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 1947

_id ecaade2017_148
id ecaade2017_148
authors Baseta, Efilena, Sollazzo, Aldo, Civetti, Laura, Velasco, Dolores and Garcia-Amorós, Jaume
year 2017
title Photoreactive wearable: A computer generated garment with embedded material knowledge - A computer generated garment with embedded material knowledge
doi https://doi.org/10.52842/conf.ecaade.2017.2.317
source Fioravanti, A, Cursi, S, Elahmar, S, Gargaro, S, Loffreda, G, Novembri, G, Trento, A (eds.), ShoCK! - Sharing Computational Knowledge! - Proceedings of the 35th eCAADe Conference - Volume 2, Sapienza University of Rome, Rome, Italy, 20-22 September 2017, pp. 317-326
summary Driven by technology, this multidisciplinary research focuses on the implementation of a photomechanical material into a reactive wearable that aims to protect the body from the ultraviolet radiation deriving from the sun. In this framework, the wearable becomes an active, supplemental skin that not only protects the human body but also augments its functions, such as movement and respiration. The embedded knowledge enables the smart material to sense and exchange data with the environment in order to passively actuate a system that regulates the relation between the body and its surroundings in an attempt to maintain equilibrium. The design strategy is defined by 4 sequential steps: a) The definition of the technical problem, b) the analysis of the human body, c) the design of the reactive material system, as well as d) the digital simulations and the digital fabrication of the system. The aforementioned design strategies allow for accuracy as well as high performance optimization and predictability in such complex design tasks, enabling the creation of customized products, designed for individuals.
keywords smart materials; wearable technology; data driven design; reactive garment; digital fabrication; performance simulations
series eCAADe
email
last changed 2022/06/07 07:54

_id ijac201715305
id ijac201715305
authors Bernal, Marcelo; Pablo C. Herrera, Rodrigo M. Iglesias
year 2017
title Crowdthinking: Collecting, managing and operating on design information convergence
source International Journal of Architectural Computing vol. 15 - no. 3, 185-186
series journal
last changed 2019/08/07 14:03

_id sigradi2017_071
id sigradi2017_071
authors Bueno, Ernesto; Antônio Carlos de Quadros Gonçalves Neto, Caio Henrique Mehl
year 2017
title Análise de variações no desempeno lumínico do Centro Cívico de Curitiba através de modelagem e simulação paramétrica [Analysis of variations in daylight performance of the Curitiba Civic Center through parametric modeling and simulation]
source SIGraDi 2017 [Proceedings of the 21th Conference of the Iberoamerican Society of Digital Graphics - ISBN: 978-956-227-439-5] Chile, Concepción 22 - 24 November 2017, pp.486-490
summary To ensure access to sunlight in urban planning, specialized software is available. Mainly used in the initial stages, these tools allow the study of the environmental performance of the proposal. However, neighborhood impact is seen as a secondary aspect, usually evaluated with GIS tools, simulating pre-existing or proposed situations. However, visual programming tools allow, data processing in addition to parametric modeling, streamlining the process of analysis of architectural and urban pre-existences and proposals. From a case study, we present a methodology that uses these tools to demonstrate the loss of daylight performance of open spaces due to urban densification.
keywords Urban daylight performance; Environmental performance simulation; Parametric urban modeling; Grasshopper.
series SIGRADI
email
last changed 2021/03/28 19:58

_id ecaade2022_398
id ecaade2022_398
authors Dzurilla, Dalibor and Achten, Henri
year 2022
title What’s Happening to Architectural Sketching? - Interviewing architects about transformation from traditional to digital architectural sketching as a communicational tool with clients
doi https://doi.org/10.52842/conf.ecaade.2022.1.389
source Pak, B, Wurzer, G and Stouffs, R (eds.), Co-creating the Future: Inclusion in and through Design - Proceedings of the 40th Conference on Education and Research in Computer Aided Architectural Design in Europe (eCAADe 2022) - Volume 1, Ghent, 13-16 September 2022, pp. 389–398
summary The paper discusses 23 interviewed architects in practice about the role of traditional and digital sketching (human-computer interaction) in communication with the client. They were selected from 1995 to 2018 (the interval of graduation) from three different countries: the Czech Republic (CR), Slovakia (SR), Netherland (NR). To realize three blending areas that impact the approach to sketching: (I) Traditional hand and physical model studies (1995-2003). (II)Transition form - designing by hand and PC (2004–2017). (III) Mainly digital and remote forms of designing (2018–now). Interviews helped transform 31 “parameters of tools use” from the previous theoretical framework narrowed down into six main areas: (1) Implementation; (2)Affordability; (3)Timesaving; (4) Drawing support; (5) Representativeness; (6) Transportability. Paper discusses findings from interviewees: (A) Implementation issues are above time and price. (B) Strongly different understanding of what digital sketching is. From drawing in Google Slides by mouse to sketching in Metaverse. (C) Substantial reduction of traditional sketching (down to a total of 3% of the time) at the expense of growing responsibilities. (D) 80% of respondents do not recommend sketching in front of the client. Also, other interesting findings are further described in the discussion.
keywords Architectural Sketch, Digital Sketch, Effective Visual Communication
series eCAADe
email
last changed 2024/04/22 07:10

_id sigradi2017_043
id sigradi2017_043
authors Griz, Cristiana; Natália Queiroz, Carlos Nome
year 2017
title Edificação Modular: Estudo de caso e protótipo de um sistema construtivo de código aberto utilizando prototipagem rápida [Modular Building: Case study and prototype of an open source modular system using rapid prototyping]
source SIGraDi 2017 [Proceedings of the 21th Conference of the Iberoamerican Society of Digital Graphics - ISBN: 978-956-227-439-5] Chile, Concepción 22 - 24 November 2017, pp.293-300
summary This paper presents the research development for a base structural module for the Casa Nordeste project. Casa Nordeste is a compact housing experiment that will participate in the Solar Decathlon Latin America competition. It consists of a modular building that houses living, cooking, and sanitizing space. Developments presented are based on digital design and fabrication principles and processes, through algorithms that allow its customization. In this sense, discussions begin with a brief theoretical discussion about the concepts that underline the project: evolutionary housing; digital technologies that improve design and construction; open source construction and generative design systems. The paper finalizes by presenting and discussing developments of three different design aspects of the structural module: (a) geometry of the frames, (b) its modulation, and (c) fittings and joining mechanisms.
keywords Digital fabrication; Rapid prototyping; Visual programming; Compact housing.
series SIGRADI
email
last changed 2021/03/28 19:58

_id sigradi2017_093
id sigradi2017_093
authors Hernández, Silvia Patricia; Luciana Lanzone, Raquel Landenberg, José Manuel Ruiz, Rezk, Alejandra; Martín Viecens
year 2017
title Estación de hidratación: Microarquitectura inmótica resiliente - Modelo de interacción [Hydration station: Inmotic Resilient Microarchitecture- Interaction Model]
source SIGraDi 2017 [Proceedings of the 21th Conference of the Iberoamerican Society of Digital Graphics - ISBN: 978-956-227-439-5] Chile, Concepción 22 - 24 November 2017, pp.644-650
summary This paper presents the research and development of a concrete micro-architecture proposal, based on a useful design for an interstitial urban space.The typology is a hydration station in the doors of an urban park, the park Sarmiento of the city of Córdoba where many gymnasts converge. The space with inmotic technology is resilient, able to mutate to be more comfortable, and is able to offer water with use control to ration in case of urban emergency. Working with domotics allows us to optimize the management of resources and therefore increase the efficiency of the systems of use and control.
keywords Microarchitecture; Adaptation; Resilient; Service; Interaction.
series SIGRADI
email
last changed 2021/03/28 19:58

_id cf2017_509
id cf2017_509
authors Kolariæ, Siniša; Erhan, Halil; Woodbury, Robert
year 2017
title CAMBRIA: Interacting with Multiple CAD Alternatives
source Gülen Çagdas, Mine Özkar, Leman F. Gül and Ethem Gürer (Eds.) Future Trajectories of Computation in Design [17th International Conference, CAAD Futures 2017, Proceedings / ISBN 978-975-561-482-3] Istanbul, Turkey, July 12-14, 2017, p. 509.
summary Computer-aided design (CAD) tools aim to assist designers in their professional work, one key aspect of which is devising, evaluating, and choosing among multiple design alternatives. Yet, with few and limited exceptions, current tools handle just a single design model at a time, forcing users to adopt various ad hoc tactics for handling multiple design alternatives. Despite considerable prior work, there are no general, effective strategies for supporting design alternatives. New tools are needed to develop such strategies: to learn how designers’ behavior changes with support for multiple alternatives. In this article, we describe CAMBRIA, a multi-state prototype tool we developed for working with multiple 2D parametric CAD models in parallel. We describe the outcomes of an analytical evaluation of CAMBRIA using the Cognitive Dimensions framework.
keywords Computer-aided design, CAD, Parametric CAD, Interaction design
series CAAD Futures
email
last changed 2017/12/01 14:38

_id ecaade2017_227
id ecaade2017_227
authors Lima, Elton C., Vieira, Aline, Mendes, Leticia T. and Griz, Cristiana
year 2017
title “Houses for everybody” Brazilian competition - An application of shape grammar and space syntax for analyzing low-income housing
doi https://doi.org/10.52842/conf.ecaade.2017.2.463
source Fioravanti, A, Cursi, S, Elahmar, S, Gargaro, S, Loffreda, G, Novembri, G, Trento, A (eds.), ShoCK! - Sharing Computational Knowledge! - Proceedings of the 35th eCAADe Conference - Volume 2, Sapienza University of Rome, Rome, Italy, 20-22 September 2017, pp. 463-470
summary This article focuses on the use of both shape grammar and space syntax as tools to identify and encode the principles and rules behind the design of low-income housing in Brazilian context. The idea is to use such rules as part of a methodology for analyzing quality space in social housing plans and aims to understand to which attributes of contemporary society redefine certain patterns of familial social conduct, particularly their ways of living and how these attributes impact housing spatial patterns.king this paragraph.
keywords shape grammar; space syntax; design methodology
series eCAADe
email
last changed 2022/06/07 07:59

_id ecaade2017_067
id ecaade2017_067
authors Liu, Chenjun, Wang, Tsung-Hsien, Meagher, Mark and Peng, Chengzhi
year 2017
title Feather-inspired social media data processing for generating developable surfaces: Prototyping an affective architecture - Prototyping an affective architecture
doi https://doi.org/10.52842/conf.ecaade.2017.1.181
source Fioravanti, A, Cursi, S, Elahmar, S, Gargaro, S, Loffreda, G, Novembri, G, Trento, A (eds.), ShoCK! - Sharing Computational Knowledge! - Proceedings of the 35th eCAADe Conference - Volume 1, Sapienza University of Rome, Rome, Italy, 20-22 September 2017, pp. 181-190
summary This paper presents the development of an interactive installation intended as a prototype of experimental affective architecture connected with social media data processing. Social moods and emotions are now spread more widely and faster than ever before due to pervasive uses of social media platforms. We explore how data processing of users' expressions and sharing of moods/emotions through social media can become a source of influences on shaping the form and behaviour of interactive architecture. The interactive prototyping method includes (1) a feather-inspired data-to-shape rule system together with the ShapeOp Library for generating strips as developable surfaces, (2) a physical computing platform built with Arduino micro-processor and shape memory alloy springs for actuation, and (3) physical model-making. As a prototype of social media aware affective architecture, an interactive installation design is proposed for a campus space where the actuation of the strip installation is linked to data processing of Twitter messages collated from users on campus. We reflect on the prototyping methodology and the implications of an architecture affected by people's expression of moods/emotions through social media.
keywords social media data processing; developable surfaces; interactive prototyping; shape memory alloy; elastic morphing; ShapeOp
series eCAADe
email
last changed 2022/06/07 07:59

_id sigradi2017_042
id sigradi2017_042
authors Loyola, Mauricio; Pablo Domínguez, Diego Rossel, Nicolás Madariaga, Constanza Montiel
year 2017
title GypsumFold: Un método para el plegado de paneles de yeso en ángulos variables para la fabricación de productos arquitectónicos [GypsumFold: A method for folding gypsum panels at varying angles for the manufacture of architectural products]
source SIGraDi 2017 [Proceedings of the 21th Conference of the Iberoamerican Society of Digital Graphics - ISBN: 978-956-227-439-5] Chile, Concepción 22 - 24 November 2017, pp.287-292
summary Este articulo propone un método para fabricar elementos constructivos con yeso-cartón en ángulos variables una manera fácil, rápida, precisa y económicamente eficiente. Su funcionamiento se basa en el diseño y manufactura automatizada de ranuras fresadas en planchas de yeso-cartón utilizando una técnica innovadora denominada “escalonamiento”, la cual permite obtener cualquier ángulo de pliegue usando un mismo procedimiento y herramientas estándar.
keywords CAD/CAM; Digital Fabrication; Gypsum Board; Complex Geometries
series SIGRADI
email
last changed 2021/03/28 19:58

_id ecaade2017_253
id ecaade2017_253
authors Magnusson, Frans, Runberger, Jonas, Zboinska, Malgorzata A. and Ondejcik, Vladimir
year 2017
title Morphology & Development - knowledge management in architectural design computation practice
doi https://doi.org/10.52842/conf.ecaade.2017.2.683
source Fioravanti, A, Cursi, S, Elahmar, S, Gargaro, S, Loffreda, G, Novembri, G, Trento, A (eds.), ShoCK! - Sharing Computational Knowledge! - Proceedings of the 35th eCAADe Conference - Volume 2, Sapienza University of Rome, Rome, Italy, 20-22 September 2017, pp. 683-690
summary In this paper we address the problem of knowledge management in architectural design computation practice, reflecting on our practice at Dsearch - a design computation network within White arkitekter. As a means to investigate relevant aspects of visual scripting, we introduce the notions of code, algorithm and note. We also introduce two different modes of operation within architectural practice: morphology and development - which help us distinguish the diverse knowledge types typically occurring in the structure of visual scripts. We describe two sets of tools developed by Dsearch to continuously integrate planning and documentation with design development work. The main conclusion from our practical experience of this approach is that it allows critical reflection into an efficient workflow. This constitutes a new kind of practice based and action oriented knowledge that can be curated in the form of design narratives.
keywords design computation; architectural practice; knowledge management; visual scripting; Grasshopper
series eCAADe
email
last changed 2022/06/07 07:59

_id ijac201715404
id ijac201715404
authors Miranda, Pablo
year 2017
title Computer utterances: Sequence and event in digital architecture
source International Journal of Architectural Computing vol. 15 - no. 4, 268-284
summary Barely a month before the end of World War II, a technical report begun circulating among allied scientists: the ‘First Draft of a Report on the EDVAC’, attributed to John von Neumann, described for the first time the design and implementation of the earliest stored-program computer. The ‘First Draft’ became the template followed by subsequent British and American computers, establishing the standard characteristics of most computing machines to date. This article looks at how the material and design choices described in this report influenced architecture, as it set up the technological matrix onto which a discipline relying on a tradition of drawn geometry would be eventually completely remediated. It consists of two parts: first, a theoretical section, analysing the repercussions for architecture of the type of computer laid out in the ‘First Draft’. Second, a description of a design experiment, a sort of information furniture, that tests and exemplifies some of the observations from the first section. This experiment examines the possibilities of an architecture that, moving beyond geometric representations, uses instead the programming of events as its rationale. The structure of this article reflects a methodology in which theoretical formulation and design experiments proceed in parallel. The theoretical investigation proposes concepts that can be tested and refined through design and conversely design work determines and encourages technical, critical and historical research. This relation is dialogical: theoretical investigation is not simply a rationalisation and explanation of earlier design work; inversely, the role of design is not just to illustrate previously formulated concepts. Both design and theorisation are interdependent but autonomous in their parallel development.
keywords Stored-program, Turing machine, Electronic Discrete Variable Automatic Computer, inscription/incorporation, geometry, sequence, event, information furniture, tangible interface, calm technoloy
series journal
email
last changed 2019/08/07 14:03

_id sigradi2017_027
id sigradi2017_027
authors Rendón Sallard, Mario Yadir; Rosa María Mendoza Robles, Fernando Saldaña Córdoba
year 2017
title Calidad en Producción de Maquetas y Tutoriales en Línea [Scale Models Quality Production and Online Tutorials]
source SIGraDi 2017 [Proceedings of the 21th Conference of the Iberoamerican Society of Digital Graphics - ISBN: 978-956-227-439-5] Chile, Concepción 22 - 24 November 2017, pp.193-197
summary The university student faces multiple challenges to acquiring knowledge for their degrees. We study the ways the architecture student at Universidad de Sonora overcomes such difficulties, in a process of academic resilience, through the use of a video tutorial repository covering topics related to architecture scale model fabrication, among other study materials. This repository meets the demand for web-based, Spanish-language study materials. It was tested in terms of usefulness and acceptability: video tutorials were not only considered helpful by the students, but a handy tool when attempting to learn new abilities and knowledge, or reinforce those they already acquired.
keywords Maquetas; Tutoriales; Arquitectura; Educación Resiliente
series SIGRADI
email
last changed 2021/03/28 19:59

_id sigradi2017_005
id sigradi2017_005
authors Vargas Cubillos, Julián; Gilfranco Medeiros Alves
year 2017
title El proceso proyectivo colaborativo en BIM: Aproximaciones a partir de la semiótica de C. S. Peirce [The collaborative projective process in BIM: Approaches from the semiotics of C. S. Peirce]
source SIGraDi 2017 [Proceedings of the 21th Conference of the Iberoamerican Society of Digital Graphics - ISBN: 978-956-227-439-5] Chile, Concepción 22 - 24 November 2017, pp.39-44
summary This paper studies the process of conception in BIM architecture, using concepts of Peircian semiotics, in order to apply it in the design oriented to the resilience. There are three ways of designing in Revit Architecture software: (i) the conceptual mass, which demonstrates an abductive-iconic type of reasoning and a stereotomic process. (ii) Object-based modeling, which demonstrates a deductive/inductive-symbolic and a tectonic procedure and (iii) collaborative modeling, which manages to initiate a parallel process between different professionals and the community. These processes are understood in a semiotic relationship, in which are present signs and reasoning of different hierarchies.
keywords Process; BIM; Semiotics; Resilience; Collaborative
series SIGRADI
email
last changed 2021/03/28 19:59

_id sigradi2022_51
id sigradi2022_51
authors Varsami, Constantina; Tsamis, Alexandros; Logan, Timothy
year 2022
title Gaming Engine as a Tool for Designing Smart, Interactive, Light-Sculpting Systems
source Herrera, PC, Dreifuss-Serrano, C, Gómez, P, Arris-Calderon, LF, Critical Appropriations - Proceedings of the XXVI Conference of the Iberoamerican Society of Digital Graphics (SIGraDi 2022), Universidad Peruana de Ciencias Aplicadas, Lima, 7-11 November 2022 , pp. 617–628
summary Even though interactive (Offermans et.al., 2013), adaptive (Viani et.al., 2017), and self-optimizable (Sun et.al., 2020) lighting systems are becoming readily available, designing system automations, and evaluating their impact on user experience significantly challenges designers. In this paper we demonstrate the use of a gaming engine as a platform for designing, simulating, and evaluating autonomous smart lighting behaviors. We establish the Human - Lighting System Interaction Framework, a computational framework for developing a Light Sculpting Engine and for designing occupant-system interactions. Our results include a. a method for combining in real-time lighting IES profiles into a single ‘combined’ profile - b. algorithms that optimize in real-time, lighting configurations - c. direct glare elimination algorithms, and d. system energy use optimization algorithms. Overall, the evolution from designing static building components to designing interactive systems necessitates the reconsideration of methods and tools that allow user experience and system performance to be tuned by design.
keywords User Experience, Human-Building Interaction, Smart Lighting, Lighting Simulation, Gaming Engine
series SIGraDi
email
last changed 2023/05/16 16:56

_id ecaade2017_254
id ecaade2017_254
authors Werner, Liss C.
year 2017
title A cloud recycling light - (human) feedback matters
doi https://doi.org/10.52842/conf.ecaade.2017.1.699
source Fioravanti, A, Cursi, S, Elahmar, S, Gargaro, S, Loffreda, G, Novembri, G, Trento, A (eds.), ShoCK! - Sharing Computational Knowledge! - Proceedings of the 35th eCAADe Conference - Volume 1, Sapienza University of Rome, Rome, Italy, 20-22 September 2017, pp. 699-708
summary The paper focuses on the question "How does our built environment, urban culture and architectural production change through humans feeding back into digital systems of pre-fabrication and systems fostering industry 4.0?" It discusses some risks and possibilities of digitisation and the city in an era of sustainability, networked design methods, production processes and digital communication tools in the midst of The Internet of Things. Glimpses into the case studies 'a cloud recycling light', 'dynamic field feedback' and 'urban rigid origami switch' discuss the impact of material behaviour, human and machine feedback into digital systems - their behaviour, their ways of communication, the possibility of optimising future design iterations and their form. All of which may result in new architectural and urban typologies, driven by increasingly agile ways of weaving together complex systems.
keywords Industry 4.0; industrial production; Internet of Things; cybernetics; collective intelligence; feedback
series eCAADe
email
last changed 2022/06/07 07:57

_id caadria2017_005
id caadria2017_005
authors Xia, Tian, Koh, Jing Lin, Chen, Yutong, Goh, Yi Qian and Dritsas, Stylianos
year 2017
title Form-finding with Robotics - Fusing Physical Simulation and Digital Fabrication
doi https://doi.org/10.52842/conf.caadria.2017.893
source P. Janssen, P. Loh, A. Raonic, M. A. Schnabel (eds.), Protocols, Flows, and Glitches - Proceedings of the 22nd CAADRIA Conference, Xi'an Jiaotong-Liverpool University, Suzhou, China, 5-8 April 2017, pp. 893-902
summary We present an experimental digital design and fabrication process investigating the integration of form-finding and industrial robotics. The design process is inspired by classical experiments producing minimal surfaces and tensile structures via physical simulation. The fabrication process resembles thermoforming whereby sheets of PET material are heat treated and while in a malleable state, where the material behaves like stretchable fabric, an industrial articulated robotic arm impresses a form while the sheet is air cooled and its final shape becomes stable and rigid. The three-dimensional plastic sheets are used as molds for glass-reinforced concrete casting. The key aspects of our approach include: (a) Mold-less fabrication: the design of our robotic end-effector can produce a range of free-form geometries without need for complex mold making (b) Reusable and durable artifacts: unlike traditional physical form-finding processes where the derived form is often ephemeral or fragile our process affords the detachment of a rigid artifacts which can be digitized, used as-is or employed in (c) Multi-stage fabrication: as the form-found geometry can be directly used for processes such as casting with excellent results in terms of surface finish. We present the design and development of our system and its deployment for an installation artwork.
keywords Form-Finding; Digital Fabrication; Architectural Robotics
series CAADRIA
email
last changed 2022/06/07 07:57

_id 9c0c
authors Af Klercker, Jonas and HenrichsÈn, Jan
year 2001
title Can simulations in VE support architects in solving complex design problems?
source Stellingwerff, Martijn and Verbeke, Johan (Eds.), ACCOLADE - Architecture, Collaboration, Design. Delft University Press (DUP Science) / ISBN 90-407-2216-1 / The Netherlands, pp. 77-82 [Book ordering info: m.c.stellingwerff@bk.tudelft.nl]
summary Building design is facing development of industrialization of the production on the one hand and more complex 'One of a Kind' products on the other. This will be for rebuilding of a large stock of existing buildings and what can be left to new production. In both cases the results of the design process have to be solid to guarantee a successful product. In both cases an integrated and careful design process is absolutely crucial. The demands on the built environment make the systems of buildings more and more complex and have to be handled by a lot of different expertise. To avoid the 'Relay Race' of today the design teams of tomorrow must work much more integrated. To make integrated solutions, which means simultaneous constrains on all systems, the experts of different fields have to understand more of how all engaged systems relate and influence each other. Communication then consists of complex situations and processes that have to be understood and related to reality. In this aspect a multidimensional Virtual Environment interface has advantages and has been successfully used in design processes in other industries. In this paper the problems that have to be studied are for example Methodical, Conceptual, Technical and Process economical.
series other
email
last changed 2001/09/14 21:30

_id 269b
id 269b
authors Andrea Carnicero, Gustavo Fornari & Carlos Pereyra
year 2004
title ARQUITECTURA, CINE Y LITERATURA: LA SEDUCCIÓN DE LA GEOMETRÍA
source Proceedings of the Fourth International Conference of Mathematics & Design, Special Edition of the Journal of Mathematics & Design, Volume 4, No.1, pp. 27-34.
summary ¿Estamos presenciando un nuevo paradigma hacia otra forma de concebir la matemática?. El presente ensayo pretende indagar, a través del análisis y discusiones sobre diferentes obras literarias, cinematográficas y proyectos arquitectónicos, clásicos y contemporáneos, la relación entre la arquitectura y la literatura a partir de las estructuras matemáticas que los sustentan y cómo estas se han modificado o evolucionado a partir de los cambios tecnológicos de las últimas décadas. Relacionaremos la literatura y la arquitectura contemporánea pos revolución digital, con sus propiedades de nolinealidad y de fragmentación. Nuestra línea de investigación se centra en cuáles pueden ser las aportaciones esencialmente nuevas de la cultura digital a la producción de la arquitectura y la literatura, partiendo de su base estructural. La era informática trae con ella implicaciones que desestabilizan los conceptos tradicionales de espacio y tiempo. Nos preguntamos cuáles son los cambios en las estructuras textuales a partir de la era digital, cuáles son las nuevas estructuras geométricas, cómo influyen estas nuevas geometrías en la arquitectura, en el cine y en la literatura, en esta era de la información y qué rol ocupa la matemática en este cambio. El desarrollo de las ciencias contemporánea ha generado teorías que transforman nuestro conocimiento del universo. Caos, Teoría de la complejidad, Fractales son términos que caracterizan estos conceptos. En arquitectura estas teorías han tenido importancia en la producción de arquitectura "no-lineal" por medio de el uso de computadoras, especialmente en trabajos de arquitectos como Frank Gehry, Zevi Hecker, Greg Lynn, ARM y O.C.E.A.N UK, entre otros. En esta época informatizada la relación de la arquitectura con las demás ciencias (como la física y la matemática), con otros códigos como el lenguaje (por ejemplo en la narración) y con los límites del pensamiento filosófico, pueden hallarse hoy, tanto en el repertorio del deconstructivismo, en el repertorio “minimalista”, como en las abstracciones de los jóvenes nacidos con la computadora, que emulan cintas de Moebius, topologías “no euclideanas”, “estructuras líquidas” o ya en el campo de la literatura formas virtuales como en Calvino o dimensiones paralelas, bifurcadas, etc. como en Cortázar o Borges. Sin embargo, podemos preguntarnos si esta proliferación exuberante es el desarrollo de un organismo sólidamente construido, que adquiere cada día más cohesión y unidad en su propio crecimiento o si, por el contrario, no es más que el signo exterior de una tendencia a un fraccionamiento cada vez mayor, debido a la naturaleza misma de las matemáticas y si éstas no se estarán convirtiendo en una torre de Babel de disciplinas autónomas, aisladas unas de otras, tanto en sus principios como en sus métodos e incluso en su lenguaje. En una palabra, hoy, en esta tendencia, ¿estamos presenciando un nuevo paradigma hacia otra forma de concebir la matemática?.
series other
type normal paper
email
last changed 2005/04/08 17:14

_id ga0010
id ga0010
authors Moroni, A., Zuben, F. Von and Manzolli, J.
year 2000
title ArTbitrariness in Music
source International Conference on Generative Art
summary Evolution is now considered not only powerful enough to bring about the biological entities as complex as humans and conciousness, but also useful in simulation to create algorithms and structures of higher levels of complexity than could easily be built by design. In the context of artistic domains, the process of human-machine interaction is analyzed as a good framework to explore creativity and to produce results that could not be obtained without this interaction. When evolutionary computation and other computational intelligence methodologies are involved, every attempt to improve aesthetic judgement we denote as ArTbitrariness, and is interpreted as an interactive iterative optimization process. ArTbitrariness is also suggested as an effective way to produce art through an efficient manipulation of information and a proper use of computational creativity to increase the complexity of the results without neglecting the aesthetic aspects [Moroni et al., 2000]. Our emphasis will be in an approach to interactive music composition. The problem of computer generation of musical material has received extensive attention and a subclass of the field of algorithmic composition includes those applications which use the computer as something in between an instrument, in which a user "plays" through the application's interface, and a compositional aid, which a user experiments with in order to generate stimulating and varying musical material. This approach was adopted in Vox Populi, a hybrid made up of an instrument and a compositional environment. Differently from other systems found in genetic algorithms or evolutionary computation, in which people have to listen to and judge the musical items, Vox Populi uses the computer and the mouse as real-time music controllers, acting as a new interactive computer-based musical instrument. The interface is designed to be flexible for the user to modify the music being generated. It explores evolutionary computation in the context of algorithmic composition and provides a graphical interface that allows to modify the tonal center and the voice range, changing the evolution of the music by using the mouse[Moroni et al., 1999]. A piece of music consists of several sets of musical material manipulated and exposed to the listener, for example pitches, harmonies, rhythms, timbres, etc. They are composed of a finite number of elements and basically, the aim of a composer is to organize those elements in an esthetic way. Modeling a piece as a dynamic system implies a view in which the composer draws trajectories or orbits using the elements of each set [Manzolli, 1991]. Nonlinear iterative mappings are associated with interface controls. In the next page two examples of nonlinear iterative mappings with their resulting musical pieces are shown.The mappings may give rise to attractors, defined as geometric figures that represent the set of stationary states of a non-linear dynamic system, or simply trajectories to which the system is attracted. The relevance of this approach goes beyond music applications per se. Computer music systems that are built on the basis of a solid theory can be coherently embedded into multimedia environments. The richness and specialty of the music domain are likely to initiate new thinking and ideas, which will have an impact on areas such as knowledge representation and planning, and on the design of visual formalisms and human-computer interfaces in general. Above and bellow, Vox Populi interface is depicted, showing two nonlinear iterative mappings with their resulting musical pieces. References [Manzolli, 1991] J. Manzolli. Harmonic Strange Attractors, CEM BULLETIN, Vol. 2, No. 2, 4 -- 7, 1991. [Moroni et al., 1999] Moroni, J. Manzolli, F. Von Zuben, R. Gudwin. Evolutionary Computation applied to Algorithmic Composition, Proceedings of CEC99 - IEEE International Conference on Evolutionary Computation, Washington D. C., p. 807 -- 811,1999. [Moroni et al., 2000] Moroni, A., Von Zuben, F. and Manzolli, J. ArTbitration, Las Vegas, USA: Proceedings of the 2000 Genetic and Evolutionary Computation Conference Workshop Program – GECCO, 143 -- 145, 2000.
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