2 resultados para Cuypers, Guillaume

em Digital Peer Publishing


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Given arbitrary pictures, we explore the possibility of using new techniques from computer vision and artificial intelligence to create customized visual games on-the-fly. This includes coloring books, link-the-dot and spot-the-difference popular games. The feasibility of these systems is discussed and we describe prototype implementation that work well in practice in an automatic or semi-automatic way.

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This article focuses on the design process for the transformation of the Rijksmuseum Amsterdam (1885, by P.J.H. Cuypers), with special attention for the evolution of the design by Cruz y Ortiz arquitectos and the associated history of ideas. How did opinions on the intervention evolve from the concept for a masterplan in 1996 to the realized project? To what extent were all those diverse ambitions regarding the city, the monument and the museum realized? What was the role of the designers, not only referring to Cruz y Ortiz, but also to Van Hoogevest Architecten (restoration) and Wilmotte & Associés (interior)? How did the design evolve in a complex and ambitious context involving a great many interested parties, and what effect did this have on the design process from the first sketches to the ultimately realized renovation?