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 thesis_ducla
id thesis_ducla
authors Ducla-Soares, G.
year 2004
title Audio-Visual Frameworks for Design Process Representation
source SMArchS Thesis, Department of Architecture, MIT
series thesis:MSc
email
last changed 2005/09/09 12:58

_id ddss2008-33
id ddss2008-33
authors Charlton, James A.; Bob Giddings and Margaret Horne
year 2008
title A survey of computer software for the urban designprocess
source H.J.P. Timmermans, B. de Vries (eds.) 2008, Design & Decision Support Systems in Architecture and Urban Planning, ISBN 978-90-6814-173-3, University of Technology Eindhoven, published on CD
summary Urban design is concerned with the shape, the surface and the physical arrangement of all kinds of urban elements, the basic components that make up the built environment, at the level of buildings, spaces and human activities. It is also concerned with the non-visual aspects of the environment, such as noise, wind and temperature and humidity. The city square is a particular urban element which can take many forms and its geometrical relationships such as maximum dimensions, ratio of width to length and building height to length have been analysed for centuries (Alberti 1475), (Vitruvius 1550), (Sitte 1889), (Corbett 2004). Within the current urban design process there are increasing examples of three dimensional computer representations which allow the user to experience a visual sense of the geometry of city squares in an urban landscape. Computer-aided design and Virtual Reality technologies have recently contributed to this visual assessment, but there have been limited attempts at 3D computer representations which allow the user to experience a greater sense of the urban space. This paper will describe a survey of computer tools which could support a more holistic approach to urban design and which could be used to simulate a number of urban texture and urban quality aspects. It will provide a systematic overview of currently available software that could support the simulation of building density, height, colour and style as well as conditions relating to noise, shading, heat, natural and artificial light. It will describe a methodology for the selection and filtering of appropriate computer applications and offer an initial evaluation of these tools for the analysis and representation of the three-dimensional geometry, urban texture and urban quality of city centre spaces. The paper is structured to include an introduction to the design criteria relating to city centre spaces which underpins this research. Next the systematic review of computer software will be described, and selected tools will undergo initial evaluation. Finally conclusions will be drawn and areas for future research identified.
keywords Urban design, Software identification, 3D modelling, Pedestrian modelling, Wind modelling, Noise mapping, Thermal comfort, VR Engine
series DDSS
last changed 2008/09/01 17:06

_id sigradi2004_295
id sigradi2004_295
authors Schawn Jasmann
year 2004
title Architecture and the dialogical space of encounter
source SIGraDi 2004 - [Proceedings of the 8th Iberoamerican Congress of Digital Graphics] Porte Alegre - Brasil 10-12 november 2004
summary In the process of contemporary architectural design there is a privileging of measured visual information over other forms of representation as primary vehicles for the construction and construing of meaningful human experience. Within our contemporary cultural context there are other forms of cultural production that have not privileged such empirical models and as such have been utilized to establish an alternate aesthetic, for the purposes of construing meaning, that is entirely contrary to the modernist aesthetic ideal. This paper will focus on one form of alternate cultural production, namely the dialogic, and in so doing will identify how it informs possibilities for the thinking and making of architecture.
series SIGRADI
email
last changed 2016/03/10 09:59

_id 502caadria2004
id 502caadria2004
authors Kirsty A. Beilharz
year 2004
title Designing Generative Sound for Responsive 3D Digital Environment Interaction
source CAADRIA 2004 [Proceedings of the 9th International Conference on Computer Aided Architectural Design Research in Asia / ISBN 89-7141-648-3] Seoul Korea 28-30 April 2004, pp. 741-758
doi https://doi.org/10.52842/conf.caadria.2004.741
summary This paper examines three key areas of responsive sound interaction in 3D Digital Environments: designing generative sound that derives its composition and relevance from social and physical human interaction within a digital environment; the relation of sonic structure to the digital visual and spatial experience; and responsive, reactive real time sound generation activated by environmental conditions and human behaviours. The primary purposes for responsive sound design are: (1) to provide navigational cues supporting way-finding and spatial orientation; and (2) to provide realtime generative environmental sound that reflects social behaviour in a way that is meaningful and recognisable. The applied contexts for navigational cues and environmental generative sound include online (multi-user), synchronous Virtual Environments and Digital Installation Spaces (e.g. intelligent rooms, virtual reality and immersive environments). Outcomes of responsive sound design include: a trigger system of aural alerts, warnings and guidance; a computational system for generating sound in real time activated by spatial location and social interaction; and an audio (non-visual) tool aiding spatial orientation and way-finding interaction in 3D immersive Digital Environments.
series CAADRIA
email
last changed 2022/06/07 07:51

_id 2004_082
id 2004_082
authors Rona, Cagri and M. Saleh Uddin
year 2004
title Surround Digital Audio in Architectural Animation and VR Environment
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 82-88
doi https://doi.org/10.52842/conf.ecaade.2004.082
summary To stimulate all five senses through a realistic representation, audio plays a significant role. Architectural representation in digital media primarily falls in the area of visualization. Recent developments in simulation of 3d animation, lighting effect, material options and texture quality demonstrate that technology has come to a satisfactory level for representing realistic environments. But, at the same time, designers may not have paid due attention in regards to simulation of quality audio in architectural representation, particularly in 3D animation. “Surround Sound” or technically, the Dolby Digital and DTS technology has been used for entertainment purposes in film and movie production for a long time. As realistic materials and lighting increases the value of reality, sounds and sound effects too can add value to represented virtual reality architectural environments. Surround Sound technology simply delivers different signals from a 360-degree range. The reason beneath this is to break the sense of looking towards a single direction. Ideally, the audio should come from the direction of the visuals on the scene. Synchronization of both visual and Dolby Digital audio can enhance the experiential quality of an audio-visual representation. At the same time, it can break the notion of audio coming from a single direction. This paper suggests and demonstrates the technique of combining surround sound in digital 3D architectural animation for the purpose of enhancing its visual and sensory quality.
keywords Architecture, Animations, 3D Surround Audio
series eCAADe
last changed 2022/06/07 07:56

_id ascaad2004_paper5
id ascaad2004_paper5
authors Abdelhameed, Wael A.
year 2004
title A Java Program Model for Design-Idea Exploration in Three Dimensions
source eDesign in Architecture: ASCAAD's First International Conference on Computer Aided Architectural Design, 7-9 December 2004, KFUPM, Saudi Arabia
summary Visual Perception of depictions is the basis of the act of imagining employed in visual design thinking of design process, and consequently in design-idea exploration. Digital-media use plays a significantly important role in these exploration processes. The underlying assumption of the research is that Visual Perception affects Design-Idea Exploration processes. The research investigates and sheds more light on the processes of Visual Perception, which architects use in mass exploration of design ideas. The research is a part of a series that presents a Java program based on creating 3d shapes, in order for architects to explore initial shapes related to design ideas. The initial version of the program, which is a part of another research, creates 3d shapes through controlling their dimensions and insertion point. Functions of painting, controlling the light position, and shading are added to the program that is presented in this research. The research discusses Design-Idea Exploration and Visual Perception and their correlation. The added features of the program that is used as a design medium are also presented and linked to the investigated areas.
series ASCAAD
email
last changed 2007/04/08 19:47

_id 2004_090
id 2004_090
authors Abdelhameed, Wael
year 2004
title Visual Design Thinking in the Design Process as Impacted by Digital Media
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 90-94
doi https://doi.org/10.52842/conf.ecaade.2004.090
summary Exploring design ideas, through two dimensional and three dimensional forms, is the basis of design exploration and visual design thinking during the design process. Imagining how drawings and models (be it manual or digital) will be presented in reality is the essence of visual design thinking. By the beginning of the 20th Century, architecture has become more three dimensional in design exploration and in representation. This transition to three dimensions makes the processes of visual design thinking more related to digital media. The nature of media, utilized by architects, affects design-exploration processes. The research investigates both the processes of visual design thinking and the interrelation between visual design thinking and digital media, in order to shed more light on how digital media should be introduced to students of architecture.
keywords Visual Design Thinking: Digital Media; Architectural Education; Design Process
series eCAADe
last changed 2022/06/07 07:54

_id eaea2003_25-ws-breen
id eaea2003_25-ws-breen
authors Breen, J.
year 2004
title Towards a Virtual Design Media Museum. Identifying, Structuring and Presenting Design and (Re) Presentation Media Artifacts
source Spatial Simulation and Evaluation - New Tools in Architectural and Urban Design [Proceedings of the 6th European Architectural Endoscopy Association Conference / ISBN 80-227-2088-7], pp. 122-132
summary Designing is largely a process of (inter)active imaging. The evolvement of a design concept from preliminary design proposal towards spatial and material environment generally follows an uncertain path through uncharted landscape; a journey of exploration which requires both rational and creative consideration, frequently involving the interchange of information within a design team and collaboration with representatives from different contributing disciplines. Designs are conceived, worked out and specified step by step (roughly speaking from ‘rough to fine’) in iterative design ‘loops’. All the time the designer tries to determine which ‘course’ should be taken, by considering reference material, by reflecting on conceptions developed previously and by generating specific options aimed at furthering the ‘concretisation’ of the end product. In the course of such a trajectory, visual information is continually being developed, selected, tested, and subsequently either discarded or perfected. From early times architects have been considered not only as knowledgeable ‘experts’ in the field of building as a craft, but also as ‘creative directors’ of such development processes. The architect should be capable of not only conjuring up visions of the future spatial and material form of the building, but also of conveying these to the other ‘actors’ involved in the initiation and building process. Such ‘sharing’ of information is necessary in order to generate sufficient understanding, consensus, enthusiasm, as well as means. To become more than ‘figments of the imagination’, the designer’s ideas need to be ‘pinned down’ (even if they are not yet entirely finished) and communicated by using some form of reliable – and preferably readable – ‘language’ for design development and communication.
series EAEA
more http://info.tuwien.ac.at/eaea
last changed 2005/09/09 10:43

_id 205caadria2004
id 205caadria2004
authors Guan-Ye Mivo Chen
year 2004
title What Is Intention Structure? - Represent Invisible Information of Spatial Depicts
source CAADRIA 2004 [Proceedings of the 9th International Conference on Computer Aided Architectural Design Research in Asia / ISBN 89-7141-648-3] Seoul Korea 28-30 April 2004, pp. 275-286
doi https://doi.org/10.52842/conf.caadria.2004.275
summary The significant problem of this paper is how we convey spatial information to represent concrete meaning of mental imagery. For replying the above problem, we are developing a spatial information structure called "Intention Structure". Intention structure is used to represent some spatial experience of a particular person and awareness of the aura into some spatial depicts at that physical place. The meaning of “intention” is implied into a sequential relation when a navigator moves and gazes something in a place. This sequential relation can be described into two ways of spatial representation: one is the action of human body including “moving the body” and “moving the head”; another is converting the visual information into spatial memories through the behavior of gaze, including “the sight focus” and “the snapshot glance”. Otherwise, we also consider the limitation of topology at that physical place. Based on the above ideas, we use XML technologies in Java language to represent spatial data of intention structure for the describable usages of invisible information. we implemented this idea on a project of spatial analysis with Taiwanese traditional garden, the Lin family garden in Banciao, Taipei County, Taiwan.
series CAADRIA
email
last changed 2022/06/07 07:51

_id ddss2004_ra-99
id ddss2004_ra-99
authors Göttig, R., J. Newton, and S. Kaufmann
year 2004
title A COMPARISON OF 3D VISUALIZATION TECHNOLOGIES AND THEIR USER INTERFACES WITH DATA SPECIFIC TO ARCHITECTURE
source Van Leeuwen, J.P. and H.J.P. Timmermans (eds.) Recent Advances in Design & Decision Support Systems in Architecture and Urban Planning, Dordrecht: Kluwer Academic Publishers, ISBN: 1-4020-2408-8, p. 99-111
summary Contemporary advanced virtual reality systems use different stereoscopic 3D visualization technologies. In this study, VR systems from one projection wall up to VR systems with six projection walls have been evaluated. Besides the optical properties tested with architectural 3D models, the user interfaces have been analyzed with reference to exact and intuitive control abilities. Additionally, the workflow of an early architectural design process with CAAD generated 3D models and VR visualization techniques was analyzed. It turns out that current VR systems exhibit shortcomings in visual and spatial representations, as well as tools for an early design process.
keywords 3D-Systems, Virtual Reality, Powerwall, Holobench, HMD, CAVE, User Interfaces, Visual Display Qualities, Design Process
series DDSS
type normal paper
last changed 2004/07/03 23:02

_id ascaad2004_paper16
id ascaad2004_paper16
authors Hassan, R.; K. Jorgensen
year 2004
title Computer Visualizations in Planning
source eDesign in Architecture: ASCAAD's First International Conference on Computer Aided Architectural Design, 7-9 December 2004, KFUPM, Saudi Arabia
summary A wide range of visualizations have been developed and implemented as tools for urban simulations and visual impact assessment. These include: plans, diagrams, elevations, perspective sketches, renderings, modified photographs (photo renderings and photomontages), slide projections, scale models, movies, videotapes and computer graphics. In the last decade, graphical computer applications have proven to be an increasingly supportive tool in visualization and manipulation of graphical material. This study presents the state of the art of computer visualization in planning. More specifically, the use of web-based computerized visualizations for landscape visual simulation, with the aim to develop a system of visualization techniques as an aid to communicating planning and design scenarios for historically important landscapes and urban places, with particular attention to the city of Nablus in Palestine. This has led to the evaluation of possibilities and potentials of computer use in this field, and to the definition of the visual problems and challenges of the city of Nablus. This study will argue what extra one can draw from computerized visualizations, what is likely to be its impact on future planning and design research, and what this visualization experience really means for historical important locations as in Nablus. The study demonstrates that computerized visualizations can be a powerful tool in representing a cityscape in three-dimensions from different angels. Visualizations will allow better understanding of the components of the city, its landscapes, city features and the process of change. In this way it may provide new and better platforms for public participation in planning.
series ASCAAD
email
last changed 2007/04/08 19:47

_id 104caadria2004
id 104caadria2004
authors Henry Iskandar Ong
year 2004
title Role of Computer Visualization As a Support for Architect-Client Design Collaboration
source CAADRIA 2004 [Proceedings of the 9th International Conference on Computer Aided Architectural Design Research in Asia / ISBN 89-7141-648-3] Seoul Korea 28-30 April 2004, pp. 65-78
doi https://doi.org/10.52842/conf.caadria.2004.065
summary This paper discusses the role of computer based visual simulations in the context of bridging the communication gap between client and design team, based on years of practising architecture in the Sumatra region, Indonesia. Its principal objective is to identify steps in design process to assess the design collaboration between bodies with different culture backgrounds, so that greater understanding and agreement can occur. It also attempts to facilitate and foster effective communication which will lead to improved design collaboration practise, in a region famous for its rich vernacular architecture. Two finished projects located at different sites in North Sumatra in which the author was involved, will be included as sample cases.
series CAADRIA
email
last changed 2022/06/07 07:49

_id 510caadria2004
id 510caadria2004
authors Ju-Yeon Kim & Hyun-Soo Lee
year 2004
title Developing a Color Adaptive VR Interior Design System Based on Psychophsiological Responses
source CAADRIA 2004 [Proceedings of the 9th International Conference on Computer Aided Architectural Design Research in Asia / ISBN 89-7141-648-3] Seoul Korea 28-30 April 2004, pp. 857-870
doi https://doi.org/10.52842/conf.caadria.2004.857
summary This research utilizes vision-based affective recognition and sensing technologies, which are tested in order to interpret what emotional moods people experience with visual spatial images; these tests help to automatically provide feedback on the natural ways to manipulate affective intelligent communication. That is, the primary objective of this research is to realize an adaptable architectural virtual reality (VR) model whose color attributes can be changed dynamically according to the identified emotional state of the user. Eventually, this research addresses how to capture a specific user’s emotional states through the system and use it for modifying an architectural VR model, mainly for its color adaptation. In the applicability process, this system proposes towards user oriented smart environment such as the colors of an interior space are dynamically changed according to a characteristic affective response of a user.
series CAADRIA
email
last changed 2022/06/07 07:52

_id 407caadria2004
id 407caadria2004
authors Larry Sass
year 2004
title Rapid Prototyping Techniques for Building Program Study
source CAADRIA 2004 [Proceedings of the 9th International Conference on Computer Aided Architectural Design Research in Asia / ISBN 89-7141-648-3] Seoul Korea 28-30 April 2004, pp. 655-670
doi https://doi.org/10.52842/conf.caadria.2004.655
summary This paper is original research that demonstrates new design possibilities for evaluation in the schematic phase of design through the use rapid prototyping as a tool of representation verses 2D drawing. These program shapes are created from CAD files using a threedimensional printing and laser cutting CAM tools. This way of working is in response to two dimensional plan representation and evaluation (Mitchell 1976). This research combines the best of the visual aspects of plan representation and the formal representation of solid block modeling. The models in this paper demonstrate the building’s physical scale of spaces, building use and overall form. Resulting models will demonstrate a new way of designing in CAD one that combined physical and visual ways or representation.
series CAADRIA
email
last changed 2022/06/07 07:52

_id sigradi2004_071
id sigradi2004_071
authors Marcelo Payssé; Magela Bielli; Juan Pablo Portillo; Fernando Rischewski
year 2004
title Proyecto de automatización de cálculos estructurales para programas cadî, uso de herramientas informáticas en la enseñanza del cálculo estructural en la facultad de arquitectura [Automation Project of Structural Calculations for CAD Programs - Use of Digital Tools for Structural Calculations in the School of Architecture]
source SIGraDi 2004 - [Proceedings of the 8th Iberoamerican Congress of Digital Graphics] Porte Alegre - Brasil 10-12 november 2004
summary This paper describes the implementation of Automated Structural Calculations For CAD Programs. We aim to develop a newly conceived software prioritizing the analysis and structural design in the conceptual aspect, linking the calculation with the usual graphic procedures by means of a specific application for local education methodology, that will be intellectual property of our University. It refers the methodology applied in the implementation of the program and the pedagogical aspect we considered. The software is developped as a macro programmed in open source code (Visual Basic Application) with data-input and data output generated in AutoCAD 2000. The specific objectives are: to obtain significant improvements in the habitual resolution standards of complex exercises, to obtain suitable software with free distribution for academic purposes with minimum costs and develop an adequate instrument to the specific architects . work modality in our faculty.
keywords Academic experiences, structural calculation, structural representation
series SIGRADI
email
last changed 2016/03/10 09:55

_id 1410
id 1410
authors Muñoz, Patricia; López Coronel, Juan
year 2004
title CONTINUITY IN SPATIAL SURFACES FOR INDUSTRIAL DESIGN
source Proceedings of the Fourth International Conference of Mathematics & Design, Special Edition of the Journal of Mathematics & Design, Volume 4, No.1, pp. 97-104.
summary The purpose of this enquiry was to verify the way in which CAD systems and their tools for visual surfaces analysis interact with morphological knowledge in the determination of continuity in products of industrial design. We acknowledge that geometrical knowledge is necessary but not enough for working with this attribute of form in everyday objects, where cultural factors are involved. Geometry establishes a progressive range of continuity of surfaces that involves the concepts of position, tangency and curvature. In product design we find different degrees of continuity that not necessarily follow this idea of increment. What is understood as discontinuous in products in most cases is geometrically continuous. The control of smoothness in the shape of objects, is influenced by the way in which the form was created and by the different communicational, functional and technological elements that identify a product of industrial design. Subtlety in the suggestion of form, by means of the regulation its continuity, is what turns it suggestive through design. We consider that the development of the geometry of digital drawing systems in three dimensions should be an integrating process, where CAD developers and designers work closer in order to potentiate both activities.
series other
type normal paper
email
last changed 2005/04/07 12:50

_id acadia16_140
id acadia16_140
authors Nejur, Andrei; Steinfeld, Kyle
year 2016
title Ivy: Bringing a Weighted-Mesh Representations to Bear on Generative Architectural Design Applications
source ACADIA // 2016: POSTHUMAN FRONTIERS: Data, Designers, and Cognitive Machines [Proceedings of the 36th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-0-692-77095-5] Ann Arbor 27-29 October, 2016, pp. 140-151
doi https://doi.org/10.52842/conf.acadia.2016.140
summary Mesh segmentation has become an important and well-researched topic in computational geometry in recent years (Agathos et al. 2008). As a result, a number of new approaches have been developed that have led to innovations in a diverse set of problems in computer graphics (CG) (Sharmir 2008). Specifically, a range of effective methods for the division of a mesh have recently been proposed, including by K-means (Shlafman et al. 2002), graph cuts (Golovinskiy and Funkhouser 2008; Katz and Tal 2003), hierarchical clustering (Garland et al. 2001; Gelfand and Guibas 2004; Golovinskiy and Funkhouser 2008), primitive fitting (Athene et al. 2004), random walks (Lai et al.), core extraction (Katz et al.) tubular multi-scale analysis (Mortara et al. 2004), spectral clustering (Liu and Zhang 2004), and critical point analysis (Lin et al. 20070, all of which depend upon a weighted graph representation, typically the dual of a given mesh (Sharmir 2008). While these approaches have been proven effective within the narrowly defined domains of application for which they have been developed (Chen 2009), they have not been brought to bear on wider classes of problems in fields outside of CG, specifically on problems relevant to generative architectural design. Given the widespread use of meshes and the utility of segmentation in GAD, by surveying the relevant and recently matured approaches to mesh segmentation in CG that share a common representation of the mesh dual, this paper identifies and takes steps to address a heretofore unrealized transfer of technology that would resolve a missed opportunity for both subject areas. Meshes are often employed by architectural designers for purposes that are distinct from and present a unique set of requirements in relation to similar applications that have enjoyed more focused study in computer science. This paper presents a survey of similar applications, including thin-sheet fabrication (Mitani and Suzuki 2004), rendering optimization (Garland et al. 2001), 3D mesh compression (Taubin et al. 1998), morphin (Shapira et al. 2008) and mesh simplification (Kalvin and Taylor 1996), and distinguish the requirements of these applications from those presented by GAD, including non-refinement in advance of the constraining of mesh geometry to planar-quad faces, and the ability to address a diversity of mesh features that may or may not be preserved. Following this survey of existing approaches and unmet needs, the authors assert that if a generalized framework for working with graph representations of meshes is developed, allowing for the interactive adjustment of edge weights, then the recent developments in mesh segmentation may be better brought to bear on GAD problems. This paper presents work toward the development of just such a framework, implemented as a plug-in for the visual programming environment Grasshopper.
keywords tool-building, design simulation, fabrication, computation, megalith
series ACADIA
type paper
email
last changed 2022/06/07 07:58

_id sigradi2004_275
id sigradi2004_275
authors Sabrina Kacher; Jean-Claude Bignon; Gilles Halin; Pascal Humbert
year 2004
title A semantic indexation method to assist with the architectural design process by images
source SIGraDi 2004 - [Proceedings of the 8th Iberoamerican Congress of Digital Graphics] Porte Alegre - Brasil 10-12 november 2004
summary A lot of research shown that designing an architectural solution requires introducing external references other than those existing in the design problem. In our case we choose photographic images to illustrate these references because an image illustrates the graphic part of an architectural concept. For this the information transmitted by photographic image is often easier to interpret by the designer. To assist the design process, we are working on the construction of a reference image database where the designer will find various solutions to his design problem. We have therefore proposed a method for indexing this image database. The following paper tackles the particular question of semantic meaning applied to architectural works. More precisely, we present the results obtained through an experiment following the Chi-square statistic rule, whose objective was to validate the weight associated with the architectural concepts illustrated according to their visual features in images.
keywords Reference image database, thesaurus, semantic image indexation, experiment
series SIGRADI
email
last changed 2016/03/10 09:59

_id 309caadria2004
id 309caadria2004
authors Sato Reika, Yeo Wookhyun, Yuda Yasuyuki, Oh Sooyeon, Kaga Atsuko, Sasada Tsuyoshi
year 2004
title Dynamic Visual Reference System (Nez System) for Assisting Environmental Design
source CAADRIA 2004 [Proceedings of the 9th International Conference on Computer Aided Architectural Design Research in Asia / ISBN 89-7141-648-3] Seoul Korea 28-30 April 2004, pp. 483-492
doi https://doi.org/10.52842/conf.caadria.2004.483
summary In a design process, it is necessary to recognize the circumference environment, analyze human activities in the environment, and consider the locations and space where the activities occur. Dynamic Visual Reference System(Nez system) is a useful reference tool for these purposes in environmental design. The system enables the direct visualization of various proposed reference multimedia data or analysis of human activity and thus the thorough comprehension of the client. The architect and the client may therefore communicate with each other at ease, which in turn facilitates the reflection and creativity of the environmental designer.
series CAADRIA
email
last changed 2022/06/07 07:57

_id eaea2003_10-schmidt
id eaea2003_10-schmidt
authors Schmidt, J.A.
year 2004
title Integrated Planning and Decision-making Processes with 3D-environmental Simulation – The Ruhrallee Tunnel Road
source Spatial Simulation and Evaluation - New Tools in Architectural and Urban Design [Proceedings of the 6th European Architectural Endoscopy Association Conference / ISBN 80-227-2088-7], pp. 36-42
summary The Ruhrallee is a historical arterial road connecting the wealthy south of the city of Essen with the region south of the city. The old sycamore alley gives the low-density residential neighborhood its spatial qualities and its own identity. But the spatial and social potentials are not legible and livable due to the heavy traffic on the existing road cutting the neighborhood. The street cannot assume its spatial function. Therefore the City of Essen and the Federal Government want to build a tunnel road under the existing street, in order to improve the situation for the neighborhood. The Institute for Urban Design and Planning in cooperation with the Institute for Traffic Planning at the University of Duisburg-Essen carried through an evaluation of various scenarios in terms of traffic flow and visual intrusion of the planned tunnel road as well as the refurbished old street space. The main focus of the study is the integration of the tunnel entrance and the proposed road alignment into the existing urban fabric. The 3D-environmental simulation plays a key role in the analyses, the planning and design process, but also in the decision making process. The paper examines the results of the analyses and the various design schemes. It shows that analogue simulation is still an important tool for urban design and other related planning disciplines. But the paper also points out that 3D-environmental simulation can help to make urban design topics more comprehensible for other non planning disciplines.
series EAEA
email
more http://info.tuwien.ac.at/eaea
last changed 2005/09/09 10:43

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