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 555

_id sigradi2004_292
id sigradi2004_292
authors Aline Couri Fabião
year 2004
title Vilosidades espaciais - Ambientes imersivos e interativos em rede [Space Villosities - Immersive and Interactive Environments in Network]
source SIGraDi 2004 - [Proceedings of the 8th Iberoamerican Congress of Digital Graphics] Porte Alegre - Brasil 10-12 november 2004
summary With the aim to explore the potential of creating spaces through the Internet, the research is based on Novak.s concepts . .Soundscapes. and .Navigable Music. . for a project that includes the production of a file sharing software (peer to peer) and chat that allows the sonorous and visual representation of the connected users, defining a virtual space, a fluid sonorous landscape, where it.s main constituent substance is the sound. An environment network with participative and collective sound and image being able to be visualized in full screen. This software is the experimental part of the MSc project (still in its initial phase) developed in the School of Communication of UFRJ, in the line of research Communication Technologies and Aesthetics.
keywords Soundscape; communication; net art; peer to peer; environment
series SIGRADI
email
last changed 2016/03/10 09:47

_id fa6e
id fa6e
authors Escayola, Rosa María; Bauleo, Silvina A.; Diez, Leonardo Pablo
year 2004
title DISTANCE TEACHING OF MATHEMATICS FOR STUDENTS OF ARCHITECTURE: IS IT POSSIBLE?
source Proceedings of the Fourth International Conference of Mathematics & Design, Special Edition of the Journal of Mathematics & Design, Volume 4, No.1, pp. 105-109.
summary On the basis of our experience as teachers of Mathematics in the School of Architecture of the University of Buenos Aires and with the support of an expert designer of image and sound, we undertook the task of distance teaching the subject Mathematics II for students of Architecture. The academic guidance of Ms Spinadel, PhD, the university’s authorization and the support of a computer platform provided by Nueva Internet S.A. have enabled the completion of this project. We were encouraged to set up the distance teaching of the subject by the many advantages the system offers, namely, the chance for students to work at home with a computer-based platform containing all of the subject’s contents and to integrate and apply all the knowledge acquired in architectural contexts; and the chance for teachers to offer on-line guidance and tutorials. Distance teaching is not to be understood or configured as an accumulation of calculus procedures. Rather, it should be thought of as having the major aim of promoting the full development of the students’ imagination for the solution of architectural design problems. For that purpose, students must become familiar with the interface to be used as the virtual classroom, read the theoretical introduction to every one of the units, solve application problems (the students are provided with all the material, which they can visualize on line or print), and send their tutor all the queries they may have so that the process of teaching and learning is facilitated and enriched. The solution to exercises is presented in a didactic manner and students can resort to additional bibliography, image and formula galleries and a technical help forum provided by the software firm. A virtual classroom has been set up where students and teachers interact all the time. Students must also submit integrative assignments, which are corrected by the tutor and will form part of the subject’s final assessment, together with an in-person exam at the end of the semester. Excellent results have been obtained so far, being that this is the first time a subject of the Architecture course is taught this way. This paper is intended to share this experience and show how, in spite of the modality of the subject, the interaction achieved between students and teachers has proved to be very enriching.
series other
type normal paper
email
last changed 2005/04/07 12:50

_id sigradi2004_021
id sigradi2004_021
authors Frank Petzold; Dirk Donath; Christian Bürgy
year 2004
title Computer-supported Building Surveying - The Basis for Planning in Existing Built Contexts
source SIGraDi 2004 - [Proceedings of the 8th Iberoamerican Congress of Digital Graphics] Porte Alegre - Brasil 10-12 november 2004
summary In view of declining populations and adequate housing provision in the western world, building in existing built contexts is becoming increasingly relevant. The conservation and use of existing buildings stock is not only ecologically sound but also an economic imperative. A prerequisite for computer-aided planning for existing buildings is both the use of on-site computer-aided surveying and the integration of all participants and disciplines in the planning process using integrated information and communication systems. The aim of this research project is twofold: to design a practice-relevant software concept for the support of the entire building surveying process embedded in the planning process, and to develop a practice-oriented mobile, digitally supported equipment and system environment for the digital architectural surveying of buildings. This paper will discuss the IT concept of a building surveying system, the software and hardware prototypes developed as well as usability aspects of wearable computers.
series SIGRADI
email
last changed 2016/03/10 09:52

_id 502caadria2004
id 502caadria2004
authors Kirsty A. Beilharz
year 2004
title Designing Generative Sound for Responsive 3D Digital Environment Interaction
doi https://doi.org/10.52842/conf.caadria.2004.741
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
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_210
id 2004_210
authors More, Gregory, Yuille, Jeremy and Burry, Mark
year 2004
title Designing Spatial Sounds for Spatial Information Environments
doi https://doi.org/10.52842/conf.ecaade.2004.210
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 210-217
summary This paper reports on the design of spatial sounds for information environments. This research primarily relates to developing the sound component for a software prototype of a presentation environment that integrates realtime three-dimensional graphics with user interaction. For this project sound designers were engaged to examine the design of spatial sounds to examine the issues of dimensionality within presentation environments. The sound design work utilised a range of sound techniques: real world recording and modulation, static sound collections and DSP (Digital Signal Processing). The two main themes for the research were exploring sound as both thematic and navigational tools, utilising concepts that address the issues of multi-dimensionality within a time based presentation environment.
keywords Spatial Visualisation, Spatial Sound, Information Architecture, Sonification
series eCAADe
last changed 2022/06/07 07:58

_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
doi https://doi.org/10.52842/conf.ecaade.2004.082
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 82-88
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 eaea2003_28-barchougova
id eaea2003_28-barchougova
authors Bartchougova, E. and Rochegova, N.
year 2004
title About Virtual Spatial Modeling in Architectural Education
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. 138-142
summary The professional perception of the architectural space characterizes the most advanced level of the architect’s mastership. In the article the virtual modeling is regarded as an effective way of forming the professional perception of integrity of architectural space. Computer technologies bring together bi-dimensional and three-dimensional languages of modeling and thus they help the procedure of movement of consciousness from the plane to volumetric images and back to the visual and mobile. They help to carry out the level-by-level analysis of the multilevel structure of an architectural reality in the mode of active dialogue. The process of interaction of consciousness with the model becomes accessible to studying. There appears an opportunity to manage this process with the aim of forming perception.
series EAEA
more http://info.tuwien.ac.at/eaea
last changed 2005/09/09 10:43

_id 2004_435
id 2004_435
authors Jemtrud, Michael
year 2004
title Between Mediation and Making CIMSp: A Technoètic Modus Operandi
doi https://doi.org/10.52842/conf.ecaade.2004.435
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 435-442
summary The following paper describes an ongoing research project whose goal is to define a scalable, hybrid production and deployment protocol (CIMSp) for the creation of virtual environments (VE). Ultimately, the aim is to establish a creative workflow and infrastructure that embodies architectural and urban design activity as practiced by the research unit. The objective of the present paper is to schematically outline the current state of the research and its practical and theoretical context for further development. A theoretical position will be stated which assumes that the content, tool, epistemological, and speculative realms are consubstantial (technoèsis). The practical endeavour is to create the informational and embodied temporal--spatial condition of possibility for the imaginative production of cultural artifacts. It must accommodate varying individual and collaborative forms and styles of making and no presumption of a self-enclosed and referential system is made. A critical position is particularly compelling when this production is immersed in technological modalities of making where information and embodiment are inextricably intertwined. CIMSp is based on the workflow from acquisition and creation to output and storage. The work environment is comprised of a select set of software applications and visualization technologies. Secondly, an XML-based content and information management system is under construction to ensure project quality control, rigorous documentation practices, and bi-directional knowledge feedback procedures to enable an effective and resource-full workflow. Lastly, scalability of output modalities for use in the design process and for final presentation from WWW deployment to a high-resolution collaborative work environment (CWE) is being developed. The protocol is a multiuser mode of creation and production that aims to transform the technologies and their interrelation, thus dramatically impacting the creative process and intended content. It is a digital production workflow that embodies intensive visualization criteria demanded by the end users. The theoretical and practical intention of CIMSp is to provisionally structure the collaborative creative process and enable a choreographed movement between the realms of the technologically mediated and made in the pursuit of significant digital content creation.
series eCAADe
last changed 2022/06/07 07:52

_id caadria2012_049
id caadria2012_049
authors Rajasekaran, Balaji; T. Brahmani and C. Reshma
year 2012
title Spatial personality for human space interaction: Space for change
doi https://doi.org/10.52842/conf.caadria.2012.069
source Proceedings of the 17th International Conference on Computer Aided Architectural Design Research in Asia / Chennai 25-28 April 2012, pp. 69–78
summary Exploring the duality of pervasive computing and architecture in order to propose new models of interaction between people and their built environment. One of the unique "affordances" of digital media is interactivity. This word has come to stand for all manners of engagements between people and things but as McCollough (2004) reminds us the word implies deliberation over the exchange of messages. "Objects" or architecture would be exempt from this mode of communication since, in a likewise manner, we don't interact with a door, we simply open it. However, computing provides a reflexive twist for it is not only the means through which we indirectly communicate with others but also a subject with which we can directly interact. They solicit information and based on the deliberation we ask them for return responses. This quality of computing, especially as it becomes pervasive, has profound implications for architecture and urbanism. When computation becomes embedded into the very materials we build, they along with their nature as inanimate objects become questionable. Our environment itself becomes the interactive subject through which we can inquire about our condition, perform diagnostic tasks or most significantly converse to discover more about our surrounding and ourselves.
keywords Interaction; communication; responsive; environment; performative
series CAADRIA
email
last changed 2022/06/07 08:00

_id sigradi2004_349
id sigradi2004_349
authors Adriana Simeone; Roberto Segre; José Ripper Kós
year 2004
title O processo de desenvolvimento da ferramenta cidade interativa [The Developmental Process of an Interactive City Tool]
source SIGraDi 2004 - [Proceedings of the 8th Iberoamerican Congress of Digital Graphics] Porte Alegre - Brasil 10-12 november 2004
summary This paper exposes site .Cidade Interativa. development process, based on: a reflection about importance of users. points of view.s incorporation for space remodelling; a study about theoretical and practical experiences which, in different ways, approached potencialities of participation of a community.s members in a project; and, finally, a investigation of propagation alternatives of individual readings as information source for urban project, trying to enhance points of view that generally remain occult in the form of invisible practices of anonymous users. This site must be understood as concretion of an idea: creating a vehicle from which is possible to become individual readings public, so that these are shared and, also, make them available to people responsible for urban projects as information source.
series SIGRADI
email
last changed 2016/03/10 09:47

_id 2004_350
id 2004_350
authors Asanowicz, Alexander
year 2004
title Computer, Creativity and Unpredictability
doi https://doi.org/10.52842/conf.ecaade.2004.350
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 350-357
summary Computers in designing are usually considered as a tool for preparing technical documentation, storage and managing information, coordinating of flow of design process, modelling and all kind of visualisations (renderings, animation, VR models). At the early design stages, when an idea of the form is created, computer is not used very often. The reason for this is that traditional computer drawing is too completed to be used at this stage. In new methods of supporting creativity, computer should be used for creation of less precise, unpredictable but more inspiring images. This method are based on the thesis that emotional elements have a great affect on the decision making process in designing. Intuition, unpredictability and no logic are the essence of creativity in the selection of associations. Confirmation of this statement we may find in many theories of creativity (theory of incubation elaborated by Wallas, genploration (Finke, Ward and Smith), redundant generation (Lem), synectics (Gordon)). All these theories emphasize the role of unpredictable associations and metaphors in creativity. Process of metaphorisation is characteristic for our era and plays important role in creative process. That’s why we need the new methods of graphic computer and non-computer transformation, which allows us a fuller exploration of design metaphors. The final conclusion is built on the thesis that too precise tools promote cause to decrease differences.
keywords Creativity; Design Theory; Metaphors
series eCAADe
email
last changed 2022/06/07 07:54

_id 2004_426
id 2004_426
authors Carrara, Gianfranco and Fioravanti, Antonio
year 2004
title How to Construct an Audience in Collaborative Design - The Relationship Among which Actors in the Design Process
doi https://doi.org/10.52842/conf.ecaade.2004.426
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 426-434
summary The features of complexity in architectural design have now been clarified. Complexity, intrinsic in architectural work, has increased in recent years as in all other fields of human endeavour – social, economic and cultural. In the specific case of architectural design, the most significant factors in this regard consist of the large number of actors, the numerous disciplines involved, technological innovation, regulations and rules governing the design process and the various different design aims. In order to address this complex of problems, long-term research based on the Collaborative Design paradigm, CD, is now being carried out. In it, thanks to the reciprocal exchange of information, the complementary nature of the knowledge possessed by the various actors, and the contemporary nature of the design action by the various actors on the same components, positive effects are exerted on the design as a whole. The latter thus gains in coherence and in improved integration among the design solutions proposed by the various actors. In CD all the actors are involved from the outset of the design work and are helped by distributed Knowledge Bases (KBs) and Intelligent Assistants (IAs). In this case it may happen that information and knowledge automatically exchanged among KBs (through the IAs) are excessive and/or not addressed to the right actors. How can information redundancy be avoided, and how can the flow of information sent over the network be controlled? The present paper introduces and defines the concept of „Audience“, that is, the group of actors to which it is permitted to send information concerning non respected requirements and the „reduced Audience“ to which to send the knowledge needed to overcome the difficulties encountered.
keywords Collaborative Architectural Design, Complexity, Intelligent Assistant, Context, Audience
series eCAADe
last changed 2022/06/07 07:55

_id 301caadria2004
id 301caadria2004
authors Chia-Yu Wang, Teng-Wen Chang
year 2004
title Information Sharing for Small Design Studios - Ubiquitous Information Flow Approaches
doi https://doi.org/10.52842/conf.caadria.2004.391
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. 391-404
summary While balancing the feasibility of management as well as design quality, design offices with strong focus on design are getting smaller and more compact. Mobility and dynamic information flow are two key issues for information sharing in design studio. In this research, we discussions about these concepts of ubiquitous computing, workflow and information model on small design studio. The goal of this research is trying to use available digital equipments as a ubiquitous device for sharing information dynamically no matter where and when they are. Use such digital equipments as well as server to store information and improve human interaction to achieve better interaction between human and technology. For these issues, we analyze three components of our system—the types of information, the interactive behaviors using roles as a metaphor, and ubiquitous devices that are available for small design studio. Within this research, we propose a system call Ubiquitous Information Flow Tool (UIFO) based on Java and Web technology for testing and reifying the concepts of ubiquitous information flow.
series CAADRIA
email
last changed 2022/06/07 07:55

_id ascaad2004_paper21
id ascaad2004_paper21
authors Garba, Shaibu B. and Mohammad A. Hassanain
year 2004
title A Review of Object Oriented CAD Potential for Building Information Modeling and Life Cycle Management
source eDesign in Architecture: ASCAAD's First International Conference on Computer Aided Architectural Design, 7-9 December 2004, KFUPM, Saudi Arabia
summary In many countries, the Architecture/Engineering/Consulting (AEC) industry is characterised by poor performance reflected in project delays and cost overruns. A contributor to the problem is the traditional approach to handling building information and its communication in life cycle management (LCM). Recent developments in Object Oriented Computer Aided Architectural Design (OO CAD) have provided the opportunity for improving building information modelling and its communication for more effective LCM. The aim of the paper is to review the potentials of OO CAD for building information modelling (BIM) and LCM. The paper reviews building information in the life cycle process, identifying the various actors and activities and the need for communication and information flow to support life cycle management. The paper also reviews the concept of OO CAD, highlighting its potential to improve building information and its flow and communication in life cycle management. The paper then goes on to review the potentials and limitations of OO CAD implementation in the AEC industry. The paper concludes by pointing out that the widespread adoption of OO CAD and the anticipated associated improvement in life cycle management will only be encouraged when the building industry is able to agree on a widely acceptable, interoperable standard for encoding building objects.
series ASCAAD
email
last changed 2007/04/08 19:47

_id 2004_024
id 2004_024
authors Holmgren, S., Rüdiger, B., Storgaard, K. and Tournay, B.
year 2004
title The Electronic Neighbourhood - A New Urban Space
doi https://doi.org/10.52842/conf.ecaade.2004.024
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 24-34
summary During the event Cultural Market Days on 23 and 24 August 2003 at Noerrebro Park in Copenhagen, visitors could also enter the marketplace from their home via the Internet, as a digital 3D model had been constructed that showed the marketplace with all its information booths and activities. This virtual marketplace functioned as an extension of the urban space, allowing you to take part in the flow of information, activities and experiences that were offered in the marketplace. And this just by a click on the Internet address: http://www.e-kvarter.dk. Furthermore at certain times of the day you could chat with people from some of the many working groups of the urban regeneration project in Noerrebro. The digital 3D model is similar to the marketplace, but it creates its own universe in the green surroundings of Noerrebro Park. And now, when the Cultural Market Days are finished and the booths and people have gone, the Electronic Marketplace still remains on the Internet, with a potential for developing a new public space for information, dialogue and cooperation between the actors of the urban regeneration project. This paper presents the results of a 3-year research project, The Electronic Neighbourhood (2000-2004). Researchers have developed and tested a digital model of the urban area and other digital tools for supporting the dialogue and cooperation between professionals and citizens in an urban regeneration project in Copenhagen. The Danish Agency for Enterprise and Housing, the Ministry for Refugees, Immigration and Integration and Copenhagen Municipality have financed the research, which is planned to be published 2004. The results can also be followed on the Internet www.e-kvarter.dk.
keywords 3D Modelling; Virtual Environments; Design Process; Human-Computer Interaction; Collaborative Design; Urban Planning
series eCAADe
last changed 2022/06/07 07:50

_id ddss2008-08
id ddss2008-08
authors Koshak, Nabeel A.; Abdullah Fouda
year 2008
title Analyzing Pedestrian Movement in Mataf Using GPSand GIS to Support Space Redesign
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 Evaluating the use of architectural and urban spaces is an important issue for architects and urban designers who wish to enhance space usability. Space usability is crucial in crowded spaces such as Mataf areas. Millions of people come to the city of Makkah, Saudi Arabia every year to perform Hajj (Islamic Pilgrimage) and Umrah. A cornerstone of Hajj and Umrah spirituals is to perform Tawaf, which is the circumambulation of the Ka'bah in the center of the Holy Mosque in Makkah. The areas of performing Tawaf (called Mataf) become very crowded during Hajj and the last ten days of Ramadan. This paper demonstrates how we utilized Global Positioning Systems (GPS) and Geographic Information Systems (GIS) to analyze pedestrian movement while performing Tawaf. During the Hajj of 1424 H (2004 in the Georgian Calendar), several GPS devices were used to collect pedestrian movement coordinates at specific time intervals. Computer software for tracking analysis is used to visualize and analyze the pattern of pedestrian movement in Tawaf. The software allows users to view temporal data, which can be set up with past time windows for historical data analysis. The findings of this research show levels of service and flow rates throughout different zones and times of Mataf. They indicate the most critical zones and times for Tawaf during Hajj. They also visually demonstrate the track pattern of pedestrian movement at different locations in the Tawaf area. The paper concludes with some redesign recommendations to remove obstacles and facilitate pedestrian movement in Tawaf. The approach described in this paper can be implemented in architectural and urban design space modifications to improve pedestrian movement in open spaces.
keywords Pedestrian movement analysis, GPS, GIS, Hajj, Makkah, Tawaf
series DDSS
last changed 2008/09/01 17:06

_id 408caadria2004
id 408caadria2004
authors Kuhn Park, Ramesh Krishnamurti
year 2004
title Flexible Design Representation for Construction
doi https://doi.org/10.52842/conf.caadria.2004.671
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. 671-680
summary A high percentage of overall defects in the built environment occurs during the construction period. Some of these relate to design and the others relate to construction. The detection and reasoning of defects requires involvement of multiple expertise. Researchers in the School of Architecture, the Robotics Institute, and the Department of Civil and Environmental Engineering at Carnegie Mellon University are investing ways to integrate suites of emerging evaluation technologies to help find, record, manage, and limit the impact of construction defects. As part of this effort, the researchers have conducted case studies on construction sites near Pittsburgh, Pennsylvania. Each case study serves as a test-bed to measure the feasibility of our approach and to discover problems. In this paper, we discuss the overall project work flow in which we emphasize the importance of a flexible representation for construction, and describe our solution using a concept of representational flexibility named sorts.
series CAADRIA
email
last changed 2022/06/07 07:52

_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

_id sigradi2004_310
id sigradi2004_310
authors Sharad Sharma; James A. Turner
year 2004
title An object oriented approach to simulating agent-based behavior
source SIGraDi 2004 - [Proceedings of the 8th Iberoamerican Congress of Digital Graphics] Porte Alegre - Brasil 10-12 november 2004
summary In this paper, we present an object-oriented approach for simulating agent-based egress behavior. The tool can be used when planners or designers need to assess the implications of their design or planning decisions. The tool is a web-based application that is being developed using standard protocols and technologies such as HTTP, HTML, and Java. It also demonstrates the effect of new building designs by simulating human evacuation behavior and relates the behavior of people. The existing models to describe the behavior of crowds usually deal with macroscopic variables like the average speed or the flow. Our aim is to model crowds as a malleable, moving masses, hoping that a more refined simulation might be achieved by considering each avatars behavior.
keywords Agent based simulation, Egress behavior
series SIGRADI
email
last changed 2016/03/10 10:00

_id ascaad2004_paper14
id ascaad2004_paper14
authors Abdel Mohsen, Ashraf M.
year 2004
title Future Space Cities@Universe (Digi-City Vision)
source eDesign in Architecture: ASCAAD's First International Conference on Computer Aided Architectural Design, 7-9 December 2004, KFUPM, Saudi Arabia
summary A template for the future city has been carved into the heavens. Ever since the beginning of humankind, we have looked to the sky for the opportunity to make a new start in our imperfect world. Between the stars and the darkness we have imagined utopias beyond the reach of our travel technologies, colonizing space with our fantasies. Now we are in the first stages of an electronic revolution, but in the future 50 years later we will be in a mega-digital era which we have to predict, work and search for the reality of that future. Our planet is recently over loaded with different problems, such as pollution, population, nature disasters. Our vast speed of technology and the curiosity of discovering the invisible, leads to study and find out the nearest Future Space Architecture. With the vast acceleration of technology and digital life, we should start to predict the future architecture on, into or behind the Earth. This paper is one of many perceptions of life and architecture behind the Earth in the digital era, Digi-City Vision.
series ASCAAD
email
last changed 2007/04/08 19:47

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