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 2004_269
id 2004_269
authors Gowans, Scott and Wright, Richard M.
year 2004
title Developing Architectonic Language Through Digital Observation
doi https://doi.org/10.52842/conf.ecaade.2004.269
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 269-277
summary The question for architects is always how to begin. This proposal attempts to illustrate a design methodology that is characterised by its attention to non-traditional generators. The focus of the paper is the definition of an innovative design process characterised by the production of an architectonic language through the observation of the ephemeral and the transitory (the quanta of place), and which pays cognisance to the realization of a three-dimensional narrative, placing value upon the products of investigation as well as the resultant design. As the title suggests the process outlined concerns itself with the examination of the ephemeral, the transitory and the unobserved. The overriding concern is with the recording of fragments of a chosen environment (site) and, the collation and depiction of these findings in an alternative three-dimensional environment (virtual space). This process is only made possible by the advent of computer applications capable of generating the complexity of three-dimensional environments needed to explore the plethora of forms generated by the initial recordings. This process is concerned with the nascence of architectural expression and the formalising of architectural propositions composed from an individual’s interpretation of the ‘space between’, the obvious and the immaterial, and the phenomena that exist there. The generators are the things beyond immediate perception. They are the quanta of place. It is this process of capturing fixed moments in time and space and, translating imperceptible nanomoments and nanoevents, that allows for the development of exploratory diagrams constructed over a backdrop of credible analysis. These make apparent the infinite possibilities for further transition whilst illustrating the conceptual lineage that links each instance to its antecedents. The resultant physical forms embody the essence of something transformed. They possess cultural and emotional syntax. They become mementos in the landscape.
series eCAADe
last changed 2022/06/07 07:51

_id sigradi2004_302
id sigradi2004_302
authors Artur Matuck
year 2004
title The interpresence project ñ design in progress
source SIGraDi 2004 - [Proceedings of the 8th Iberoamerican Congress of Digital Graphics] Porte Alegre - Brasil 10-12 november 2004
summary The Interpresence Project exercises the language of communication design and mediatecture to propose planetary coalescence through complex and innovative informational flows through cyberspace allowing for human teleactive encounters.
keywords Mediatecture, interpresence, media design, teleactivity, interactive television
series SIGRADI
email
last changed 2016/03/10 09:47

_id eaea2003_15-breen
id eaea2003_15-breen
authors Breen, J. and Giro, H.
year 2004
title The DXI Experience. Ten Years of Design Visualization Developments in an Educational Laboratory Context
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. 71-77
summary Design visualisation is an essential aspect of virtually every form of design enquiry. The effects of potential environmental interventions may be simulated in order to gain the types of insights, which cannot be acquired easily from two-dimensional notations. Three-dimensional representations may be generated for very different reasons. The most direct form of design imaging is traditionally for the benefit of the designer him/herself, in order to test whether the working concepts offer fitting solutions to the complex array of design conditions such as context, programme and feasibility. Alternately, images may be generated for the benefit of communication, in order to offer insights into the expected workings of a particular proposal (possibly including alternatives). This may lead to greater understanding and possibly to reaching consensus amongst different ‘actors’ involved in the design and realisation process. In many cases the results of such visualisation studies contribute to ‘bridging the gap’ between the professionals and other parties involved more indirectly in design decision-making or the appraisal of the proposals. Designers can use distinctly different methods when going about such imaging procedures. Their choices for particular techniques may depend on their familiarity or the availability of certain media devices. Being confronted with new modelling and/or visualisation instruments can stimulate the interest in fresh approaches. In this respect, the design education environment can play an important role in not only teaching ‘proven’ applications to future designers, but also in creating a platform for the active development of innovative approaches to the design visualisation practices: education as a ‘laboratory’ for new insights and potentially a ‘breeding ground’ for the extension of the designer’s instrumentation. This contribution documents the experiences gained in some ten years within an educational application, involving active use of design driven media applications. The emphasis lies on the evolvement of techniques for eye-level imaging, whereby use can be made of different types of models: physical scale models as well as digital, virtual models. Changing attitudes towards dynamic and serial vision are considered, whereby storyboard approaches on the level of integral presentation are considered. By analysing a selection of cases and their underlying approaches an indication is given of the changing attitudes and combinations of multimedia techniques, which offer opportunities to design visualisation and communication.
series EAEA
more http://info.tuwien.ac.at/eaea
last changed 2005/09/09 10:43

_id ddss2004_d-193
id ddss2004_d-193
authors Burkhard, R.
year 2004
title Visual Knowledge Transfer between Planners and Business Decision Makers
source Van Leeuwen, J.P. and H.J.P. Timmermans (eds.) Developments in Design & Decision Support Systems in Architecture and Urban Planning, Eindhoven: Eindhoven University of Technology, ISBN 90-6814-155-4, p. 193-208
summary The transfer of knowledge between planners and business decision makers can be improved when planners combine traditional visualizations with business knowledge visualizations. Today architects and urban planners use visualization methods such as sketches, diagrams, drawings, renderings, models and animations to illustrate their projects. While spending an enormous amount of time to illustrate a project, almost no time is used to illustrate business relevant information that decision makers need (i.e., revenue models, risks, return on investments, project phases). Consequences are information overload, misinterpretation or even misuse of information. Juxtaposing the visualizations that planners and decision makers use reveals a major gap: Both groups use different visualization types and are not familiar with the visualization types of each other. This paper stresses the importance to expand the visualization types of planners with business knowledge visualizations. First, it discusses the functioning of visual representations for the transfer of knowledge. Second, it introduces a general knowledge visualization framework. Third, it illustrates examples from an innovative office that improved knowledge transfer with decision makers in urban planning projects. We found that combining traditional visualizations with business knowledge visualizations reduces the information overload, prevents misinterpretation, increases the information quality, improves communication and as a consequence improves decision making. We found that decision makers pay extra for these visualization types, which therefore is a new source of income for planners. The results have implications for the education of future architects.
keywords Decision Making, Knowledge Transfer, Visualization Types, Interfunctional Communication, Business Knowledge Visualization, Information Visualization
series DDSS
last changed 2004/07/03 22:13

_id acadia04_066
id acadia04_066
authors Harrop, Patrick
year 2004
title AGENTS OF RISK: EMBEDDING RESISTANCE IN ARCHITECTURAL PRODUCTION
doi https://doi.org/10.52842/conf.acadia.2004.066
source Fabrication: Examining the Digital Practice of Architecture [Proceedings of the 23rd Annual Conference of the Association for Computer Aided Design in Architecture and the 2004 Conference of the AIA Technology in Architectural Practice Knowledge Community / ISBN 0-9696665-2-7] Cambridge (Ontario) 8-14 November, 2004, 66-75
summary In its most common usage, the term fabrication calls to mind industry and production. For architecture, fabrication and industry have been defining aspects of modern practice. While dependant on the dimensional and temporal standards of industry, modernists were preoccupied with the limitations imposed by the generic restrictions of mass production. When we make, instead of predetermining action, we discover a map of engagement. We play by challenging and resisting material. It in turn, reveals an intentional resistance that provokes yet another challenge, and on and on and on. In fact, craft excels in the less-than-ideal situations. When challenged by aberrant materials, geometry and craft are forced into innovative discovery: a knot of reaction wood within an otherwise homogeneous surface would force a novel adaptation of geometry generated by the imperfection. How, then, do we integrate the indeterminate cycle of craft and invention into a design process transformed by tools entirely reliant on prediction and the (virtual and real) homogeneity of materials? Is it reasonable to introduce an element of risk into the realm of digital fabrication equivalent to the auto-generative sabotage of Signwave’s Auto Illustrator? This paper reflects on the nature of material craft in the realm of digital fabrication. It will look both at the history and the contemporary opportunity of generative art and automata and their subversive (yet essential) relationship to the making of architecture.
series ACADIA
type normal paper
last changed 2022/06/07 07:49

_id sigradi2004_383
id sigradi2004_383
authors Juan Puebla Pons
year 2004
title La representación innovadora del proyecto actual. El papel de las neovanguardias [The Innovative Representation of Contemporary Design. The Role of the Neovanguards]
source SIGraDi 2004 - [Proceedings of the 8th Iberoamerican Congress of Digital Graphics] Porte Alegre - Brasil 10-12 november 2004
summary From final of the last decade of the sixties, graphic positions have gone appearing in the representation of the architecture despite the traditional operability. This has happened, especially, in the environment of what has understood each other as architectural neo-avant-gardes, the tendency characterized by the experimentation starting from different aspects of a modern space and the most renovating in what concerns to the architectural representation . and in the context of the new representation technologies. Starting from here an investigation line has been created . that has generated publications, subjects, etc,... . in which has shown that, through this current, it has been reflecting the open character of the representation and its capacity of current renovation, in correspondence with the architectural contents, at the same time as the bases of the introduced expression of the contemporary architectural project have settled down.
keywords Contemporary project, Architectural representation, Visual simulation, Neo-avant-gardes
series SIGRADI
email
last changed 2016/03/10 09:53

_id eaea2003_14-kardos
id eaea2003_14-kardos
authors Kardos, P.
year 2004
title Interactive “Sketching” of the Urban-Architectural Spatial Draft
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. 65-70
summary The recent innovative information technologies and the new possibilities of multimedia exploitation in the realm of architectural design and education support the development of image communication methods on the basis of interactivity. The presented method of perceptual iconic simulation is based on the principle of an analogue-digital model cinemascope simulation of the urban space in laboratory conditions in real time and real model environment in a natural horizon. In architectural teaching and in urban spatial structures design it enables a continual semantic evaluation of the graphic output and its further multimedia processing.
series EAEA
more http://info.tuwien.ac.at/eaea
last changed 2005/09/09 10:43

_id ecaade2008_081
id ecaade2008_081
authors LaBelle, Guillaum; Nembrini, Julien; Huang , Jeffrey
year 2008
title Simulation-Driven Design System
doi https://doi.org/10.52842/conf.ecaade.2008.469
source Architecture in Computro [26th eCAADe Conference Proceedings / ISBN 978-0-9541183-7-2] Antwerpen (Belgium) 17-20 September 2008, pp. 469-476
summary This paper presents a design process efficiently involving parametric design, realistic physical simulation and rapid-prototyping fabrication for contextual shape adaptation. This case study focuses on lighting simulation for the specific problem of solar energy harvesting. Inspired by the phototropic mechanism, the ability of plants to grow according to the availability of light, an innovative design technique is defined, taking its root in the morphogenetic design school [Hensel, 2004].
keywords Parametric,Simulation, Generative Design, CAD, Phototropism
series eCAADe
email
last changed 2022/06/07 07:52

_id ascaad2004_paper15
id ascaad2004_paper15
authors Mallasi, Z.
year 2004
title Identification and Visualisation of Construction Activities’ Workspace Conflicts Utilising 4D CAD/VR Tools
source eDesign in Architecture: ASCAAD's First International Conference on Computer Aided Architectural Design, 7-9 December 2004, KFUPM, Saudi Arabia
summary This work addresses the problem arising on all construction sites: the occurrence of workspace interference between construction activities. From a site space planning context, this problem can lead to an inevitable roadblock to the progress of the scheduled construction operations. In real situations, when the spatial congestions occur, they could reduce productivity of workers sharing the same workspace and may cause health and safety hazard issues. The aim of this paper is on presenting a computer-based method and developed tool to assist site managers in the assignment and identification of workspace conflicts. The author focuses on the concept of ‘visualising space competition’ between the construction activities. The concept is based on a unique representation of the dynamic behaviour of activity workspace in 3D space and time. An innovative computer-based tool dubbed PECASO (Patterns Execution and Critical Analysis of Site-space Organisation) has been developed. The emerging technique of 4D (3D + time) visualisation has been chosen to yield an interesting 4D space planning and visualisation tool. A multi-criteria function for measuring the severity of the workspace congestions is designed, embedding the spatial and schedule related criteria. The paper evaluates the PECASO approach in order to minimise the workspace congestions, using a real case study. The paper concludes that the PECASO approach reduces the number of competing workspaces and the conflicting volumes between occupied workspace, which in turn produces better assessment to the execution strategy for a given project schedule. The system proves to be a promising tool for 4D space planning; in that it introduces a new way of communicating the programme of work.
series ASCAAD
email
last changed 2007/04/08 19:47

_id sigradi2009_794
id sigradi2009_794
authors Tosello, Maria Elena; María Georgina Bredanini Colombo; Patricia Beatriz Mines
year 2009
title Diseño de una Interfaz Heurística para la Biblioteca Virtual FADU [Design of an Heuristic Interface for FADU’s Virtual Library ]
source SIGraDi 2009 - Proceedings of the 13th Congress of the Iberoamerican Society of Digital Graphics, Sao Paulo, Brazil, November 16-18, 2009
summary Facing the challenge of considering that, in XXI century cyberspace will be a place for knowledge (Lévy, 2004), this research group assumes the project Design and Develop of a Virtual Library for FADU as a contribution for cyberspace’s consolidation, starting from the design of an innovative interface that contains and spreads out the existent information through a web site. It’s also an objective the gathering and digitalization of the academic production of FADU’s educational community, as a valuable repository for the generation of new knowledge.
keywords biblioteca; virtual; diseño; interfaz; información
series SIGRADI
email
last changed 2016/03/10 10:01

_id sigradi2004_027
id sigradi2004_027
authors Alfredo Stipech
year 2004
title Enseñanza de la representación manual y digital, para arquitectos y diseñadores [Teaching Hand and Digital Representation to Architects and Designers]
source SIGraDi 2004 - [Proceedings of the 8th Iberoamerican Congress of Digital Graphics] Porte Alegre - Brasil 10-12 november 2004
summary The supremacy of the digital means of representation and communication and the resulting shift of the manual means in the field of design and architecture, have engendered multiple opinions and literature. They focus and analyze the virtues and risks, the losses and substitutions, and the different expressive, productive and conceptual results of their leading role in the creative process. Furthermore, if we consider both as two extremes, apparently opposed, a broad panorama of combinations and additions are produced by the emerging group of hybrid practices. This motivated the development of a research project in the Universidad Nacional del Litoral de Santa Fe, Argentina, under the Program CAI+D 2000 dealing with Design and the Analog – Digital Means. From this project emerged a collection of conceptual speculations and experimentations in the extended field of representation, extended by the incorporation of new means and hybridations, searching for new parameters and methods for professional training and practice. Key words: analog, digital, graphics, means, representation.
series SIGRADI
email
last changed 2016/03/10 09:47

_id avocaad_2003_17
id avocaad_2003_17
authors Anna Maria Chrabin, Jaroslaw Szewczyk and Herman Neuckermans
year 2003
title A Critical Evaluation of Early Stages Software in its Capacity of Coping with Contextual Issues
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 In this paper we analyse critically early design stages software in its capacity of coping with contextual data at large (i.e. representing cultural, aesthetical context, etc.). We identified 5 categories of early stages software: geometry based graphic editors, evaluation architectural software, generative and shape-grammar based systems, evolutionary systems and other systems. Calling the object under creation during of the early stages a CAD conceptual model, we will investigate to what extend this software allows the architect to experience and represent the context in which a design is situated. Especially we will focus on its capacity to allow interaction, playful interaction on our way to the design. Designers, and particularly architects, interact with the local context similarly to interacting in a game: the context influences the users’ decisions, surprises them and causes permanent changes to their ways of thinking. On the other hand, architects permanently shape and reshape the context, and reduce the context to a protean point of reference. Such behaviour characterises creative thinking that is crucial for the early stage of design. The investigation led us to the conclusions that the effective interactivity with the context needs simple rules, a plain interface and data reduced as simple as possible, especially when interaction with the context is performed during the early stages of a design process. The findings can be used in organising computer environments for early-stage design.
keywords Architecture, Local values, Globalisation, Computer Aided Architectural Design
series AVOCAAD
email
last changed 2006/01/16 21:38

_id 2004_530
id 2004_530
authors Breen, Jack
year 2004
title Changing Roles for (Multi)Media Tools in Design - Assessing Developments and Applications of (Multi)Media Techniques in Design Education, Practice and Research
doi https://doi.org/10.52842/conf.ecaade.2004.530
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 530-539
summary This contribution explores the continued evolvement of the instruments of design in relation to practice and education (and potentially: research) and attempts to characterize the effects brought about by recent media ‘shifts’. For this purpose a framework has been established to identify and ‘map’ relevant design media. The relationships between various ‘traditional’ media and computer based applications are scrutinized and characterized and the opportunities which they offer are compared. The underlying conceptual framework was recently put before a group of professionals in the in the course of an experimental workshop concerning the potentials of a virtual design media ‘museum’. In the following step an attempt is made to identify changing media roles, whereby the opportunities of the educational environment – as a ‘laboratory’ for emerging developments – is stressed. Some specific tendencies are identified, notably: the combined application of different sorts of design media; the surfacing of imaginative new working methods inspired by ‘classic’ media techniques and various new ways of escaping the serious limitations of traditional computer interfaces. These developments, making use of various types of computer platforms, may be expected to contribute to more structured – and imaginative – approaches to professional design as well as to architectural education and research.
keywords Computer Support For Learning; The Changing Role of the Design Studio; Educational Methodologies
series eCAADe
email
last changed 2022/06/07 07:54

_id ijac20075402
id ijac20075402
authors Burry, Jane R.
year 2007
title Mindful Spaces: Computational Geometry and the Conceptual Spaces in which Designers Operate
source International Journal of Architectural Computing vol. 5 - no. 4, pp. 611-624
summary Combinatorial computational geometry, while dealing with geometric objects as discrete entities, provides the means both to analyse and to construct relationships between these objects and relate them to other non-geometrical entities. This paper explores some ways in which this may be used in design through a review of six, one-semester-long design explorations by undergraduate and postgraduate students in the Flexible Modeling for Design and Prototyping course between 2004 and 2007. The course focuses on using computational geometry firstly to construct topologically defined design models based on graphs of relationships between objects (parametric design,) and concurrently to output physical prototypes from these "flexible models"(an application of numerical computational geometry). It supports students to make early design explorations. Many have built flexible models to explore design iterations for a static spatial outcome. Some have built models of real time responsive dynamic systems. In this educational context, computational geometry has enabled a range of design iterations that would have been challenging to uncover through physical analogue means alone. It has, perhaps more significantly, extended the students' own concept of the space in which they design.
series journal
email
last changed 2008/02/25 20:30

_id ddss2004_ra-293
id ddss2004_ra-293
authors Chang, T.-W.
year 2004
title Supporting Design Learning with Design Puzzles
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. 293-307
summary The design process is a puzzle-solving process. Two groups of researches that share many similarities with Puzzle-solving design process are the process of game-playing and playful learning. The main argument is using the “playing” characteristics to amplify and explore the learning process, furthermore the design process. In addition, puzzles imply playful exploration that utilizes the characteristics of “playing a game” as “solving a puzzle”. Puzzle making and puzzle solving provides an incremental exploration mechanism that is more intuitive for design learning. For understanding and realizing puzzles in design learning, this research is divided into two stages of researches—manual design puzzles and interactive design puzzles. By analysing the outcome from manual design puzzles, this research proposes a framework called (interactive) “design puzzles”. The conceptual and implementation framework of this view of design is elaborated in this paper as well as a particular design puzzle called puzzle collage is described as the realization of design puzzles.
keywords Design Puzzles, Design Collage, Puzzle-Making, Andragogy, Game Play
series DDSS
last changed 2004/07/03 22:13

_id sigradi2004_089
id sigradi2004_089
authors Charles C Vincent
year 2004
title Projeto arquitetônico e computação gráfica: processos, métodos e ensino [Architectural Design and Computer Graphics: Processes, Methods and Education]
source SIGraDi 2004 - [Proceedings of the 8th Iberoamerican Congress of Digital Graphics] Porte Alegre - Brasil 10-12 november 2004
summary The architectural design processes lectured at an architectural school are brought into a new level when computer graphics tools are thought as "aids to architectural design". The experience described in this paper is one where computer graphics tools are used as such "design aids", and put to work as soon as .conceptual design. takes place.
keywords BIM, Methodology
series SIGRADI
email
last changed 2016/03/10 09:48

_id 0131
id 0131
authors Chiarella, Mauro
year 2004
title GEOMETRY AND ARCHITECTURE: NURBS, DESIGN AND CONSTRUCTION
source Proceedings of the Fourth International Conference of Mathematics & Design, Special Edition of the Journal of Mathematics & Design, Volume 4, No.1, pp. 135-139.
summary Geometry regarded as a tool for understanding is perhaps the part of Mathematics which is the most intuitive, concrete and linked to reality. From its roots as a tool to describe and measure shapes, geometry as ‘the space science’ , has grown towards a theory of ideas and methods by means of which it is possible to build and study idealised models, not only from the physical world but also from the real world. In graphic architecture thought, geometry usually appears as an instrumental support for project speculation. Geometric procedures are presented as representational resources for the graphic testing of reflection and for the exposition of ideas in order to build a logical order as regards representation and formal prefiguration. The fast rise of computing in the last decades has made it possible for architects to work massively and in a graphic and intuitive way with mathematical representations of tridimensional geometry, such as the NURBS . These organic surfaces of free shapes defined by vectorial curves have allowed access to a rapid generation of complex shapes with a minumum amount of data and of specific knowledge.

The great development of modelling achieved by the digital media and the limitations in the technical and building areas and in the existence of materials which are coherent with the resultant shapes reveal a considerable distance between the systems of ideation and simulation characteristic of the computing era and the analogous systems of production inherited from the slow industrial development. This distance has been shortened by CAD/CAM systems, which are, however, not very accessible to the architectural field. If we incorporate to the development of these divergent media the limitations which are distinctive of the material resources and procedures of the existent local technology, the aforementioned distance seems even greater.

Assuming the metaphor of living at the threshold of two ages (industrial-computing, analogical-digital, material-virtual) and the challenge of the new conceptual and operational tools in our field, we work in the mixture, with no exclusions or substitutions, proposing (by means of the development of informational complements) some alternatives of work to approach the issue under discussion from the Architecture Workshop.

keywords Geometry, Design, NURBS, Unfolding, Pedagogy
series other
type normal paper
email
last changed 2005/04/07 12:51

_id 507caadria2004
id 507caadria2004
authors Christiane M. Herr, Thomas Fischer
year 2004
title Using Hardware Cellular Automata to Simulate Use in Adaptive Architecture
doi https://doi.org/10.52842/conf.caadria.2004.815
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. 815-828
summary In this paper we give an account of our development of a hardware machine-readable cellular automata model for simulating dynamic patterns of use and adaptation in vernacular high-density architecture. In a hypothetical architectural setting that draws its formal expression from illegal façade extensions in Hong Kong and its conceptual framework from the Open Building movement, we examine state evolutions in monotonous matrices of adaptable residential units. The primary objective is to gain a better understanding not only of architectural form but also of dynamic processes in the built environment and hence of the factors that cause adaptive architectures to tend towards different types of overall attractor states. The paper gives a discussion of the project’s theoretical background as well as a detailed description of the hardware model and its modes of application.
series CAADRIA
email
last changed 2022/06/07 07:56

_id sigradi2004_377
id sigradi2004_377
authors David Sperling, Ton Marar
year 2004
title Situs - Um glossário de topologia na www [Situs - A WWW-Glossary of Topology]
source SIGraDi 2004 - [Proceedings of the 8th Iberoamerican Congress of Digital Graphics] Porte Alegre - Brasil 10-12 november 2004
summary This paper relates the experience of research, organization and construction of a Topology glossary in the www specially destinated to the Architecture and Design fields. The structure of the site links topology.s concepts to images and animations. Also, projects, objects and architecture theoretic texts that establish relations with the sistematized topology.s concepts are briefly commented. Having, just now, a great field of interrelations to be investigated between Topology and Architecture-Design areas, Situs intends, been a work in progress, to contribute in a conceptual and propositive way to the understanding of Topology and to transdisciplinary dialogues in the future. Situs can be acessed in: http://www.icmc.usp.br/~walmarar/arqtop/gloss.html.
keywords Topology, conceptual investigation, epistemology, space, contemporary architecture
series SIGRADI
email
last changed 2016/03/10 09:50

_id ddss2004_ra-145
id ddss2004_ra-145
authors Devisch, O.T.J., H.J.P. Timmermans, T.A. Arentze, and A.W.J. Borgers
year 2004
title Towards a Generic MultiAgent Engine for the Simulation of Spatial Behavioural Processes
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. 145-160
summary SwarmCity is being developed as a micro-simulation model, simulating the location-choice behaviour of a population of households, retailers, firms, developers, etc. reacting to an urban plan. The focus of SwarmCity lies –in a first phase- on the decision-making procedures of households, conceptualised as a series of three processes: awakening, search and choice. The methodology used to implement these processes makes use of life-time utility and decisionanalysis trees. The final model should work as a scenario-analysis tool, allowing planners, developers, retailers and municipalities to test interventionproposals, to evaluate legislations, to measure the attractiveness of services, to quantify residential mobility, etc. This paper illustrates the state of the art in household location-choice modelling and introduces a first attempt in developing a conceptual framework.
keywords Micro Simulation, Multi-Agent Systems, Spatial Simulation Models, Scenario Analysis, Heuristic Decision-Making, Location-Choice Behaviour, DecisionAnalysis Trees, Residential Mobility, Lifetime Utility
series DDSS
last changed 2004/07/03 22:13

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