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 210

_id 02ac
authors Wang, Donggen
year 1998
title Conjoint Approaches to Developing Activity-Based Models
source Eindhoven University of Technology, Faculty of Architecture and Urban Planning, The Netherlands
summary Since the late 1950s, transportation models have played an important role in forecasting travel demand and evaluating the impacts of plans and policies. Planners use transportation models to learn about the behavior of transport systems. Over the past decades, the development of particular modeling approaches has closely followed planning needs, which in turn are closely related to dominant policy issues. The first generation of transportation models was developed during the late 1950s and early 1960s. Their purpose was to facilitate the prediction of future travel demand, such that road capacity programs could be based on predicted demand. The first generation models are commonly referred to as four-step models. These models are typically formulated and calibrated at the level of the traffic zones. Individuals are aggregated by traffic zone. Traffic is considered to be the result of four sequential decisions: trip generation, trip distribution, modal split and traffic assignment. These decisions are modeled separately at successive stages. Although the four-step models have been widely used, even institutionalized in literally thousands of applications (Stopher, et al., 1996), the major shortcoming of these large-scale, aggregate and supply-oriented models is their lack of behavioral content.
keywords Traffic Behaviour; Traffic and Transportation Research
series thesis:PhD
last changed 2003/02/12 22:37

_id fb63
id fb63
authors Jabi, Wassim
year 1996
title An Outline of the Requirements for a Computer-Supported Collaborative Design System
source Open House International, vol 21, no 1, March 1996
summary Computer-Aided Architectural Design (CAAD) systems have adequately satisfied several needs so far. They have dramatically improved the accuracy and consistency of working drawings, enabled designers to visualize their design ideas in three-dimensions, allowed the analysis of designs through data exchange and integrated databases, and even allowed the designers to evaluate (and in some cases generate) designs based on comparisons to previous cases and/or the formalization of grammars. Yet, there is a consensus that CAAD systems have not yet achieved their full potential. First, most systems employ a single-user approach to solving architectural problems which fails to grapple with the fact that most design work is done through teamwork. Second, current systems still can not support early design stages which involve client briefing, data collection, building program formulation, and schematic design generation. This paper seeks to study remedies to both of the afore-mentioned limitations through focusing on the fundamental dialectic and collaborative nature of what is called designing: a concerned social activity that proceeds by creating architectural elements to address a set of requirements and their re-thinking as a result of architectural conjecture. To investigate this relationship, it is proposed to build a computer-supported collaborative design environment using the tools of conceptual modeling, object-oriented algorithms, and distributed agents. Based on findings regarding the role of artifacts in collaborative design and a literature survey, this paper concludes with an outline of the requirements for the above system.
series journal paper
type normal paper
email
last changed 2008/06/12 16:34

_id 2f3c
authors Jabi, Wassim
year 1996
title An Outline of the Requirements for a Computer-Supported Collaborative Design System
source Open House International, vol. 21 no 1, March 1996, pp. 22-30
summary Computer-Aided Architectural Design (CAAD) systems have adequately satisfied several needs so far. They have dramatically improved the accuracy and consistency of working drawings, enabled designers to visualize their design ideas in three-dimensions, allowed the analysis of designs through data exchange and integrated databases, and even allowed the designers to evaluate (and in some cases generate) designs based on comparisons to previous cases and/or the formalization of grammars. Yet, there is a consensus that CAAD systems have not yet achieved their full potential. First, most systems employ a single-user approach to solving architectural problems which fails to grapple with the fact that most design work is done through teamwork. Second, current systems still can not support early design stages which involve client briefing, data collection, building program formulation, and schematic design generation. This paper seeks to study remedies to both of the afore-mentioned limitations through focusing on the fundamental dialectic and collaborative nature of what is called designing: a concerned social activity that proceeds by creating architectural elements to address a set of requirements and their re-thinking as a result of architectural conjecture. To investigate this relationship, it is proposed to build a computer-supported collaborative design environment using the tools of conceptual modeling, object-oriented algorithms, and distributed agents. Based on findings regarding the role of artifacts in collaborative design and a literature survey, this paper concludes with an outline of the requirements for the above system.
keywords Computer Supported Collaborative Design
series other
email
last changed 2002/03/05 19:54

_id 452d
authors Arlati, E., Bottelli, V. and Fogh, C.
year 1996
title Applying CBR to the Teaching of Architectural Design
doi https://doi.org/10.52842/conf.ecaade.1996.041
source Education for Practice [14th eCAADe Conference Proceedings / ISBN 0-9523687-2-2] Lund (Sweden) 12-14 September 1996, pp. 41-50
summary This paper presents an approach to the analysis and description of the nature of process knowledge in architectural design, the development of a conceptual model for Galathea, a case-based navigation tool for its support, and the application of this theoretical foundation to the teaching of design to a group of about 100 second-year architecture students. Design is assumed as a globally coherent information, memory and experience-intensive process in which professional skill is the capability to govern a large number of continually evolving variables in the direction of desired change. This viewpoint on design has guided the development of Galathea, the model of a tool aimed at describing architectural design through the description, mapping and management of the complete decision-making path of projects by means of the dynamic representation of the relationship between goals, constraints and the decisions/actions adopted at specific nodes and through the creation of a case-base aimed at the storage, retrieval and adaptation of relevant design moves in similar project contexts. This conceptual model is applied to educational activity at the faculty of Architecture of Milan, with the aim of teaching how to govern a project from the outset considering it as an evolving but coherent map of design moves, which allow the adoption of the correct decisions involving the most disparate types of information, experience and memory, and which altogether conduct to the desired goal. The resolution paths of the students, all applied to the same architecture problem, result in a design move case-base, the further utilisation and interest of which is open to collegial discussion.
keywords knowledge-based design; case-based reasoning; design process control, design moves
series eCAADe
email
last changed 2022/06/07 07:54

_id 6c97
authors Asanowicz, Aleksander
year 1996
title Using the Computer in Analysis of Architectural Form
source Approaches to Computer Aided Architectural Composition [ISBN 83-905377-1-0] 1996, pp. 25-34
summary One of the most important aspects of the designing process is: the design activity is usually conducted with incomplete information. Another important aspect of designing activity is: designing activity is usually based on past experience. As a matter of fact looking at designers in the early conceptual phases, one thing that appears clear is, instead starting from scratch, they spend a part of their time thinking about existing designing experience, reviewing the literature, and so on. That is why explicit representation of designing knowledge is needed if computers are to be used as the aid of design education and practice. Composition knowledge data base will be helpful during an architectural form analysis process as well. It makes possible to provide answers and explanations as well as allowing to view tutorials illustrating the particular problem. On its basic level such a program will present analysis of architectural objects and abstract forms based on subjective criteria. On its upper level allowing further exploration of various architectural composition attributes, as well as their influence on emotional- aesthetic judgements being formed during the process of analysis the architectural form.
series other
last changed 1999/04/08 17:16

_id 80f7
authors Carrara, G., Fioravanti, A. and Novembri, G.
year 2001
title Knowledge-based System to Support Architectural Design - Intelligent objects, project net-constraints, collaborative work
doi https://doi.org/10.52842/conf.ecaade.2001.080
source Architectural Information Management [19th eCAADe Conference Proceedings / ISBN 0-9523687-8-1] Helsinki (Finland) 29-31 August 2001, pp. 80-85
summary The architectural design business is marked by a progressive increase in operators all cooperating towards the realization of building structures and complex infrastructures (Jenckes, 1997). This type of design implies the simultaneous activity of specialists in different fields, often working a considerable distance apart, on increasingly distributed design studies. Collaborative Architectural Design comprises a vast field of studies that embraces also these sectors and problems. To mention but a few: communication among operators in the building and design sector; design process system logic architecture; conceptual structure of the building organism; building component representation; conflict identification and management; sharing of knowledge; and also, user interface; global evaluation of solutions adopted; IT definition of objects; inter-object communication (in the IT sense). The point of view of the research is that of the designers of the architectural artefact (Simon, 1996); its focus consists of the relations among the various design operators and among the latter and the information exchanged: the Building Objects. Its primary research goal is thus the conceptual structure of the building organism for the purpose of managing conflicts and developing possible methods of resolving them.
keywords Keywords. Collaborative Design, Architectural And Building Knowledge, Distributed Knowledge Bases, Information Management, Multidisciplinarity
series eCAADe
email
last changed 2022/06/07 07:55

_id 3386
authors Gavin, L., Keuppers, S., Mottram, C. and Penn, A.
year 2001
title Awareness Space in Distributed Social Networks
source Proceedings of the Ninth International Conference on Computer Aided Architectural Design Futures [ISBN 0-7923-7023-6] Eindhoven, 8-11 July 2001, pp. 615-628
summary In the real work environment we are constantly aware of the presence and activity of others. We know when people are away from their desks, whether they are doing concentrated work, or whether they are available for interaction. We use this peripheral awareness of others to guide our interactions and social behaviour. However, when teams of workers are spatially separated we lose 'awareness' information and this severely inhibits interaction and information flow. The Theatre of Work (TOWER) aims to develop a virtual space to help create a sense of social awareness and presence to support distributed working. Presence, status and activity of other people are made visible in the theatre of work and allow one to build peripheral awareness of the current activity patterns of those who we do not share space with in reality. TOWER is developing a construction set to augment the workplace with synchronous as well as asynchronous awareness. Current, synchronous activity patterns and statuses are played out in a 3D virtual space through the use of symbolic acting. The environment itself however is automatically constructed on the basis of the organisation's information resources and is in effect an information space. Location of the symbolic actor in the environment can therefore represent the focus of that person's current activity. The environment itself evolves to reflect historic patterns of information use and exchange, and becomes an asynchronous representation of the past history of the organisation. A module that records specific episodes from the synchronous event cycle as a Docudrama forms an asynchronous information resource to give a history of team work and decision taking. The TOWER environment is displayed using a number of screen based and ambient display devices. Current status and activity events are supplied to the system using a range of sensors both in the real environment and in the information systems. The methodology has been established as a two-stage process. The 3D spatial environment will be automatically constructed or generated from some aspect of the pre-existing organisational structure or its information resources or usage patterns. The methodology must be extended to provide means for that structure to grow and evolve in the light of patterns of actual user behaviour in the TOWER space. We have developed a generative algorithm that uses a cell aggregation process to transcribe the information space into a 3d space. In stage 2 that space was analysed using space syntax methods (Hillier & Hanson, 1984; Hillier 1996) to allow the properties of permeability and intelligibility to be measured, and then these fed back into the generative algorithm. Finally, these same measures have been used to evaluate the spatialised behaviour that users of the TOWER space show, and will used to feed this back into the evolution of the space. The stage of transcription from information structure to 3d space through a generative algorithm is critical since it is this stage that allows neighbourhood relations to be created that are not present in the original information structure. It is these relations that could be expected to help increase social density.
keywords Algorithmic Form Generation, Distributed Workgroups, Space Syntax
series CAAD Futures
email
last changed 2006/11/07 07:22

_id 3105
authors Novak, T.P., Hoffman, D.L., and Yung, Y.-F.
year 1996
title Modeling the structure of the flow experience
source INFORMS Marketing Science and the Internet Mini-Conference, MIT
summary The flow construct (Csikszentmihalyi 1977) has recently been proposed by Hoffman and Novak (1996) as essential to understanding consumer navigation behavior in online environments such as the World Wide Web. Previous researchers (e.g. Csikszentmihalyi 1990; Ghani, Supnick and Rooney 1991; Trevino and Webster 1992; Webster, Trevino and Ryan 1993) have noted that flow is a useful construct for describing more general human-computer interactions. Hoffman and Novak define flow as the state occurring during network navigation which is: 1) characterized by a seamless sequence of responses facilitated by machine interactivity, 2) intrinsically enjoyable, 3) accompanied by a loss of self-consciousness, and 4) selfreinforcing." To experience flow while engaged in an activity, consumers must perceive a balance between their skills and the challenges of the activity, and both their skills and challenges must be above a critical threshold. Hoffman and Novak (1996) propose that flow has a number of positive consequences from a marketing perspective, including increased consumer learning, exploratory behavior, and positive affect."
series other
last changed 2003/04/23 15:50

_id 149d
authors Rosenman, M.A.
year 1996
title The generation of form using an evolutionary approach
source J.S. Gero and F. Sudweeks (eds), Artificial Intelligence in Design Ì96, 643-662
summary Design is a purposeful knowledge-based human activity whose aim is to create form which, when realized, satisfies the given intended purposes.1 Design may be categorized as routine or non-routine with the latter further categorized as innovative or creative. The lesser the knowledge about existing relationships between the requirements and the form to satisfy those requirements, the more a design problem tends towards creative design. Thus, for non-routine design, a knowledge-lean methodology is necessary. Natural evolution has produced a large variety of forms well-suited to their environment suggesting that the use of an evolutionary approach could provide meaningful design solutions in a non-routine design environment. This work investigates the possibilities of using an evolutionary approach based on a genotype which represents design grammar rules for instructions on locating appropriate building blocks. A decomposition/aggregation hierarchical organization of the design object is used to overcome combinatorial problems and to maximize parallelism in implementation.
series other
last changed 2003/04/23 15:50

_id ddssup9621
id ddssup9621
authors Wang, D.
year 1996
title Towards An Informatics Framework for Sustainability Analysis in Urban Transportation Planning
source Timmermans, Harry (Ed.), Third Design and Decision Support Systems in Architecture and Urban Planning - Part two: Urban Planning Proceedings (Spa, Belgium), August 18-21, 1996
summary An informatics framework for sustainability analysis in urban transportation planning is developed in this paper. The framework consists of sustainability indicators, structured impact analysis, a general procedure, and a conceptual informatics framework which organises all these elements in a decision support system. In deriving sustainability indicators and structuring impact analysis, specific attention is given to comparisons between a trip-based approach and an activity-based approach, so that drawbacks of the conventional trip-based approach and potential of the activity-based approach are manifested in the context of sustainability analysis. Implications to the design of a decision support system for sustainability analysis are also discussed in terms of database and model base designs.
series DDSS
email
last changed 2003/08/07 16:36

_id d610
authors Burdea, G.C.
year 1996
title Force and Touch Feedback for Virtual Reality
source New York: John Wiley & Sons
summary Could weight, temperature, and texture combine to bring simulated objects to life? Describing cutting-edge technology that will influence the way we interact with computers for years to come, this pioneering book answers yes: not only is it possible, but devices capable of providing force and tactile sensory feedback already exist. Force and Touch Feedback for Virtual Reality is the first comprehensive source of information on the design, modeling, and applications of force and tactile interfaces for VR. It is a must have for scientists, engineers, psychologists, and developers involved in VR, and for anyone who would like to gain a deeper understanding of this exciting and fast-growing field. Complete with hundreds of tables, figures, and color illustrations, Force and Touch Feedback for Virtual Reality offers * Basic information on human tactile sensing and control and feedback actuator technology * A worldwide survey of force and tactile interface devices, from the simple joystick to full-body instrumented suits based on human factor tests * Step-by-step instructions for realistic physical modeling of virtual object characteristics such as weight, surface smoothness, compliance, and temperature * A unified treatment of the benefits of the new haptic interface technology for simulation and training based on human factor tests * A detailed analysis of optimum control requirements for force and tactile feedback devices * A review of emerging applications in areas ranging from surgical training and entertainment to telerobotics and the military
series other
last changed 2003/04/23 15:14

_id 9a0d
authors Debevec, P.E., Taylor, C.J. and Malik, J.
year 1996
title Modeling and rendering architecture from photographs: a hybrid geometry- and image-based approach
source SIGGRAPH'96, New Orleans, Louisiana
summary We present a new approach for modeling and rendering existing architectural scenes from a sparse set of still photographs. Our modeling approach, which combines both geometry-based and imagebased techniques, has two components. The first component is a photogrammetricmodelingmethodwhich facilitates the recovery of the basic geometry of the photographed scene. Our photogrammetric modeling approach is effective, convenient, and robust because it exploits the constraints that are characteristic of architectural scenes. The second component is a model-based stereo algorithm, which recovers how the real scene deviates from the basic model. By making use of the model, our stereo technique robustly recovers accurate depth from widely-spaced image pairs. Consequently, our approach canmodel large architectural environmentswith far fewer photographs than current image-based modeling approaches. For producing renderings, we present view-dependent texture mapping, a method of compositing multiple views of a scene that better simulates geometric detail on basic models. Our approach can be used to recover models for use in either geometry-based or image-based rendering systems. We present results that demonstrate our approach's ability to create realistic renderings of architectural scenes from viewpoints far from the original photographs.
series other
last changed 2003/04/23 15:50

_id 5fc4
authors Fruchter, R.
year 1996
title Conceptual Collaborative Building Design Through Shared Graphics
source IEEE Expert special issue on Al in Civil Engineering, June vol. 33-41
summary The Interdisciplinary Communication Medium computer environment integrates a shared graphic modeling environment with network-based services to accommodate many perspectives in an architecture/engineering/construction team. Communication is critical for achieving better cooperation and coordination among professionals in a multidisciplinary building team. The complexity of large construction projects, the specialization of the project participants, and the different forms of synchronous and asynchronous collaborative work increase the need for intensive information sharing and exchange. Architecture/engineering/construction (A/E/C) professionals use computers to perform a specific discipline's tasks, but they still exchange design decisions and data using paper drawings and documents. Each project participant investigates and communicates alternative solutions through representational idioms that are private to that member's profession. Other project participants must then interpret, extract, and reenter the relevant information using the conventional idioms of their disciplines and in the format required by their tools. The resulting communication difficulties often affect the quality of the final building and the time required to achieve design consensus. This article describes a computer environment, the Interdisciplinary Communication Medium (ICM), that supports conceptual, collaborative building design. The objective is to help improve communication among professionals in a multidisciplinary team. Collaborative teamwork is an iterative process of reaching a shared understanding of the design and construction domains, the requirements, the building to be built, and the necessary commitments. The understanding emerges over time, as team members begin to grasp their own part of the project, and as they provide information that lets others progress. The fundamental concepts incorporated in ICM include A communication cycle for collaborative teamwork that comprises propose-interpret-critique-explain-change notifications. An open system-integration architecture. A shared graphic modeling environment for design exploration and communication. A Semantic Modeling Extension (SME), which introduces a structured way to capture design intent. A change-notification mechanism that documents notes on design changes linked to the graphic models, and routes change notifications. Thus, the process involves communication, negotiation, and team learning.
series journal paper
last changed 2003/04/23 15:14

_id ddssar9619
id ddssar9619
authors Kanoglu, Aiaattin
year 1996
title A Site-Based Computerized Production Planning & Control Model for The Plants which Produce Prefabricated Building Components
source Timmermans, Harry (Ed.), Third Design and Decision Support Systems in Architecture and Urban Planning - Part one: Architecture Proceedings (Spa, Belgium), August 18-21, 1996
summary The "open systems" in building prefabrication may be qualified more flexible to some extent compared to the closed ones and may use the tools and approaches used in industrial production areas for the estimation of demand and production. As for the closed systems in particular, it is not possible for these systems to apply this kind of approach. Their production must be based on absolutely assured demands and projects. Because of this, they need detailed projects and assembly schedules for produc-tion. As a result of this, their production modes can be qualified "custom-made" type and production planning functions must provide the demand values from the assembly schedules of contracted proj-ects. The problem can be solved by integrating the work schedules of the sites that are served by fac-tory. Integration of data on a computerized system will be preferable and it is possible to realize the model in two alternative ways. The first is developing a new conceptual model and convert it into a software and the second is developing an approach for customizing general purpose project planning and programming software for using them in production planning. The second solution is studied in the paper following this. The aim of this study is to develop the principals of a conceptual model for an Integrated Data Flow and Evaluation System for production planning in prefabrication and to con-vert this model into an applicable and objective computer-aided model.
series DDSS
last changed 2003/08/07 16:36

_id ddssar9618
id ddssar9618
authors Kanoglu, Alaattin
year 1996
title Application of General Purpose Project Planning & Programming Software for Production Planning & Control in Plants which Produce Prefabricated Building Components
source Timmermans, Harry (Ed.), Third Design and Decision Support Systems in Architecture and Urban Planning - Part one: Architecture Proceedings (Spa, Belgium), August 18-21, 1996
summary The "open systems" in building prefabrication may be qualified more flexible to some extent compared to the closed ones and may use the tools and approaches used in industrial production areas for the es-timation of demand and production. As for the closed systems in particular, it is not possible for these systems to apply this kind of an approach. Their production must be based on absolutely assured de-mands and projects. Because of this, they need detailed projects and assembly schedules for produc-tion. As a result of this, their production modes can be qualified "custom-made" type and production planning functions must provide the demand values from the assembly schedules of contracted pro-jects. The problem can be solved by integrating the work schedules of the sites that are served by fac-tory. Integration of data on a computerized system will be preferable and it is possible to realize the model in two alternative ways. The first is developing a new conceptual model and convert it into a software and the second is developing an approach for customizing general purpose project planning and programming software for using them in production planning. The second solution is studied in the paper following this. The aims of this study are analyzing outstanding general purpose project planning & programming software from the point of view of requirements of production planning function and their customizability; comparing the requirements of the model designed for production planning and capabilities of general purpose planning software and developing the conceptual and practical dimensions and basic principals of the model for using the general purpose planning and programming software for production planning.
series DDSS
last changed 2003/08/07 16:36

_id 6237
authors Kiechle, Horst
year 1996
title CONSTRUCTING THE AMORPHOUS
source Full-Scale Modeling in the Age of Virtual Reality [6th EFA-Conference Proceedings]
summary Constructing the Amorphous entails the ongoing research into a concept which aims to develop a new understanding for Art, Design and Architecture within society. Rigid, reductivist and confrontational methods based on static geometry, prejudice and competition are to be replaced by dynamic, interdisciplinary and integrative models. In his current art practice the author simulates existing architectural spaces whose interior are re-designed into sculpted environments, based on creative irregularity rather than idealised geometry. All the computer simulated “soft” environments can be realised on an architectural scale as temporary installations with the curved surfaces approximated through planar polygons cut from sheet materials. Within this framework the Darren Knight Gallery Project represents the most recently example.

The paper discusses furthermore various 3D modeling options, such as standard CAD representations, high quality rendered video walk-throughs, VRML models and physically produced, full-scale models, made of corrugated cardboard. The cost and equipment requirements necessary for full-scale modeling in cardboard are outlined.

keywords VRML, CAD, 3D Modeling, Model Simulation, Real Environments
series other
type normal paper
email
more http://info.tuwien.ac.at/efa/
last changed 2004/05/04 14:40

_id c4ae
id c4ae
authors Knapp, Robert W. and McCall, Raymond
year 1996
title PHIDIAS II - In Support of Collaborative Design
doi https://doi.org/10.52842/conf.acadia.1996.147
source Design Computation: Collaboration, Reasoning, Pedagogy [ACADIA Conference Proceedings / ISBN 1-880250-05-5] Tucson (Arizona / USA) October 31 - November 2, 1996, pp. 147-154
summary The World Wide Web in combination with Java and Virtual Reality Modeling Language (VRML) create great opportunities for collaboration by distributed design teams. To take advantage of these opportunities, we have begun to create a version of the PHIDIAS hyperCAD system (McCall, Bennett and Johnson 1994) that will support communication and collaboration among designers over the Word Wide Web. PHIDIAS is an intelligent, hypermedia-based system for computer-aided design. Our strategy is to divide PHIDIAS into two parts: 1) a client-side user interface and 2) a server-side hyperCAD database engine. The client-side interface is being implemented using Java and VRML. Implementing the PHIDIAS front-end with Java enables program code distribution via the World Wide Web. VRML provides PHIDIAS with client-side computation and display of 3D graphics.
series ACADIA
last changed 2022/06/07 07:51

_id 8ee5
authors Koutamanis, A., Mitossi, V.
year 1996
title SIMULATION FOR ANALYSIS: REQUIREMENTS FROM ARCHITECTURAL DESIGN
source Full-Scale Modeling in the Age of Virtual Reality [6th EFA-Conference Proceedings]
summary Computerization has been a positive factor in the evolution of both kinds of analysis with respect to cost, availability and efficiency. Knowledge-based systems offer an appropriate implementation environment for normative analysis which can be more reliable and economical than evaluation by human experts. Perhaps more significant is the potential of interactive computer simulation where designs can be examined intuitively in full detail and at the same time by quantitative models. The advantages of this coupling are evident in the achievements of scientific visualization. Another advantage of computational systems is that the analysis can be linked to the design representation, thereby adding feedback to the conventional visualization of designs in drawing and modeling systems. Such connections are essential for the development of design guidance systems capable of reflecting consequences of partial inadequacies or changes to other aspects in a transparent and meaningful network of design constraints.

The possibilities of computer simulation also extend to issues inadequately covered by normative analysis and in particular to dynamic aspects of design such as human movement and circulation. The paper reports on a framework for addressing two related problems, (a) the simulation of fire escape from buildings and (b) the simulation of human movement on stairs. In both cases we propose that current evaluation techniques and the underlying design norms are too abstract to offer a measure of design success, as testified by the number of fatal accidents in fires and on stairs. In addition, fire escape and stair climbing are characterized by great variability with respect to both the form of the possible designs and the profiles of potential users. This suggests that testing prototypical forms by typical users and publishing the results as new, improved norms is not a realistic proposition for ensuring a global solution. Instead, we should test every design individually, within its own context. The development of an affordable, readily available system for the analysis and evaluation of aspects such as fire escape and stair safety can be based on the combination of the technologies of virtual reality and motion capture. Testing of a design by a number of test people in an immersion space provides not only intuitive evaluations by actual users but also quantitative data on the cognitive and proprioceptive behaviour of the test people. These data can be compiled into profiles of virtual humans for further testing of the same or related designs.

keywords Model Simulation, Real Environments
series other
type normal paper
email
more http://info.tuwien.ac.at/efa/
last changed 2004/05/04 14:40

_id ddssup9613
id ddssup9613
authors Kulkarni, R.G., Stought, R.R. and Haynes, K.E.
year 1996
title Traffic Flow Landscapes
source Timmermans, Harry (Ed.), Third Design and Decision Support Systems in Architecture and Urban Planning - Part two: Urban Planning Proceedings (Spa, Belgium), August 18-21, 1996
summary Major metropolitan areas and constituent independent jurisdictions face the problem of providing efficient transportation for their residents and in-and out commuters. A typical trip taker spends considerable time on the road to reach the workplace and other destinations. Though it may seem counter-intuitive, adding more links to existing road networks and/or increasing traffic capacity by adding lanes does not necessarily decrease travel times (eg. Braess' paradox). But it is certain that a dense redundant network of roads would provide a trip taker with alternate routes when traffic incidents occur. These types of questions raise the question of, how to evaluate the flow characteristics of the entire road network of a jurisdiction and its larger region in keeping the traffic moving? Further, how may the impact of adding more links/ lanes or the blocking of existing links! lanes be best measured? To answer these and related questions, we propose a methodology to evaluate a fitness criteria for road networks based on Kauffman's biological NK model (1993). We specify a transportation road traffic flow landscape analogous to the fitness landscape of the NK model. Using the transportation road traffic flow landscape we derive a road fitness index that can be used to evaluate either the entire road network's traffic flows or subparts of such network's traffic flows. We explore the possibility of investigating traffic flow landscapes to search for optimal routes to clear traffic. Finally we describe an approach for applying the theoretical framework developed in the paper to the traffic conditions on the road network of the city of Fairfax, Virginia.
keywords Fitness Landscapes, NK Model, Genotype, Gene, Self-Organization, ITS Technology
series DDSS
last changed 2003/08/07 16:36

_id ddss2006-hb-187
id DDSS2006-HB-187
authors Lidia Diappi and Paola Bolchi
year 2006
title Gentrification Waves in the Inner-City of Milan - A multi agent / cellular automata model based on Smith's Rent Gap theory
source Van Leeuwen, J.P. and H.J.P. Timmermans (eds.) 2006, Innovations in Design & Decision Support Systems in Architecture and Urban Planning, Dordrecht: Springer, ISBN-10: 1-4020-5059-3, ISBN-13: 978-1-4020-5059-6, p. 187-201
summary The aim of this paper is to investigate the gentrification process by applying an urban spatial model of gentrification, based on Smith's (1979; 1987; 1996) Rent Gap theory. The rich sociological literature on the topic mainly assumes gentrification to be a cultural phenomenon, namely the result of a demand pressure of the suburban middle and upper class, willing to return to the city (Ley, 1980; Lipton, 1977, May, 1996). Little attempt has been made to investigate and build a sound economic explanation on the causes of the process. The Rent Gap theory (RGT) of Neil Smith still represents an important contribution in this direction. At the heart of Smith's argument there is the assumption that gentrification takes place because capitals return to the inner city, creating opportunities for residential relocation and profit. This paper illustrates a dynamic model of Smith's theory through a multi-agent/ cellular automata system approach (Batty, 2005) developed on a Netlogo platform. A set of behavioural rules for each agent involved (homeowner, landlord, tenant and developer, and the passive 'dwelling' agent with their rent and level of decay) are formalised. The simulations show the surge of neighbouring degradation or renovation and population turn over, starting with different initial states of decay and estate rent values. Consistent with a Self Organized Criticality approach, the model shows that non linear interactions at local level may produce different configurations of the system at macro level. This paper represents a further development of a previous version of the model (Diappi, Bolchi, 2005). The model proposed here includes some more realistic factors inspired by the features of housing market dynamics in the city of Milan. It includes the shape of the potential rent according to city form and functions, the subdivision in areal submarkets according to the current rents, and their maintenance levels. The model has a more realistic visualisation of the city and its form, and is able to show the different dynamics of the emergent neighbourhoods in the last ten years in Milan.
keywords Multi agent systems, Housing market, Gentrification, Emergent systems
series DDSS
last changed 2006/08/29 12:55

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