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 572

_id 20ff
id 20ff
authors Derix, Christian
year 2004
title Building a Synthetic Cognizer
source Design Computation Cognition conference 2004, MIT
summary Understanding ‘space’ as a structured and dynamic system can provide us with insight into the central concept in the architectural discourse that so far has proven to withstand theoretical framing (McLuhan 1964). The basis for this theoretical assumption is that space is not a void left by solid matter but instead an emergent quality of action and interaction between individuals and groups with a physical environment (Hillier 1996). In this way it can be described as a parallel distributed system, a self-organising entity. Extrapolating from Luhmann’s theory of social systems (Luhmann 1984), a spatial system is autonomous from its progenitors, people, but remains intangible to a human observer due to its abstract nature and therefore has to be analysed by computed entities, synthetic cognisers, with the capacity to perceive. This poster shows an attempt to use another complex system, a distributed connected algorithm based on Kohonen’s self-organising feature maps – SOM (Kohonen 1997), as a “perceptual aid” for creating geometric mappings of these spatial systems that will shed light on our understanding of space by not representing space through our usual mechanics but by constructing artificial spatial cognisers with abilities to make spatial representations of their own. This allows us to be shown novel representations that can help us to see new differences and similarities in spatial configurations.
keywords architectural design, neural networks, cognition, representation
series other
type poster
email
more http://www.springer.com/computer/ai/book/978-1-4020-2392-7
last changed 2012/09/17 21:13

_id ijac20042405
id ijac20042405
authors Heitor, Teresa V.; Duarte, José P.; Pinto, Rafaela M.
year 2004
title Combing Grammars and Space Syntax: Formulating, Generating and Evaluating Designs
source International Journal of Architectural Computing vol. 2 - no. 4, 492-515
summary This paper is concerned with how two different computational approaches to design – shape grammars and space syntax – can be combined into a single common framework for formulating, generating, and evaluating designs. The main goal is to explore how the formal principles applied in the design process interact with the spatial properties of the designed objects. Results suggest that space syntax is (1) useful in determining the universe of solutions generated by the grammar and (2) in evaluating the evolving designs in terms of spatial properties and, therefore, in guiding the generation of designs.
series journal
email
more http://www.multi-science.co.uk/ijac.htm
last changed 2007/03/04 07:08

_id 115caadria2004
id 115caadria2004
authors Ih-Cheng Lai
year 2004
title Framework for Case-Based Reasoning to Support Idea Association in a Brainstorming Session
doi https://doi.org/10.52842/conf.caadria.2004.209
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. 209-222
summary This research makes use of a cognitive approach to explore a mechanism for associating ideas in a brainstorming session. Firstly, we propose a linking model integrating three principles of idea association (similarity, contrast and contiguity) with two processes of case-based reasoning (retrieval and adaptation). Based on this linking model, an experiment is conducted to elucidate the interactions between ideas and cases, and their mechanisms of retrieval and adaptation. Finally, a framework for case-based reasoning to support idea association called Idea-Maps is proposed, and its mechanism is elucidated.
series CAADRIA
email
last changed 2022/06/07 07:50

_id ddss2004_d-225
id ddss2004_d-225
authors Lai, I.-C.
year 2004
title Dynamic Linkages between Ideas and Cases
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. 225-238
summary This research makes use of a cognitive study to explore a mechanism for associating ideas in a brainstorming session. Firstly, we propose a linking model integrating three principles of idea association (similarity, contrast and contiguity) with two processes of case-based reasoning (retrieval and adaptation). For identifying the types and mechanisms of linkages within the linking model, a design experiment and its protocol analysis was conducted. Finally, a framework for case-based reasoning to support idea association called Dynamic Idea-Maps (DIM) is proposed, and its components and mechanisms are elucidated.
keywords Idea Association, Case-Based Reasoning, Retrieval, Adaptation, Protocol Analysis
series DDSS
last changed 2004/07/03 22:13

_id ddss2004_ra-69
id ddss2004_ra-69
authors Barton, J., B. Parolin, and V. Weiley
year 2004
title A Spatial Decision Support System for the Management of Public Housing
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. 69-84
summary This paper is reporting on a research project undertaken jointly between the University of New South Wales (UNSW) and the NSW Department of Housing (DoH) to develop a Spatial Decision Support System (SDSS) to assist planning, management and evaluation in areas of high public housing concentration. In the paper we will describe the development of the SDSS, the specific spatial problems challenging the DoH and the potential for the system to incorporate a range of social, financial and physical data, both internal and from other sources, for interaction and presentation in a three dimensional environment. The prototype SDSS attempts to address the specific challenges of providing better service for clients of the DoH. An information audit and survey has been conducted of the department’s resources and needs. Issues identified include the management of high-rise and superlot areas, crime mapping, community interactivity, internal and intergovernmental information sharing, interoperability and maintaining confidentiality and security of data. Interactive 3D visualisation of the model is facilitated by use of the 3map free geospace platform. Use of open source code and open standards such as X3D for 3D graphics interchange allow the project to explore advanced visualisation techniques while ensuring interoperability and data longevity.
keywords Spatial Decision Support System, Public Housing, Community Renewal, Security, Open Source, Interoperability, Visualisation, 3D GIS, PPGIS, X3D
series DDSS
last changed 2004/07/03 22:13

_id b83a
id b83a
authors Benoudjit A, Derix C and Coates P
year 2004
title Human perception and space classification: The Perceptive Network
source Proceedings of the Generative Arts conference, Milan, 2004
summary This paper presents a computer model for space perception, and space classification that is built around two artificial neural networks (ANN). This model is the first known application in architecture, where a self-organized map (SOM) is used to create a space classification map on the base of human perception criteria. This model is built with the aim to help both the space designers (architects, interior designer and urban designers), and the space users to gain a better understanding of the space in particular, and the environment where they evolve in general. This work is the continuity of an outgoing work started in the CECA by C. Derix around Kohonen network.
keywords neural network, self-organised feature map, perception, spatial configuration
series other
type normal paper
email
more http://www.generativeart.com/
last changed 2012/09/20 21:28

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

_id 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 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 2004_050
id 2004_050
authors Chiu, Mao-Lin
year 2004
title Curious Agents in Virtual Exhibitive Environments Simulative Human-Computer Interaction
doi https://doi.org/10.52842/conf.ecaade.2004.050
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 50-57
summary The creation of virtual environments is becoming the alternative for spatial design, while what can be expanded from the real environment is often questioned. This paper proposes the agent interface based on curiosity to create human computer interaction in virtual exhibitive environments. From a social and behavioral point of view, this research explores the use of places as metaphors and simulative human-computer interactions in virtual environments by reactive agents and proactive curious agents based on situation detection. The process is demonstrated by a museum exhibition project. Both the physical and the virtual environment are built, and studied the human behaviors and experiences from their presence at both environments. Agent interfaces are adopted in the virtual environment to enhance people-to-people and people-to-place interactions. The development process, the observation, the interface agent, and discussion based on the findings are presented.
keywords Virtual Environment; Digital Design; Agent; Curiosity; Interfaces
series eCAADe
email
last changed 2022/06/07 07:56

_id 512caadria2004
id 512caadria2004
authors Chyi-Gang Kuo, Hsuan-Cheng Lin, Yang-Ting Shen, Tay-Sheng Jeng
year 2004
title Mobile Augmented Reality for Spatial Information Exploration
doi https://doi.org/10.52842/conf.caadria.2004.891
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. 891-900
summary In this paper, we present an augmented reality system that integrates real and virtual worlds for outdoor sustainable education in campus. We develop a mobile spatially-aware computational device as a visualization aid to students learning outdoors. We apply the mobile augmented reality technology to a newly constructed ecological garden in our campus. Users can virtually see the underlying water cycling system outdoors and map the virtual objects to physical reality through embodied interaction with the computational device. The objective is to make invisible information visible to users to extend interactions with our “living” environment. Keywords : Augmented Reality, Mixed Reality, Mobil Computing, Information Exploration.
series CAADRIA
email
last changed 2022/06/07 07:56

_id ddss2004_ra-33
id ddss2004_ra-33
authors Diappi, L., P. Bolchim, and M. Buscema
year 2004
title Improved Understanding of Urban Sprawl Using Neural Networks
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: 14020-2408-8, p. 33-49
summary It is widely accepted that the spatial pattern of settlements is a crucial factor affecting quality of life and environmental sustainability, but few recent studies have attempted to examine the phenomenon of sprawl by modelling the process rather than adopting a descriptive approach. The issue was partly addressed by models of land use and transportation which were mainly developed in the UK and US in the 1970s and 1980s, but the major advances were made in the area of modelling transportation, while very little was achieved in the area of spatial and temporal land use. Models of land use and transportation are well-established tools, based on explicit, exogenouslyformulated rules within a theoretical framework. The new approaches of artificial intelligence, and in particular, systems involving parallel processing, (Neural Networks, Cellular Automata and Multi-Agent Systems) defined by the expression “Neurocomputing”, allow problems to be approached in the reverse, bottom-up, direction by discovering rules, relationships and scenarios from a database. In this article we examine the hypothesis that territorial micro-transformations occur according to a local logic, i.e. according to use, accessibility, the presence of services and conditions of centrality, periphericity or isolation of each territorial “cell” relative to its surroundings. The prediction capabilities of different architectures of supervised Neural networks are implemented to the south Metropolitan area of Milan at two different temporal thresholds and discussed. Starting from data on land use in 1980 and 1994 and by subdividing the area into square cells on an orthogonal grid, the model produces a spatial and functional map of urbanisation in 2008. An implementation of the SOM (Self Organizing Map) processing to the Data Base allows the typologies of transformation to be identified, i.e. the classes of area which are transformed in the same way and which give rise to territorial morphologies; this is an interesting by-product of the approach.
keywords Neural Networks, Self-Organizing Maps, Land-Use Dynamics, Supervised Networks
series DDSS
last changed 2004/07/03 22:13

_id acadia08_072
id acadia08_072
authors Frumar, Jerome
year 2008
title An Energy Centric Approach to Architecture: Abstracting the material to co-rationalize design and performance
doi https://doi.org/10.52842/conf.acadia.2008.072
source Silicon + Skin: Biological Processes and Computation, [Proceedings of the 28th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) / ISBN 978-0-9789463-4-0] Minneapolis 16-19 October 2008, 72-81
summary This paper begins by exploring matter as an aggregated system of energy transactions and modulations. With this in mind, it examines the notion of energy driven form finding as a design methodology that can simultaneously negotiate physical, environmental and fabrication considerations. The digital workspace enables this notion of form finding to re-establish itself in the world of architecture through a range of analytic tools that algorithmically encode real world physics. Simulating the spatial and energetic characteristics of reality enables virtual “form generation models that recognize the laws of physics and are able to create ‘minimum’ surfaces for compression, bending [and] tension” (Cook 2004). The language of energy, common in engineering and materials science, enables a renewed trans-disciplinary dialogue that addresses significant historic disjunctions such as the professional divide between architects and engineers. Design becomes a science of exploring abstracted energy states to discover a suitable resonance with which to tune the built environment. ¶ A case study of one particular method of energy driven form finding is presented. Bi-directional Evolutionary Structural Optimization (BESO) is a generative engineering technique developed at RMIT University. It appropriates natural growth strategies to determine optimum forms that respond to structural criteria by reorganizing their topology. This dynamic topology response enables structural optimization to become an integrated component of design exploration. A sequence of investigations illustrates the flexibility and trans-disciplinary benefits of this approach. Using BESO as a tool for design rather than purely for structural optimization fuses the creative approach of the architect with the pragmatic approach of the engineer, enabling outcomes that neither profession could develop in isolation. The BESO case study alludes to future design processes that will facilitate a coherent unfolding of design logic comparable to morphogenesis.
keywords Energy; Form-Finding; Morphogenesis; Optimization; Structure
series ACADIA
last changed 2022/06/07 07:50

_id 2005_771
id 2005_771
authors Gavrilou, Evelyn, Bourdakis, Vassilis and Charitos, Dimitris
year 2005
title Documenting the Spatial Design of an Interactive Multisensory Urban Installation
doi https://doi.org/10.52842/conf.ecaade.2005.771
source Digital Design: The Quest for New Paradigms [23nd eCAADe Conference Proceedings / ISBN 0-9541183-3-2] Lisbon (Portugal) 21-24 September 2005, pp. 771-778
summary The paper documents the design and implementation of an interactive multi-sensory environment (DETOUR) created by the interdisciplinary group VE_Design for an international open-air exhibition in Athens, Greece during the summer of 2004. The paper describes the creative process followed throughout the project and registers how computers, sensors and effectors have been utilised to either facilitate the creation of electronically mediated experiences or support the design. The architectural concept of the multi-sensory installation is analyzed in relation to its potential for creating communicative experiences as well as addressing physical form simulations. Notions such as ephemeral structures, parasites, social space, game as art and communication are discussed. The body – space interaction is investigated, enabling the team to elaborate on a modular construction. Finally, the impact of the work is discussed on the basis of recorded observations by visitors.
keywords Interactive Multi-Sensory Environment; Ephemeral Space; Public Art;Embodied Spatial Experience; Simulation of Physical Form.
series eCAADe
email
last changed 2022/06/07 07:51

_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 2004_374
id 2004_374
authors Hannibal, C., Brown, A. and Knight, M.
year 2004
title How Useful is the Digital Sketch?
doi https://doi.org/10.52842/conf.ecaade.2004.374
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 374-379
summary This paper presents an experimental approach that examines human response to three virtual representations (sketchy line, non-photorealistic and near-photorealistic) of three similar architectural schemes (in terms of concept, context and scale) within a non-immersive large-screen projected virtual environment. Participant response is recorded utilising the factors of detail, spatial understanding, character and presence. By comparing data it should be possible to draw conclusions about aspects particular to non-immersive Virtual Reality (VR) activity as a means of architectural representation.
keywords Non-Immersive Virtual Environments, Digital Sketching, Non-Photorealism
series eCAADe
last changed 2022/06/07 07:50

_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 503caadria2004
id 503caadria2004
authors Jin Kook Lee, Hyun-Soo Lee
year 2004
title HCIS: the Housing Context Inference System Model for Smart Space
doi https://doi.org/10.52842/conf.caadria.2004.759
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. 759-776
summary This research is about the basic methods in making computers understand human behavior in an architectural space in regards to reaction to interaction between the machine and human. Its ultimate objective is to analyze the related technology making this series of works possible synthetically on the basis of information system within architectural territoriality. In the end it is expected to offer a theoretical basis to embody smart space, up-to-date and intelligent architectural space. There are two issues that motivate this research: what are the Housing Context and its Inference System, and how smart space can infer the Housing Context and react with proper response. The Husing Context consists of 1) state of user, 2) state of physical environment, 3) state of computational environment, 4) history of user-environment interaction and 5) architectural territoriality. Especially, spatial information of architectural territoriality is a significant key of HCIS. Spatial divisions and boundaries made of architectural elements or facilities determinate their own micro-territorialities. Ontologies are used to describe the Housing Context predicate. In this paper, we can say that the Housing Context and the Housing Log(history of user-environment interaction, a set of the Housing Context) written by ontologies can be a beneficial model of HCIS. Furthermore, we can develop the Housing Log Databases and its variable applications that have enabled to make simulating and analyzing tool of design, the Augmented Web Presence and the other helpful applications.
series CAADRIA
email
last changed 2022/06/07 07:52

_id sigradi2004_039
id sigradi2004_039
authors José Antonio Fernández Ruiz; Lucía Gómez Robles
year 2004
title La representación gráfica de las ciudades del pasado [Graphical Representation of Past Cities]
source SIGraDi 2004 - [Proceedings of the 8th Iberoamerican Congress of Digital Graphics] Porte Alegre - Brasil 10-12 november 2004
summary Digital modelling techniques allow for representations of reality. In the same time, evolutions in computing allow present personal computers to handle digital representations of whole historic cities. We need to assess the nature of operating restriction so that the result obtained can be used as a scientific product, while still of a size compatible with current devices. possibilities. Concepts such as urban spatial perception, fidelity to historic research sources, and urban theory applied to uncertainty, will underpin hypothesis for the virtual renaissance of cities of our past. We present a digital model of Granada (Spain), based on a morphological hypothesis of the XIX century. It is based on specific theories to achieve typological models of buildings which original morphology is uncertain and on techniques for the geometrical optimisation and creation of scenes. The paper also presents the sources used, e.g. romantic travellers drawings, historic local maps, old photographs, engravings, literary descriptions.
keywords Grenade, Virtual Reality, Heritage, Historic Centres
series SIGRADI
email
last changed 2016/03/10 09:53

_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
doi https://doi.org/10.52842/conf.caadria.2004.857
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
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

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