2011
title Maintenance and Inspection of Façades of Building Supported on Virtual Reality Technology
doi https://doi.org/10.52842/conf.ecaade.2011.332
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.332-338
summary A Virtual Reality model was created in order to help in the maintenance of exterior closures of walls in a building. It allows the visual and interactive transmission of information related to the physical behavior of the elements, defined as a function of the time variable. To this end, the basic knowledge of material most often used in façades, anomaly surveillance, techniques of rehabilitation, and inspection planning were studied. This information was included in a data base that supports the periodic inspection needed in a program of preventive maintenance. The results are obtained interactively and visualized in the virtual environment itself. This work brings an innovative contribution to the field of maintenance supported by emergent technology.
wos WOS:000335665500038
keywords Virtual Reality; Maintenance; Interaction human-machine
series eCAADe
email
last changed 2022/05/01 23:21

_id sigradi2005_350
id sigradi2005_350
authors San Martín, Patricia; Sergio Bertozzi
year 2005
title “Otra Andria” e-learning environment for the architectural designing workshop
source SIGraDi 2005 - [Proceedings of the 9th Iberoamerican Congress of Digital Graphics] Lima - Peru 21-24 november 2005, vol. 1, pp. 350-354
summary This work describes results obtained from a test over an experimental prototype “Otra Andria” (OA1) designed by the investigation team of “Obra Abierta: Over the construction of an investigating and learning system in virtual environments”. OA1 is a basic tool. It show us: three simultaneous screens with editing tool bars, an integrated chat for publication and discussion, images and texts, all this in synchronized time. Tools are simultaneously accessible from all boards by the teacher, the students or between pupils. There is a web log, a personal web, and an activities’ organization space for the professors. This experience was helpful to understand the actual needs for virtual environment applications as well as e-learning problems in such cases where the know-how is not available to every attendant to the course. That means we must begin working on hyper-medial language diffusion among all teachers who want to use the ICT in all its actual potentiality. [Full paper in Spanish]
series SIGRADI
email
last changed 2016/03/10 09:59

_id caadria2023_167
id caadria2023_167
authors Sanatani, Rohit P. and Nagakura, Takehiko
year 2023
title The Many Faces of the Metropolis: Unsupervised Clustering of Urban Environments in Mumbai Based on Visual Features As Captured in City-Wide Street-View Imagery
doi https://doi.org/10.52842/conf.caadria.2023.1.555
source Immanuel Koh, Dagmar Reinhardt, Mohammed Makki, Mona Khakhar, Nic Bao (eds.), HUMAN-CENTRIC - Proceedings of the 28th CAADRIA Conference, Ahmedabad, 18-24 March 2023, pp. 555–564
summary The larger visual identity of a city is often a blend of smaller and distinct visual character zones. Despite the recent popularity of street-view imagery for visual analytics, its role in uncovering such urban visual clusters has been fairly limited. Taking Mumbai as a demonstrative case, we present what is arguably the first city-wide visual cluster analysis of an Indian metropolis. We use a Dense Prediction Transformer (DPT) for semantic segmentation of over 28000 Google Street View (GSV) images collected from over 7000 locations across the city. Unsupervised k-means clustering is carried out on the extracted semantic features (such as greenery, sky-view, built-density etc.) for the identification of distinct urban visual typologies. Through iterative analysis, 7 key visual clusters are identified, and Principal Component Analysis (PCA) is used to visualize the variance across them. The feature distributions of each cluster are then qualitatively and quantitatively analysed in order to examine their unique visual configurations. Spatial distributions of the clusters are visualized as well, thus mapping out the different ‘faces’ of the city. It is hoped that the methodology outlined in this work serves as a base for similar cluster-based inquiries into the visual dimension of other cities across the globe.
keywords unsupervised clustering, urban environments, visual features, character zones, street-view imagery
series CAADRIA
email
last changed 2023/06/15 23:14

_id caadria2021_283
id caadria2021_283
authors Sanatani, Rohit Priyadarshi, Chatterjee, Shamik Sambit and Manna, Ishita
year 2021
title Subject-specific Predictive Modelling for Urban Affect Analysis
doi https://doi.org/10.52842/conf.caadria.2021.2.387
source A. Globa, J. van Ameijde, A. Fingrut, N. Kim, T.T.S. Lo (eds.), PROJECTIONS - Proceedings of the 26th CAADRIA Conference - Volume 2, The Chinese University of Hong Kong and Online, Hong Kong, 29 March - 1 April 2021, pp. 387-396
summary Recent developments in crowd-sourced data collection and machine intelligence have facilitated data-driven analyses of the affective qualities of urban environments. While past studies have focused on the commonalities of affective experience across multiple subjects, this paper demonstrates an integrated framework for subject-specific affective data collection and predictive modelling. For demonstration, 10 field observers recorded their affective appraisals of various urban environments along the scales of Liveliness, Beauty, Comfort, Safety, Interestingness, Affluence, Stress and Familiarity. Data was collected through a mobile application that also recorded geo-location, date, time of day, a high resolution image of the users field of view, and a short audio clip of ambient sound. Computer vision algorithms were employed for extraction of six key urban features from the images - built score, paved score, auto score, sky score, nature score, and human score. For predictive modelling, K-Nearest Neighbour and Random Forest regression algorithms were trained on the subject-specific datasets of urban features and affective ratings. The algorithms were able to accurately assess the predicted affective qualities of new environments based on the specific individuals affective patterns.
keywords Urban Affect; Subjective Experience; Predictive Modelling; Affect Analysis
series CAADRIA
email
last changed 2022/06/07 07:56

_id ecaadesigradi2019_427
id ecaadesigradi2019_427
authors Sanatani, Rohit Priyadarshi
year 2019
title An Empirical Inquiry into the Perceptual Qualities of Spatial Enclosures in Head Mounted Display Driven VR Systems - Quantifying the 'Intangibles' of Space
doi https://doi.org/10.52842/conf.ecaade.2019.3.125
source Sousa, JP, Xavier, JP and Castro Henriques, G (eds.), Architecture in the Age of the 4th Industrial Revolution - Proceedings of the 37th eCAADe and 23rd SIGraDi Conference - Volume 3, University of Porto, Porto, Portugal, 11-13 September 2019, pp. 125-132
summary This research is an inquiry into correlations between specific configurations of virtual spatial enclosures and corresponding perceptual responses in subjects. The experiments comprised of three sets - opening configurations, volume configurations and partition configurations. The perceptual parameters tested were Degree of Enclosure (E), Degree of Separation (P), and Spaciousness (S) respectively. Immersive virtual environments depicting enclosures with these different configurations were presented to 25 subjects through a head mounted VR gear. Responses were recorded in the form of verbal ratings. The results revealed that one's visual field along the horizontal axis at eye level plays a major role in the way specific attributes of spatial enclosures are perceived. One's perception of 'openness' in an enclosure correlated strongly with the amount of physical opening that was present along the horizontal axis at eye level, while the perception of 'spaciousness' correlated strongly with the amount of visual obstruction within one's horizontal visual field at eye level. It was found that larger unified openings between enclosures along eye level created a weaker sense of visual separation as compared smaller dispersed openings of equal cumulative area.
series eCAADeSIGraDi
email
last changed 2022/06/07 07:56

_id sigradi2023_84
id sigradi2023_84
authors Sanches Previti, Isabella and Sachs, Hans
year 2023
title Mycelion: A Wood-mycelium Composite-based, Experimental Pavilion with Multiple Growth Phases
source García Amen, F, Goni Fitipaldo, A L and Armagno Gentile, Á (eds.), Accelerated Landscapes - Proceedings of the XXVII International Conference of the Ibero-American Society of Digital Graphics (SIGraDi 2023), Punta del Este, Maldonado, Uruguay, 29 November - 1 December 2023, pp. 409–420
summary In a search for more sustainable materials, fungi have proven increasingly effective as a new building material. Mycelium composites are part of this discussion and experimentation. This research discusses the construction of a pavilion in a shell shape made of wooden construction elements filled with mycelium-hemp substrate. This paper explores how the fungus can work in symbiosis with other biomaterials, observing its behavior in two growth phases. The first growth phase took place in a temperature and humidity-controlled lab environment. The second phase was about testing the further growth behavior in an outdoor environment with a relatively wide range of temperature and humidity conditions.
keywords Digital fabrication, Mycelium-based construction, Growing phases, Computational design, Bioconstruction.
series SIGraDi
email
last changed 2024/03/08 14:07

_id acadia13_207
id acadia13_207
authors Sanchez, Jose
year 2013
title Gamescapes
doi https://doi.org/10.52842/conf.acadia.2013.207
source ACADIA 13: Adaptive Architecture [Proceedings of the 33rd Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-1-926724-22-5] Cambridge 24-26 October, 2013), pp. 207-216
summary While parametrics and form-finding techniques focus on design as an idea of “search,” it is inevitable to wonder if the field is becoming stagnated, converging on similar “solutions” in an ever-shrinking design search space.Initiatives like Minecraft, coming from video game design, reopen the creative desires of players by providing a rigorous algorithmic set of rules and a fully open world coupling algorithmic design and intuition. This is what J.C.R. Licklider would call “man-computer symbiosis”(Licklider 1960).This paper presents how game mechanics suggest a radically different ethos for computational design thinking. It presents the Bloom project, commissioned for the London Olympics in 2012, which combines the use of industrially produced identical components with game mechanics. This project breaks the idea of serialized outcomes and suggests that within the search space of possible formations, there are unforeseeable assemblies and creative outcomes.The Bloom project has become a new research unit at UCL Bartlett, coupling notions of digital modular materials and crowd-farming for assembly, which positions gaming as a design heuristics to open the field of architectural design.
keywords crowd search, game mechanics, combinatorics, open-ended, sandbox, intelligence augmentation.
series ACADIA
type Normal Paper
email
last changed 2022/06/07 07:56

_id acadia16_44
id acadia16_44
authors Sanchez, Jose
year 2016
title Combinatorial design: Non-parametric computational design strategies
doi https://doi.org/10.52842/conf.acadia.2016.044
source ACADIA // 2016: POSTHUMAN FRONTIERS: Data, Designers, and Cognitive Machines [Proceedings of the 36th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-0-692-77095-5] Ann Arbor 27-29 October, 2016, pp. 44-53
summary This paper outlines a framework and conceptualization of combinatorial design. Combinatorial design is a term coined to describe non-parametric design strategies that focus on the permutation, combination and patterning of discrete units. These design strategies differ substantially from parametric design strategies as they do not operate under continuous numerical evaluations, intervals or ratios but rather finite discrete sets. The conceptualization of this term and the differences with other design strategies are portrayed by the work done in the last 3 years of research at University of Southern California under the Polyomino agenda. The work, conducted together with students, has studied the use of discrete sets and combinatorial strategies within virtual reality environments to allow for an enhanced decision making process, one in which human intuition is coupled to algorithmic intelligence. The work of the research unit has been sponsored and tested by the company Stratays for ongoing research on crowd-sourced design.
keywords non-parametric computational design strategies, permutations, combinatorics, building systems, game design, crowdsourcing, computation
series ACADIA
type paper
email
last changed 2022/06/07 07:56

_id acadia18_108
id acadia18_108
authors Sanchez, Jose
year 2018
title Platforms for Architecture: Imperatives and Opportunities of Designing Online Networks for Design
doi https://doi.org/10.52842/conf.acadia.2018.108
source ACADIA // 2018: Recalibration. On imprecisionand infidelity. [Proceedings of the 38th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-0-692-17729-7] Mexico City, Mexico 18-20 October, 2018, pp. 108-117
summary The rise of platforms such as Facebook, YouTube, and Uber, initially celebrated as part of a disruptive new era of the internet, has slowly been reassessed as a problematic and unregulated form of twenty-first-century info-capitalism that contributes to inequality, mistrust, and user polarization. The internet has become a place for content creation, not only consumption, and the content freely created by the network of users has defined a self-organizing system of ad-hoc audiences following echo chambers organized through artificial intelligence, which amplifies previously identified trends. While a large portion of the content created by users seems to be aimed at personal forms of entertainment, a few remarkable projects, such as Wikipedia, have allowed hundreds of users to contribute to a collective goal. While we can observe that the platform model has appeared in diverse disciplines, allowing the creation of content from news articles to music, we have not seen the emergence of a robust design platform intended to proliferate and advance the discipline of architecture.

This paper makes the case that video game technology and its audiences have reached a state of technical capability that could allow for architectural platforms to emerge, one in which players could learn, create, and share architectural designs. Such a platform comes with a series of ethical imperatives, questions of value proposition, and liabilities, as well as a high potential to communicate and proliferate architectural knowledge and know-how. Common’hood, currently under development, will be used as a case study to engage the development of an ethical architectural platform that develops a proposition towards authorship, ownership, and collective engagement.

keywords full paper, platforms, capitalism, network, video game, combinatorics, information theory, entropy, co-ops, platform cooperativism, privacy, encryption
series ACADIA
type paper
email
last changed 2022/06/07 07:56

_id acadia13_403
id acadia13_403
authors Sanchez, Jose; Andrasek, Alisa
year 2013
title Bloom the Game
doi https://doi.org/10.52842/conf.acadia.2013.403
source ACADIA 13: Adaptive Architecture [Proceedings of the 33rd Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-1-926724-22-5] Cambridge 24-26 October, 2013), pp. 403-404
summary This poster presents the project and development of “Bloom, the Game.” Bloom is an interactive installation conceived and developed for the London 2012 Summer Olympics, in which the public would modify and build an architectural piece made out of thousands of identical units.
keywords Game, play, combinatorics, crowd-sourced, interactive, education
series ACADIA
type Design Poster
email
last changed 2022/06/07 07:56

_id 1c67
authors Sanchez, S., Zulueta A., and Barrallo J.
year 1999
title Bilbao: The Revitalisation of a City
doi https://doi.org/10.52842/conf.ecaade.1999.694
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 694-699
summary The city of Bilbao has suffered in the last decade a deep transformation. After a glorious industrial past, Bilbao was in 1990 a depressed city, and the strategies necessary to transform an industrial city into a service capital were no simple due to the high level of pollution and unemployment rate. The "Bilbao Metropoli-30" Association was created to coordinate the synergetic action of all the involved institutions: City Hall, Basque Country and Spanish Governments, financial institutions, transport companies, airport and port, etc. But it was also necessary the acceptance of the public opinion to recover the illusion and the lost pride of the city. The desolated social scene was not adequate for revolutionary designs like the winding Frank Gehry's Bilbao Guggenheim Museum, or the cavernous Norman Foster's underground. This work pretends to show the means and strategies, especially computational, that allowed the transformation of Bilbao with an enthusiastic citizen support.
keywords Metropolitan Bilbao, City Revitalisation, Architectural Computer Simulation
series eCAADe
email
last changed 2022/06/07 07:56

_id 3151
authors Sanders, K.
year 1996
title The Digital Architect
source New York, NY, John Wiley &Sons
summary Written by an architect for design professionals, The Digital Architect is a gold mine of commonsense advice and guidance on the realities of using computer technology in design practice. Ken Sanders, AIA, takes you beyond the hyperbole to discover the practical reality of using computers today. He explains their strengths and weaknesses; what these tools do and what they don't do; and how they can be used strategically and tactically to improve quality, productivity, and profits in design firms of all sizes. Drawing on his own experiences and those of colleagues from across the nation whose comments appear throughout, he provides a wealth of valuable insights and advice on: * Choosing technology that leverages your professional value * Integrating technology seamlessly into your firm * Implementing cost-effective technology training and education * Managing the digital office, including liability, privacy, and security issues * Organizing the knowledge base of your firm * Using the Internet's World Wide Web as a global information resource * Hardware platforms, operating systems, and networks * Software tools and applications, including CAD, word processing, spreadsheets, multimedia, visualization, animation, virtual reality, on-line services, and more * The latest releases of major software products, including Windows 95TM and AutoCAD(r) Release 13(r) The only guide of its kind, The Digital Architect is a valuable tool for architects, engineers, designers, and all those who participate in creating the built environment.
series other
last changed 2003/04/23 15:14

_id cdrf2023_3
id cdrf2023_3
authors Sandra Manninger, Matias del Campo
year 2023
title Deep Mining Authorship
doi https://doi.org/https://doi.org/10.1007/978-981-99-8405-3_1
source Proceedings of the 2023 DigitalFUTURES The 5st International Conference on Computational Design and Robotic Fabrication (CDRF 2023)
summary Considering the emerging field of architecture and artificial intelligence, it might be necessary to contemplate the remodeling of the concept of authorship entirely. The invention of authorship is a complex historical process that can be traced back to the emergence of print culture in Europe in the 15th century. Prior to this period, most literary and artistic works were created anonymously or attributed to collective or anonymous sources, such as folklore or religious traditions. However, with the rise of printing, texts became more easily reproducible and marketable, and there emerged a need for individual authors to take credit for their works. The notion of authorship was closely tied to the idea of originality and ownership, as authors sought to assert their exclusive rights to their works and to distinguish themselves from other writers. This was supported by the development of copyright law, which granted legal protection to authors and their works, and helped to establish a market for literary and artistic works. The idea of the author as a singular, autonomous figure gained further prominence in the 18th and 19th centuries, with the emergence of romanticism and the cult of the individual. This period saw the rise of the idea of the artist as a genius, whose works were the product of their own unique creativity and imagination. This idea was further reinforced by the rise of literary criticism, which focused on the interpretation and analysis of individual works and their authors. However, as Michel Foucault and other scholars have argued, the notion of authorship is not a universal or timeless concept, but rather a historically contingent and culturally specific one. Different societies ad cultures have different understandings of authorship, and these have shifted over time in response to changes in technology, culture, and social values. As it stands now, authorship in its traditional form can hardly be applied in a context where automated collaborations provide more than 50% of the generated material. This is true for multiple art fields. Visual Arts (Mario Klingemann, Sofia Crespo, Memo Atken, Ooouch, etc.), Music (Dadabots, YACHT, Holly Herndon), Literature, etc. Very soon this will also be true for Architecture. The consequence is also an entire rethinking of the concept of the sole genius. This notion, developed by German Romanticists in the early 19th century, is, in the current context of AI-assisted creativity, completely obsolete, as we are drawing from the genius of hundreds of thousands of artists and artworks in order to interrogate the latent space for unseen artistic opportunities. More akin to an archeological dig leading to the discovery of a next-generation jet fighter plane.
series cdrf
email
last changed 2024/05/29 14:04

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