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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_id acadia03_006
id acadia03_006
authors Dobson, Adrian and Lancaric, Peter
year 2003
title VIRTUreALITY Digital Urban Modelling as a Community Design Form
source Connecting >> Crossroads of Digital Discourse [Proceedings of the 2003 Annual Conference of the Association for Computer Aided Design In Architecture / ISBN 1-880250-12-8] Indianapolis (Indiana) 24-27 October 2003, pp. 49-53
doi https://doi.org/10.52842/conf.acadia.2003.049
summary This paper describes a practice-led research project that investigates the application of digital modelling and communication technologies in urban and architectural design. The project is being carried out by our team with the collaboration of the architecture and planning departments at local borough council and local community participation. The main methodology for the project revolves around the evolution of an interactive three-dimensional digital urban model, which incorporates a variety of visual, graphic and numeric data. This digital model is utilised within a web site to help facilitate a participatory approach to the physical and social regeneration of an inner urban zone, in terms of both the built environment and the attempted creation of a virtual community.
series ACADIA
last changed 2022/06/07 07:55

_id acadia21_100
id acadia21_100
authors Ghandi, Mona; Ismail, Mohamed; Blaisdell, Marcus
year 2021
title Parasympathy
source ACADIA 2021: Realignments: Toward Critical Computation [Proceedings of the 41st Annual Conference of the Association of Computer Aided Design in Architecture (ACADIA) ISBN 979-8-986-08056-7]. Online and Global. 3-6 November 2021. edited by B. Bogosian, K. Dörfler, B. Farahi, J. Garcia del Castillo y López, J. Grant, V. Noel, S. Parascho, and J. Scott. 100-109.
doi https://doi.org/10.52842/conf.acadia.2021.100
summary Parasympathy is an interactive spatial experience operating as an extension of visitors’ minds. By integrating Artificial Intelligence (AI), wearable technologies, affective computing (Picard 1995; Picard 2003), and neuroscience, this project blurs the lines between the physical, digital, and biological spheres and empowers users’ brains to solicit positive changes from their spaces based on their real-time biophysical reactions and emotions.

The objective is to deploy these technologies in support of the wellbeing of the community especially when related to social matters such as inclusion and social justice in our built environment. Consequently, this project places the users’ emotions at the very center of its space by performing real-time responses to the emotional state of the individuals within the space.

series ACADIA
type project
email
last changed 2023/10/22 12:06

_id cf_2003_000
id cf_2003_000
authors Chiu, M.-L., Tsou, J.-Y., Kvan, Th., Morozumi, M. and Jeng, T.-S. (Eds.)
year 2003
title Digital Design - Research and Practice
source Proceedings of the 10th International Conference on Computer Aided Architectural Design Futures / ISBN 1-4020-1210-1 / Tainan (Taiwan) 13–15 October 2003, 464 p.
summary The use of computers in the design of the built environment has reached a watershed. From peripheral devices in the design process, they have in recent years come to take centre stage. An illustration is immediately at hand. Just as the entries to the competition for the Chicago Tribune Tower in 1922 defined the state-of-the-art at the beginning of the twentieth century, we have a similar marker at the end of the century, the competition in 2002 to replace the World Trade Centre towers in Lower Manhattan offered us a range of architectural solutions that exemplified the state-of-the-art eighty years later, setting forth not only architectural statements but also illustrating clearly the importance of computers in the design of the built environment. In these entries of 2002, we can see that computers have not only become essential to the communication of design but in the investigation and generation of structure, form and composition. The papers in this book are the current state-of-the-art in computer-aided design as it stands in 2003. It is the tenth in a series sponsored by the CAAD Futures Foundation, compiled from papers presented at the biennial CAAD Futures Conferences. As a series, the publications have charted the steady progress in developing the theoretical and practical foundations for applications in design practice. This volume continues in that tradition; thus, this book is entitled Digital Design: Research and Practice. The papers are grouped into three major categories, reflecting thrusts of research and practice, namely: Data and information: its organisation, handling and access, including agents; Virtual worlds: their creation, application and interfaces; and Analysis and creation of form and fabric. The editors received 121 abstracts after the initial call for contributions. From these, 61 abstracts were selected for development into complete papers for further review. From these submissions, 39 papers were chosen for inclusion in this publication. These papers show that the field has evolved from theoretical and development concerns to questions of practice in the decade during which this conference has showcased leading work. Questions of theoretical nature remain as the boundaries of our field expand. As design projects have grasped the potentials of computer-aided design, so have they challenged the capabilities of the tools. Papers here address questions in geometric representation and manipulation (Chiu and Chiu; Kocaturk, Veltkamp and Tuncer), topics that may have been considered to be solved. As design practice becomes increasingly knowledge based, better ways of managing, manipulating and accessing the complex wealth of design information becomes more pressing, demanding continuing research in issues such as modelling (Yang; Wang; Zreik et al), data retrieval and querying (Hwang and Choi; Stouffs and Cumming; Zreik, Stouffs, Tuncer, Ozsariyildiz and Beheshti), new modes of perceiving data (Segers; Tan). Tools are needed to manage, mine and create information for creative work, such as agents (Liew and Gero; Smith; Caneparo and Robiglio; Ding et al) or to support design processes (Smith; Chase). Systems for the support and development of designs continue (Gero; Achten and Jessurun). As progress is made on some fronts, such as user interfaces, attention is again turned to previously research areas such as lighting (Jung, Gross and Do; Ng et al; Wittkopf; Chevier; Glaser, Do and Tai) or services (Garcia; Chen and Lin). In recent years the growth of connectivity has led to a rapid growth in collaborative experience and understanding of the opportunities and issues continues to mature (Jabi; Dave; Zamenopoulos and Alexiou). Increasing interest is given to implications in practice and education (Dave; Oxman; Caneparo, Grassi and Giretti). Topics new to this conference are in the area of design to production or manufacture (Fischer, Burry and Frazer; Shih). Three additional invited papers (Rekimoto; Liu; Kalay) provide clear indication that there is still room to develop new spatial concepts and computer augmented environments for design. In conclusion, we note that these papers represent a good record of the current state of the evolving research in the field of digital design.
series CAAD Futures
email
more http://www.caadfutures.arch.tue.nl/
last changed 2003/09/22 12:21

_id diss_anders
id diss_anders
authors Anders, P.
year 2003
title A Procedural Model for Integrating Physical and Cyberspaces in Architecture
source Doctoral dissertation, University of Plymouth, Plymouth, U.K
summary This dissertation articulates opportunities offered by architectural computation, in particular the digital simulation of space known as virtual reality (VR) and its networked, social variant cyberspace. Research suggests that environments that hybridize technologies call for a conception of space as information, i.e. space is both a product of and tool for cognition. The thesis proposes a model whereby architecture can employ this concept of space in creating hybrids that integrate physical and cyberspaces.The dissertation presents important developments in architectural computation that disclose concepts and values that contrast with orthodox practice. Virtual reality and cyberspace, the foci of this inquiry, are seen to embody the more problematic aspects of these developments. They also raise a question of redundancy: If a simulation is good enough, do we still need to build? This question, raised early in the 1990's, is explored through a thought experiment - the Library Paradox - which is assessed and critiqued for its idealistic premises. Still, as technology matures and simulations become more realistic the challenge posed by VR/cyberspace to architecture only becomes more pressing. If the case for virtual idealism seems only to be strengthened by technological and cultural trends, it would seem that a virtual architecture should have been well established in the decade since its introduction.Yet a history of the virtual idealist argument discloses the many difficulties faced by virtual architects. These include differences between idealist and professional practitioners, the failure of technology to achieve its proponents' claims, and confusion over the meaning of virtual architecture among both architects and clients. However, the dissertation also cites the success of virtual architecture in other fields - Human Computer Interface design, digital games, and Computer Supported Collaborative Work - and notes that their adoption of space derives from practice within each discipline. It then proposes that the matter of VR/cyberspace be addressed from within the practice of architecture, a strategy meant to balance the theoretical/academic inclination of previous efforts in this field.The dissertation pursues an assessment that reveals latent, accepted virtualities in design methodologies, instrumentation, and the notations of architectural practices. Of special importance is a spatial database that now pervades the design and construction processes. The unity of this database, effectively a project's cyberspace, and its material counterpart is the subject of the remainder of the dissertation. Such compositions of physical and cyberspaces are herein called cybrids. The dissertation examines current technologies that cybridize architecture and information technology, and proposes their integration within cybrid wholes. The concept of cybrids is articulated in seven principles that are applied in a case study for the design for the Planetary Collegium. The project is presented and critiqued on the basis of these seven principles. The dissertation concludes with a discussion of possible effects of cybrids upon architecture and contemporary culture.
series thesis:PhD
email
last changed 2005/09/09 12:58

_id acadia07_174
id acadia07_174
authors Bontemps, Arnaud; Potvin, André; Demers, Claude
year 2007
title The Dynamics of Physical Ambiences
source Expanding Bodies: Art • Cities• Environment [Proceedings of the 27th Annual Conference of the Association for Computer Aided Design in Architecture / ISBN 978-0-9780978-6-8] Halifax (Nova Scotia) 1-7 October 2007, 174-181
doi https://doi.org/10.52842/conf.acadia.2007.174
summary This research proposes to support the reading of physical ambiences by the development of a representational technique which compiles, in a numerical interface, two types of data: sensory and filmic. These data are recorded through the use of a portable array equipped with sensors (Potvin 1997, 2002, 2004) as well as the acquisition of Video information of the moving environment. The compilation of information is carried out through a multi-media approach, by means of a program converting the environmental data into dynamic diagrams, as well as the creation of an interactive interface allowing a possible diffusion on the Web. This technique, named APMAP/Video, makes it possible to read out simultaneously spatial and environmental diversity. It is demonstrated through surveys taken at various seasons and time of the day at the new Caisse de dépôt et de placement headquarters in Montreal which is also the corpus for a SSHRC (Social Sciences and Humanities Research Council) research grant on Environmental Adaptability in Architecture (Potvin et al. 2003-2007). This case study shows that the technique can prove of great relevance for POEs (Post Occupancy Evaluation) as well as for assistance in a new design project.
series ACADIA
email
last changed 2022/06/07 07:54

_id cf2003_m_098
id cf2003_m_098
authors CHAMPION, E., DAVE, B. and BISHOP, I.
year 2003
title Interaction, Agency and Artefacts
source Digital Design - Research and Practice [Proceedings of the 10th International Conference on Computer Aided Architectural Design Futures / ISBN 1-4020-1210-1] Tainan (Taiwan) 13–15 October 2003, pp. 249-258
summary This paper argues (i) that understanding of a place (especially in heritage environments) requires a level of cultural engagement and (ii) that virtual environments, in their typical current form, fail to provide such engagement. A proposed solution to the issue of cultural presence is to apply the interactive mechanisms commonly used in computer games (social agents, levels of interaction constraint, and task-based manipulation of artefacts) to virtual heritage environments. The hypothesis is that the resulting environment will allow for greater engagement and a more culturally immersive learning environment. Virtual environments also often lack techniques for evaluating the extent to which their design goals are achieved. A proposed secondary outcome is that designers and researchers of virtual environment can also use the above interactive mechanisms for the evaluation of user engagement without simultaneously interrupting the user’s feeling of engagement.
keywords engagement, evaluation, games, HCI, virtual heritage, virtual world
series CAAD Futures
email
last changed 2003/09/22 12:21

_id caadria2003_b2-4
id caadria2003_b2-4
authors Cheng, Min Ming
year 2003
title Intelligent Island, Intelligent Practice? The Effects of National IT Policies on the Architectural Profession in Singapore
source CAADRIA 2003 [Proceedings of the 8th International Conference on Computer Aided Architectural Design Research in Asia / ISBN 974-9584-13-9] Bangkok Thailand 18-20 October 2003, pp. 263-278
doi https://doi.org/10.52842/conf.caadria.2003.263
summary Historically, the discipline of Architecture experiences time lags in its incorporation of novel philosophical ideas, technology, social ideas and so on, thanks to the inertia brought about by the building process of any built space. So, how has this concrete entrenched discipline taken on the business of Information Technology in this Information Age? In a 99% wired up 'Intelligent Island' with the national IT master plans created every 5-10 years, how has architectural practices adapted to these changes? What are the factors surrounding IT in architectural firms and how does this affect their adoption of IT. What role should architecture play in a 'Knowledge Economy'?
series CAADRIA
email
last changed 2022/06/07 07:55

_id acadia03_057
id acadia03_057
authors Greinacher, Udo (et al.)
year 2003
title URBAN FURNITURE: from gazebo to digi-booth
source Connecting >> Crossroads of Digital Discourse [Proceedings of the 2003 Annual Conference of the Association for Computer Aided Design In Architecture / ISBN 1-880250-12-8] Indianapolis (Indiana) 24-27 October 2003, p. 429
doi https://doi.org/10.52842/conf.acadia.2003.x.l0b
summary Recent years have seen the steady increase of automated kiosks and temporary structures that begin to replace traditional building types. In this course we studied and analyzed the development of the gazebo/kiosk in urban/rural settings both inside and outside over time, assessed its value for commerce and social equity, proposed a forward projection regarding the role digital info-booths/commercial kiosks will play in our urban environment, and developed new spatial models that can become an integral part of our daily experience.
series ACADIA
last changed 2022/06/07 07:49

_id f59d
authors Koelbl, R., Bruntsch, St. and Knoflacher, H.
year 2003
title Perspective Vienna – A Comparison of Planning Scenarios and Real Development
source CORP 2003, Vienna University of Technology, 25.2.-28.2.2003 [Proceedings on CD-Rom]
summary With the suspension of national boarders in unions of nations, cities and their regions gain in significance for the economic, social and cultural development. This is particularly valid for Vienna, which lies close to the eastern boarder of the European Union, which should fall with the enlargement of EU in the near future. Of prominent importance is therefore to obtain a comprehensive understanding between proposed and defined aims for an urban development, the related measures and their extent ofimplementations and their actual or real effects. This paper attempts to give a strategic analysis of the Viennese urban and traffic development programs, from 1962, 1972, 1984 and 1994, on the one hand, and the data analysis of the statistical year books beginning from 1960 until 2000, on the other. The results show that adjustments have been made not only in response to certain trends, but also to a change of philosophy of urban development. It can be seen that certain assumptions of, for example, economic and transport measures can have the opposite outcome in relation to the intended objectives. Hence, one main question remains to beanswered: How should Vienna deal with the challenges ahead, to secure and foster a sustainable development under such circumstances on a long-term basis. In this respect, some measures are given, which should make it possible to overcome successfully these challenges.
series other
email
last changed 2003/03/11 20:39

_id ecaade03_141_137_marques
id ecaade03_141_137_marques
authors Marques, S., Goulette, J.P. and Bonnal, D.
year 2003
title Exploring design in cyberspace: a teaching experience
source Digital Design [21th eCAADe Conference Proceedings / ISBN 0-9541183-1-6] Graz (Austria) 17-20 September 2003, pp. 141-144
doi https://doi.org/10.52842/conf.ecaade.2003.141
summary The use and evolution of information and communication technologies (TIC) are changing human’s cultural, social, and material content. It regards not only the complexity of technology, but also the re-discussion of concepts concerning to several domains of knowledge, among them, architecture (theory, practice and teaching). The particular focus of this paper is to present an undergraduate teaching experience in a French School of Architecture (École d'Architecture de Toulouse). The course called FINC (“Forme, Information, Novation, Conception”), deals with new designers' attitudes exploring cyberspace. By concentrating on a critical approach of the ""reciprocal contamination"" between physical and virtual architecture, the aim of this course is to bring architectural students to face a new design experience: to explore the new cognitive and communicative environments of cyberspace, designing in a different conceptual and experimental environment.
keywords Architecture; cyberspace; design; teaching
series eCAADe
email
last changed 2022/06/07 07:59

_id bdfd
id bdfd
authors R Sosa and JS Gero
year 2003
title DESIGN AND CHANGE: A MODEL OF SITUATED CREATIVITY
source Approaches to Creativity in Artificial Intelligence and Cognitive Science, Bento, C, Cardosa, A and Gero JS (eds), IJCAI03, Acapulco, pp 25-34.
summary This paper describes current research on the computational modeling of change phenomena in design. In particular it introduces a tutorial view of the moel of design situations (DS) as a methodological basis for experimentation with change processes at the individual and the collective levels of an agent society. Creativity in the DS model takes place within the situated interaction of individuals in a social environment transcending its conventional characterization as purely a cognitive process.
keywords social creativity, agent society
type normal paper
email
last changed 2004/04/10 02:23

_id avocaad_2003_10
id avocaad_2003_10
authors Sevil Sariyildiz, Ozer Ciftcioglu, Bige Tunçer and Rudi Stouffs
year 2003
title Knowledge Model for Cultural Analogy in Design and Design Education
source LOCAL VALUES in a NETWORKED DESIGN WORLD - ADDED VALUE OF COMPUTER AIDED ARCHITECTURAL DESIGN, Stellingwerff, Martijn and Verbeke, Johan (Eds.), (2004) DUP Science - Delft University Press, ISBN 90-407-2507-1.
summary Almost every architect uses analogy while designing. The source of inspiration is nature, technology, geometry, etc., besides the influence of the work of other architects. Analogy in architecture has a close relationship with culture as well. Culture is a dynamic occurrence and evolves by the influence of many aspects such as technological, economical, environmental and social. In the process of design, architects built op knowledge from their own experience and designs, but also from the other designers work. Usually, architects develop this quality and ability during the education, and later by trial and error methodwhile practising the design. This is habitually done based on own conscience, intuition and experience.The developments in ICKT (Information, Communication and Knowledge Technology) as a part of broader technological developments and the ongoing globalisation, influences the culture as a dynamic process and therefore the architecture.. It is necessary to make these influences explicit for their embedding in architectural design education of young professionals. This can be achieved by transferring the resulting knowledge to a knowledge model by using intelligent modelling techniques. The operational aspects of design analogies to be implemented in education, research and the daily practice of designing architects need attention. This paper discusses the operational aspects of cultural analogy in design by using an intelligent computational modelling approach.
keywords Architecture, Local values, Globalisation, Computer Aided Architectural Design, ICKT, Architectural Design, Analogy, Culture, Design Education, Multiculturalism, Intelligent Modelling Techniques
series AVOCAAD
email
last changed 2006/01/16 21:38

_id caadria2003_c6-3
id caadria2003_c6-3
authors Tadic, Ron Z.
year 2003
title Participation In Design of Community Centres Designing With Electronic Medium
source CAADRIA 2003 [Proceedings of the 8th International Conference on Computer Aided Architectural Design Research in Asia / ISBN 974-9584-13-9] Bangkok Thailand 18-20 October 2003, pp. 871-888
doi https://doi.org/10.52842/conf.caadria.2003.871
summary Until recently, most of the architectural projects had only two players - an Architect and a Client Architect was commissioned by a client and did what that client wanted. Now, end users, citizens, communities, voters and ordinary people want to have a say in projects that are provided for them. The days of an Architect being a tool of moneyed clients and politicians are gone. Social and political changes in the second half of 20th century provided a platform for affirmation of individual and collective rights of citizens to take active roles in decision-making. In the field of Architecture, this in particular applies to the process of design. What was once a one-way street for decision-making is now a profoundly different - multidirectional process of initiative, consultation and agreement between all parties that are or will be directly or indirectly involved in a project. In this way completed projects are the result of a variety of contributions of all stakeholders, thus potentially better meeting a broader variety of their needs and expectations. Stakeholders' participation is required not only during the design, but also after the completion of a built project. Once they start using 'their' finished project, they provide feedback about its qualities and shortfalls. This is done through the Post Occupancy Evaluation (P.O.E.). Data collected in this way can then be used to revisit the original design and draw lessons from it, making the next design better suited to the stakeholders of future projects. These laborious, repetitive and complex tasks were difficult to achieve without spending vast amounts of time and resources. This process threatened to be detrimental to the overall success of a project.
series CAADRIA
email
last changed 2022/06/07 07:56

_id ecaade03_125_207_tsou
id ecaade03_125_207_tsou
authors Tsou, J.-Y., Lam, S. and Xue, Y.
year 2003
title Scientific Modeling for Bridging the Environmental Design and Social Behavior in Hyper Dense Urban Open Space Planning
source Digital Design [21th eCAADe Conference Proceedings / ISBN 0-9541183-1-6] Graz (Austria) 17-20 September 2003, pp. 125-129
doi https://doi.org/10.52842/conf.ecaade.2003.125
summary In Hong Kong, about 46% of the population lives in public housing estates. The density of the estates could be as high as 2,500 persons per hectare and there is an increased pressure for increasing the density. Therefore, open space in the estates contributes significantly for relieving the sense of over-congestion. Preliminary study shows that the usage of these open spaces is as low as 1.36%, and the low usage rate is largely due to inappropriate planning and design, particularly with respect to climate requirements, rather than insufficient area. Researchers thus attempt to overlay the user-behavior with the environment-behavior data to investigate the impact of irresponsive environmental design on the user-behavior. It is also this exercise that provides new thoughts to research of social behavior and activity study for high density urban habitation.
keywords Building simulation: post-occupancy evaluation; behavior maps; planningand design for hyper dense habitation environment
series eCAADe
email
last changed 2022/06/07 07:57

_id caadria2003_b2-1
id caadria2003_b2-1
authors Rafi, Ahmad M.E.
year 2003
title i-putra.com: a Digital Soft City of Putrajaya
source CAADRIA 2003 [Proceedings of the 8th International Conference on Computer Aided Architectural Design Research in Asia / ISBN 974-9584-13-9] Bangkok Thailand 18-20 October 2003, pp. 225-236
doi https://doi.org/10.52842/conf.caadria.2003.225
summary This paper presents our experiment and development of i.Putra.com - a digital soft city of Malaysia's new administrative Capital Putrajaya. This project is funded by Putrajaya Holdings Sdn. Bhd. Malaysia and was originally developed by the Multimedia University before finally executed by I-Design Sdn. Bhd. It is designed to be an interactive channel for the civic and urban activities that parallel, enhance, compliment, and sometimes 'compete' with physical Putrajaya. Putrajaya's goal is to be the administrative capital for the governance of cyber communities where digital bits rather than physical assets are the primary scarce resource (Putrajaya Holdings, 2002). The guiding principle for i.Putra.com is content, context, community and commerce in which they will be integrated with the city information such as residential, commercial, service and public areas. As the city is being built, i.Putra.com will expand to provide an interactive channel for those who live in, work in, or visit Putrajaya.
series CAADRIA
email
last changed 2022/06/07 07:59

_id ecaade03_017_136_franz
id ecaade03_017_136_franz
authors Franz, G., Von der Heyde, M. and Bülthoff, H.H.
year 2003
title An empirical approach to the experience of architectural space in VR - Exploring relations between features and affective appraisals of rectangular interiors
source Digital Design [21th eCAADe Conference Proceedings / ISBN 0-9541183-1-6] Graz (Austria) 17-20 September 2003, pp. 17-24
doi https://doi.org/10.52842/conf.ecaade.2003.017
summary While it is well known that the built environment influences our emotional state, it is often difficult to attribute these experiences to particular properties. In fact, a systematic investigation of the relation between physical structure and emotional experience of architecture has not yet been done. Now virtual reality simulations facilitate a completely controlled variation of spatial properties and thus allow to empirically evaluate architectural hypothesises. The aim of the presented study was to investigate which factors from a component-based description of rooms significantly correlate with cardinal dimensions of experience. In a perceptual experiment experiental qualities of 16 virtual vacant rectangular interiors were rated in eight principal categories by 16 participants using the semantic differential scaling technique. The scenes were generated by a custom made graphics tool that also automatically generated the component-based scene descriptions. The data analysis revealed several interesting correlations between scene features and rated experience: For example, a preference for ratios near to the golden section could be observed for spatial proportions, which are not directly perceivable. Altogether, a set of five independent factors (openness, two room proportions, room area and balustradeheight) appeared to be effective for widely describing the observed variance of the averaged attributed experiental qualities. Our combination of realistic virtual reality simulations and psychophysical data raising methods proved to be effective for basic architectural research. It allowed us to demonstrate quantitative relations between physical properties from a component-based description of architectural space and its emotional experience.
keywords Experiental Qualities; Psychophysics; Correlation Analysis; Virtual Reality
series eCAADe
email
more http://www.kyb.tuebingen.mpg.de/~gf
last changed 2022/06/07 07:50

_id ecaade03_427_177_gibson
id ecaade03_427_177_gibson
authors Gibson, Kathleen
year 2003
title Spatial Mapping: Connections between Virtual and Physical Navigation
source Digital Design [21th eCAADe Conference Proceedings / ISBN 0-9541183-1-6] Graz (Austria) 17-20 September 2003, pp. 427-432
doi https://doi.org/10.52842/conf.ecaade.2003.427
summary Using Lynch’s (1960) treatise The Image of the City as a model, user navigation of e-retailing web sites was analyzed using defined categories: paths, districts, edges, nodes, and landmarks. Results from this study suggest that elements in the urban landscape and their use by individuals for way finding and legibility may be similar to those necessary for navigating the World Wide Web.
keywords Spatial mapping; way finding; e-retailing; built environment; world wideweb
series eCAADe
email
more http://www.humec.cornell.edu/faculty/facultybio.cfm?netid=kjg4&facs=1
last changed 2022/06/07 07:51

_id ecaade03_513_168_hamid
id ecaade03_513_168_hamid
authors Hamid, Bauni
year 2003
title Integrating Public Participation Program into CAAD Curriculum
source Digital Design [21th eCAADe Conference Proceedings / ISBN 0-9541183-1-6] Graz (Austria) 17-20 September 2003, pp. 513-518
doi https://doi.org/10.52842/conf.ecaade.2003.513
summary This paper discusses an early phase of ongoing research on the implementation of public participation program in urban setting by academia through digital visualization projects performed by students in CAAD course works context. The implication of this program on both sides, the academia and the city, is examined. The result has indicated prospects in enhancing digital course contents, which is not merely digital visualizing built environment anymore but also making digital project cases more local oriented. From public side, the resulted mechanism may facilitate dissemination of urban development program as well as opening wider opportunity to accommodate community aspiration.
keywords Digital design education; CAAD curriculum; public participation; city model; e-Government.
series eCAADe
email
more http://caitad.arch-usu.net
last changed 2022/06/07 07:50

_id ecaade2014_147
id ecaade2014_147
authors James Charlton and Markus Brune
year 2014
title Towards a dynamic evacuation system: developing methodologies to simulate the evacuation capabilities of subway stations in response to a terrorist attack with CBRNE weapons
source Thompson, Emine Mine (ed.), Fusion - Proceedings of the 32nd eCAADe Conference - Volume 1, Department of Architecture and Built Environment, Faculty of Engineering and Environment, Newcastle upon Tyne, England, UK, 10-12 September 2014, pp. 109-118
doi https://doi.org/10.52842/conf.ecaade.2014.1.109
wos WOS:000361384700010
summary Events in recent times have highlighted the vulnerability of underground public transportation to possible terrorist attacks. A key question therefore is how an evacuation can be accomplished from underground stations safely. The strategy “go up and take the nearest exit to the surface” might not be the best response. Evidence from the Daegu subway station fire in 2003, investigated by Tsujimoto (2003) and Jeon and Hong (2009) establish that smoke or toxic airborne substances from a terrorist attack tend to use the same direct routes used by the fleeing passengers and as result significant injuries or fatalities can occur. This study proposes the concept of a dynamic evacuation system which would guide subway users along safe routes. To test how this system may operate, the study discussed combines measurements from tracer gas experiments with climate measurements to establish how toxic agents spread in subway stations under certain conditions and combines these results with those from pedestrian simulations applied to calculate evacuation times for possible escape routes. By integrating the resulting dataset from these methods, an evidence base of how a dynamic evacuation system may work can start to form.
keywords Pedestrian simulation, subway climatology; cbrne; subway evacuation; tracer gas experiments
series eCAADe
email
last changed 2022/06/07 07:52

_id ecaade03_153_183_knight
id ecaade03_153_183_knight
authors Knight, M. Brown, A.G.P., Hannibal, C., Noyelle, C. and Steer, O.
year 2003
title Measurement of Presence in Large Scale Virtual Environments
source Digital Design [21th eCAADe Conference Proceedings / ISBN 0-9541183-1-6] Graz (Austria) 17-20 September 2003, pp. 153-160
doi https://doi.org/10.52842/conf.ecaade.2003.153
summary It is now widely accepted that a sense of presence in a virtual environment is a crucial part of the success of the ‘experience’. This paper extends the authors previous work in naturalistic interfaces and perception of image to test experimentally the degree to which the type of interface and visual nature of the virtual environment determine the experience of presence or ‘being there’ in a large scale architectural virtual environment. The importance of presence to the success of architectural virtual environments is an important discussion. Should architectural VEs strive to be hyper-real (with all the attendant hardware issues of manipulating large amounts of data in real-time) or does a degree of abstraction in representation still afford an acceptable degree of presence?
keywords Virtual Environments, Presence
series eCAADe
email
more www.liv.ac.uk/abe/caadru
last changed 2022/06/07 07:51

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