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Over the last decade research into design processes utilizing ideas and models drawn from artificial intelligence has resulted in a better understanding of design -- particularly routine design -- as a process. Indeed, most of the current research activity directly or indirectly deals only with routine design. Not surprisingly, many practicing designers state that the level of understanding represented by these models is only of mild interest because they fail to embody any ideas about creativity. This volume provides a set of chapters in the areas of modeling creativity and knowledge-based creative design that examines the potential role and form of computer-aided design which supports creativity. It aims to define the state-of-the-art of computational creativity in design as well as to identify research directions. Published at a time when the field of computational creativity in design is still immature, it should influence the directions of growth and assist the field in reaching maturity.
Interactive technology is increasingly integrated with physical objects that do not have a traditional keyboard and mouse style of interaction, and many do not even have a display. These objects require new approaches to interaction design, referred to as post-WIMP (Windows, Icons, Menus, and Pointer) or as embodied interaction design. This book provides an overview of the design opportunities and issues associated with two embodied interaction modalities that allow us to leave the traditional keyboard behind: tangible and gesture interaction. We explore the issues in designing for this new age of interaction by highlighting the significance and contexts for these modalities. We explore the ...
Case-based reasoning in design is becoming an important approach to computer-support for design as well as an important component in understanding the design process. Design has become a major focus for problem solving paradigms due to its complexity and open-ended nature. This book presents a clear description of how case-based reasoning can be applied to design problems, including the representation of design cases, indexing and retrieving design cases, and the range of paradigms for adapting design cases. With a focus on design, this book differs from others that provide a generalist view of case-based reasoning. This volume provides two important contributions to the area: * a general de...
This volume examines the issues involved in setting up and running a virtual design studio. It presents an interdisciplinary framework for organizing, running, and improving virtual design studios. Technological issues are presented in a practical context, showing how to realize each aspect of the studio. The authors also assess potential benefits, such as improved creativity and collaboration, and other areas in which our understanding needs to be furthered. Relevant software will be available on the authors website.
The International Conference on Case-Based Reasoning (ICCBR) is the pree- nent international meeting on case-based reasoning (CBR). ICCBR 2003 (http://www.iccbr.org/iccbr03/)isthe?fthinthisseriesofbiennialinter- tional conferences highlighting the most signi?cant contributions to the ?eld of CBR.TheconferencetookplacefromJune23throughJune26,2003attheN- wegian University of Science and Technology in Trondheim, Norway. Previous ICCBR conferences have been held in Vancouver, Canada (2001), Seeon, G- many (1999), Providence, Rhode Island, USA (1997), and Sesimbra, Portugal (1995). Day 1 of ICCBR 2003, Industry Day, provided hands-on experiences utilizing CBR in cutting-edge knowledge-management ...
The term cyberspace was first penned in 1984 by William Gibson in his science fiction novel, Neuromancer . However, the architectural possibilities of this area of design were being investigated well before the term was popularised, and with good reason:
Indexes materials appearing in the Society's Journals, Transactions, Manuals and reports, Special publications, and Civil engineering.
Interactive technology is increasingly integrated with physical objects that do not have a traditional keyboard and mouse style of interaction, and many do not even have a display. These objects require new approaches to interaction design, referred to as post-WIMP (Windows, Icons, Menus, and Pointer) or as embodied interaction design. This book provides an overview of the design opportunities and issues associated with two embodied interaction modalities that allow us to leave the traditional keyboard behind: tangible and gesture interaction. We explore the issues in designing for this new age of interaction by highlighting the significance and contexts for these modalities. We explore the ...
Designing is one of the most significant of human acts. Surprisingly, given that designing has been occurring for many millenia, our understanding of the processes of designing is remarkably limited. Recently, design methods have been formalised not as humano-centred processes but as processes capable of computer implementation with the goal of augmenting human designers. This volume contains contributions which cover design methods based on evolutionary systems, generative processes, evaluation methods and analysis methods. It presents the state of the art in formal design methods for computer aided design.
Design is believed to be one of the most interesting and challenging problem-solving activities ever facing artificial intelligence (AI) researchers. Knowledge-based systems using rule-based and model-based reasoning techniques have been applied to build design automation and/or design decision support systems. Although such systems have met with some success, difficulties have been encountered in terms of formalizing such generalized design experiences as rules, logic, and domain models. Recently, researchers have been exploring the idea of using case-based reasoning (CBR) techniques to complement or replace other approaches to design support. CBR can be considered as an alternative to para...