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 cf2011_p157
id cf2011_p157
authors Boton, Conrad; Kubicki Sylvain, Halin Gilles
year 2011
title Understanding Pre-Construction Simulation Activities to Adapt Visualization in 4D CAD Collaborative Tools
source Computer Aided Architectural Design Futures 2011 [Proceedings of the 14th International Conference on Computer Aided Architectural Design Futures / ISBN 9782874561429] Liege (Belgium) 4-8 July 2011, pp. 477-492.
summary Increasing productivity and efficiency is an important issue in the AEC field. This area is mainly characterized by fragmentation, heterogeneous teams with low lifetimes and many uncertainties. 4D CAD is one of the greatest innovations in recent years. It consists in linking a 3D model of the building with the works planning in order to simulate the construction evolution over time. 4D CAD can fill several needs from design to project management through constructivity analysis and tasks planning (Tommelein 2003). The literature shows that several applications have been proposed to improve the 4D CAD use (Chau et al. 2004; Lu et al. 2007; Seok & al. 2009). In addition, studies have shown the real impact of 4D CAD use in construction projects (Staub-French & Khanzode 2007; Dawood & Sika 2007). More recently, Mahalingam et al. (2010) showed that the collaborative use of 4D CAD is particularly useful during the pre-construction phase for comparing the constructability of working methods, for visually identifying conflicts and clashes (overlaps), and as visual tool for practitioners to discuss and to plan project progress. So the advantage of the 4D CAD collaborative use is demonstrated. Moreover, several studies have been conducted both in the scientific community and in the industrial world to improve it (Zhou et al. 2009; Kang et al. 2007). But an important need that remains in collaborative 4D CAD use in construction projects is about the adaptation of visualization to the users business needs. Indeed, construction projects have very specific characteristics (fragmentation, variable team, different roles from one project to another). Moreover, in the AEC field several visualization techniques can represent the same concept and actors choose one or another of these techniques according to their specific needs related to the task they have to perform. For example, the tasks planning may be represented by a Gantt chart or by a PERT network and the building elements can be depicted with a 3D model or a 2D plan. The classical view (3D + Gantt) proposed to all practitioners in the available 4D tools seems therefore not suiting the needs of all. So, our research is based on the hypothesis that adapting the visualization to individual business needs could significantly improve the collaboration. This work relies on previous ones and aim to develop a method 1) to choose the best suited views for performed tasks and 2) to compose adapted multiple views for each actor, that we call “business views”. We propose a 4 steps-method to compose business views. The first step identifies the users’ business needs, defining the individual practices performed by each actor, identifying his business tasks and his information needs. The second step identifies the visualization needs related to the identified business needs. For this purpose, the user’s interactions and visualization tasks are described. This enables choosing the most appropriate visualization techniques for each need (step 3). At this step, it is important to describe the visualization techniques and to be able to compare them. Therefore, we proposed a business view metamodel. The final step (step 4) selects the adapted views, defines the coordination mechanisms and the interaction principles in order to compose coordinated visualizations. A final step consists in a validation work to ensure that the composed views really match to the described business needs. This paper presents the latest version of the method and especially presents our latest works about its first and second steps. These include making more generic the business tasks description in order to be applicable within most of construction projects and enabling to make correspondence with visualization tasks.
keywords Pre-construction, Simulation, 4D CAD, Collaboration, Computer Supported Cooperative Work, Human-Computer Interface, Information visualization, Business view, Model driven engineering
series CAAD Futures
email
last changed 2012/02/11 19:21

_id 316caadria2004
id 316caadria2004
authors Chor-Kheng Lim
year 2004
title A Revolution of the Design Process
doi https://doi.org/10.52842/conf.caadria.2004.571
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. 571-583
summary Along with the development of computer technologies and CAD/CAM, digital tools are increasingly adapted in architectural design. Developed thus far, functions of digital tools are no long limited to two-dimensional drafting or final presentation; they have become tools that can assist design thinking. Because of the involvement of digital tools, the design process has been greatly affected; or, one may say that digital tools liberated the confines of forms and structuring of architectures. This research aims to explore the procedures in the design process using digital tools. In the conclusion, we found that in an attempt to abridge the gap between design ideas and actual implementation, the designer used the digital reality simulation function very frequently to assist in decision making, and in order to process more complex and freer forms, the designer relied on the 3D design environment to carry out his thinking process and amendments. In addition, the digital design process is mainly conducted through the methods of 1, 3D modeling, 2, Simulation, 3, Generation, and 4, Fabrication. The steps and methods in the digital design process are obviously different from the traditional ones, which focus mainly on mass-production of 2D drawings; therefore, it is certain that the new tools will change the outcome of the designs.
series CAADRIA
email
last changed 2022/06/07 07:56

_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 514caadria2004
id 514caadria2004
authors Soyoung Park, Jinwon Choi
year 2004
title Retrieving and Browsing Information of Building Equipment Using Augmented Reality Techniques
doi https://doi.org/10.52842/conf.caadria.2004.911
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. 911-926
summary Current research on AR (augmented reality) tends to focus more on fields other than architecture. However, the AR technology will also affect architecture and will become more powerful than it is now. In this study, we have attempted to develop a new system called ‘Building Scanner’ that recognizes an area and information of building equipment frequently on a single floor using AR techniques and enables a user to browse/retrieve more naturally and easily. For this system, our study proceeds in the following three steps; 1) Develop an object-oriented CAAD system, 2) Develop building equipment database and input system, and 3) Visualize 3D building equipment data on AR. We believe that our attempts can generate a new powerful tool with a wide range of applications for architecture. Further research includes improving information of building equipment input methodology, user interface designs for the Building Scanner, and constructing other information for broader applications, etc.
series CAADRIA
email
last changed 2022/06/07 07:56

_id acadia04_076
id acadia04_076
authors Hanna, Sean
year 2004
title Modularity and Flexibility at the Small Scale: Evolving Continuous Material Variation with Stereolithography
doi https://doi.org/10.52842/conf.acadia.2004.076
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, 76-87
summary In this paper, we introduce a technique by which the internal material properties of an object can be optimised at a microstructural level (5x10-5m) to counteract the forces that are applied to it. These can then be fabricated using the rapid prototyping method of stere­olithography. The proposed technique is analogous to principles of mass customization and takes advantage of a flexible module to cre­ate complex structures in a manner that is computationally efficient and effective. The process is two-staged, in which a genetic algorithm evolves the topology of the microstructure and a second algorithm incorporating Finite Element Analysis then optimises the geometry. The examples shown are designed specifically for the fabrication tech­nique, but the method and general principles are applicable to struc­tural problems at any scale.
keywords genetic algorithm, rapid prototyping, stereolithography, materials
series ACADIA
email
last changed 2022/06/07 07:50

_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 caadria2004_k-1
id caadria2004_k-1
authors Kalay, Yehuda E.
year 2004
title CONTEXTUALIZATION AND EMBODIMENT IN CYBERSPACE
doi https://doi.org/10.52842/conf.caadria.2004.005
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. 5-14
summary The introduction of VRML (Virtual Reality Markup Language) in 1994, and other similar web-enabled dynamic modeling software (such as SGI’s Open Inventor and WebSpace), have created a rush to develop on-line 3D virtual environments, with purposes ranging from art, to entertainment, to shopping, to culture and education. Some developers took their cues from the science fiction literature of Gibson (1984), Stephenson (1992), and others. Many were web-extensions to single-player video games. But most were created as a direct extension to our new-found ability to digitally model 3D spaces and to endow them with interactive control and pseudo-inhabitation. Surprisingly, this technologically-driven stampede paid little attention to the core principles of place-making and presence, derived from architecture and cognitive science, respectively: two principles that could and should inform the essence of the virtual place experience and help steer its development. Why are the principles of place-making and presence important for the development of virtual environments? Why not simply be content with our ability to create realistically-looking 3D worlds that we can visit remotely? What could we possibly learn about making these worlds better, had we understood the essence of place and presence? To answer these questions we cannot look at place-making (both physical and virtual) from a 3D space-making point of view alone, because places are not an end unto themselves. Rather, places must be considered a locus of contextualization and embodiment that ground human activities and give them meaning. In doing so, places acquire a meaning of their own, which facilitates, improves, and enriches many aspects of our lives. They provide us with a means to interpret the activities of others and to direct our own actions. Such meaning is comprised of the social and cultural conceptions and behaviors imprinted on the environment by the presence and activities of its inhabitants, who in turn, ‘read’ by them through their own corporeal embodiment of the same environment. This transactional relationship between the physical aspects of an environment, its social/cultural context, and our own embodiment of it, combine to create what is known as a sense of place: the psychological, physical, social, and cultural framework that helps us interpret the world around us, and directs our own behavior in it. In turn, it is our own (as well as others’) presence in that environment that gives it meaning, and shapes its social/cultural character. By understanding the essence of place-ness in general, and in cyberspace in particular, we can create virtual places that can better support Internet-based activities, and make them equal to, in some cases even better than their physical counterparts. One of the activities that stands to benefit most from understanding the concept of cyber-places is learning—an interpersonal activity that requires the co-presence of others (a teacher and/or fellow learners), who can point out the difference between what matters and what does not, and produce an emotional involvement that helps students learn. Thus, while many administrators and educators rush to develop webbased remote learning sites, to leverage the economic advantages of one-tomany learning modalities, these sites deprive learners of the contextualization and embodiment inherent in brick-and-mortar learning institutions, and which are needed to support the activity of learning. Can these qualities be achieved in virtual learning environments? If so, how? These are some of the questions this talk will try to answer by presenting a virtual place-making methodology and its experimental implementation, intended to create a sense of place through contextualization and embodiment in virtual learning environments.
series CAADRIA
type normal paper
last changed 2022/06/07 07:52

_id eaea2003_12-matalasov
id eaea2003_12-matalasov
authors Matalasov, M. and Matalasov, E.
year 2004
title Our Views on Actual Researches of 3D-modelling in Architecture
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. 48-58
summary This contribution is devoted to the brief description of the basic directions and tendencies of researches of the laboratory of video systems MARCHI. In connection with development of hardware-software computer means and their practically absolute, not alternative application in the practice of architectural designing, nowadays (not always is proved) the sphere of application of the former traditional methods of physical modeling and their connection to the endoscopic methods has been narrowed. We consider some new probable directions of development of scientific and educational work within the framework of activity of our laboratory, allowing a more balanced approach to these problems. As we have discussed, our theoretical researches and practical works must reassume an existing non-standard and controversial situation in Russia, such as established substantial intellectual potentials in scientific- and methodological researches within study processes. In addition to that, what we can use are affordable and limited physical and financial recourses and capability for technical development of works for modeling perception in designing architectural and town planning space. These initiated searches in the field of non-standard thinking, derive from our contacts with EAEA colleagues. Below we will try briefly to explain our basic principles of work development. (To be clear, some time we dismiss references and notes into exact reports from our conferences supposing that interested colleagues may get further and detailed information from already published past events).
series EAEA
more http://info.tuwien.ac.at/eaea
last changed 2005/09/09 10:43

_id ddss2004_ra-161
id ddss2004_ra-161
authors Bandini, S., S. Manzoni, and G. Vizzari
year 2004
title Crowd Modeling and Simulation
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. 161-175
summary The paper introduces a Multi Agent Systems (MAS) approach to crowd modelling and simulation, based on the Situated Cellular Agents (SCA) model. This is a special class of Multilayered Multi Agent Situated System (MMASS), exploiting basic elements of Cellular Automata. In particular SCA model provides an explicit spatial representation and the definition of adjacency geometries, but also a concept of autonomous agent, provided with an internal architecture, an individual state and behaviour. The latter provides different means of space-mediated interaction among agents: synchronous, between adjacent agents, and asynchronous among at-a-distance entities. Heterogeneous entities may be modelled through the specification of different agent types, defining different behaviours and perceptive capabilities. After a brief description of the model, its application to simple crowd behaviours will be given, and an application providing the integration of a bidimensional simulator based on this model and a 3D modelling application (3D Studio) will also be described. The adoption of this kind of system allows the specification and simulation of an architectural design with reference to the behaviour of entities that will act in it. The system is also able to easily produce a realistic visualization of the simulation, in order to facilitate the evaluation of the design and the communication with involved decision-makers. In fact, while experts often require only abstract and analytical results deriving from a quantitative analysis of simulation results, other people involved in the decision-making process related to the design may be helped by qualitative aspects better represented by other forms of graphical visualization.
keywords Multi-Agent Systems, 3D modelling, Simulation
series DDSS
last changed 2004/07/03 22:13

_id 5cf4
id 5cf4
authors Barrionuevo, Luis F.
year 2004
title LOS "SPIROSPACES"
source Proceedings of the Fourth International Conference of Mathematics & Design, Special Edition of the Journal of Mathematics & Design, Volume 4, No.1, pp. 179-187.
summary This paper deals with “Spirospaces”. These are a conversion to the third dimension of the two dimensional geometric entities called “Spirolaterals”.

Abelson, Harold, diSessa and Andera (1968) gave the first rules concerning Spirolaterals. To obtain a Spirolateral from a set of straight lines, the first of them must be one unit long and the following must be incremented one unit at each step, at the same time that they turn in a constant direction. Odds (1973) establish the variation of the rotation direction, either to the left or the right. However, he did not give a mathematical relation able to calculate open Spirolaterals. Krawczyk (2001) developed a computer program that generates Spirolaterals following the method suggested by Abelson. These are Spirolaterals obtained by enumeration without a predictive mathematical formula. Krawczyc went farther proposing Spirolaterals based in curved lines. He pointed out that there are a variety of spirolateral forms that have architectural potentiality. Following this, the architectural potentiality of Spirolaterals is the basis of this paper.

To take advantage of that potentiality a computer program was implemented to generate spatial configurations based in Spirolaterals. When a third dimension is given to the Spirolaterals they become Spirospaces. These new entities need spatial and design parameters to be useful for architectural purposes. Barrionuevo and Borsetti (2001) gave results about that work establishing the concept of Spirospaces.

The aim of this paper is to describe a work directed to improve rules and procedures concerning Spirospaces. It is expected that these procedures governed by the proposed rules can be employed as tools during the early steps in the architectural design process.

In this work some aspects concerning Spirospaces are considered. First, Spirolaterals are presented as the predecessors of Spirospaces. Second, Spirospaces are defined, together with their structural parameters. Architectural modeling is studied at the light of two special elements of the Spirospaces: Interstitial spaces and Object spaces. Next, a computer program is presented as the appropriate tool to model configurations having architectural potentiality. Finally, the results obtained running the computer program are analyzed to determine their possible use as architectural forms. Several graphic illustrations are presented showing steps going from the exploration of spatial alternatives to the selection of a specific configuration to be developed.

It is expected that the described computer program could be employed as a design aid tool. As the operation of the program generates a variety of spaces able to dwell architectural objects, it eases the search of configurations suitable to specific functions. The results obtained have the possibility of being exported to computer graphic applications able to add materials, lights and cameras.

keywords Spirolaterals, Spirospaces, architectural spaces, interstitial spaces, objectual spaces
series other
type normal paper
email
last changed 2005/04/07 15:34

_id sigradi2004_155
id sigradi2004_155
authors Fernando Duro da Silva; Betina Tschiedel Martau
year 2004
title A iluminação artificial simulada no ensino de projeto [Simulated Artificial Lighting in Design Teaching]
source SIGraDi 2004 - [Proceedings of the 8th Iberoamerican Congress of Digital Graphics] Porte Alegre - Brasil 10-12 november 2004
summary This paper presents the preliminary results of an architectural design studio research developed with undergraduate students of UNISINOS architecture course. The aim was to search for a tool that potentially would allow them to use artificial lighting as element of architectural composition and characterization of the project. The architectural design could be defined as a virtual anticipation of the real architectural object. Being previous to the construction of the architectural object, it is an exploration of a possibility of existence of that same object that is figured in the shown form. As result, the issue of representation takes the status of logical proposition, from which is possible to verify if the tentative solution proposed by the designers could actually have an existence in the world and, if it.s true, fully evaluate its potential. This way it would be possible for the designers to also critically reflect about their own design practice.
keywords Computational environment, simulation, artificial lighting, learning-teaching process
series SIGRADI
email
last changed 2016/03/10 09:51

_id avocaad_2003_21
id avocaad_2003_21
authors Jaroslaw Szewczyk
year 2003
title Technology and Local Values; Computer – Aided Acting with Regional Heritage
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 The problems of storage of local cultural heritage in digital databases, are reported in the paper. An exemplar case of RuralXML framework is presented. Three main groups of challenges relating to “culturally rich” databases are recognised:1. Estimation of the significance of digital databases for supporting design process, educational needs and scientific investigations;2. The conceptual problems with digital representation of “the paper heritage”3. The technical problems related to the architectural databases.The most important aspects of the problem are mentioned, as a background to a discussion about the reciprocal dependencies between technology and local values, i.e. how technology supports acting with the local architectural heritage, and how “cultural significance” values technology. We claim that digital technology not only enables storage and management of such data, but it also adds a new dimension to the design, making it “locally-sensitive” and oriented towards context by means of employing digitally archived architectural data. The accessibility to information about the “local” architecture heritage is important for local as well as global design. The premises for such statements, are presented.
keywords Architecture, Local values, Globalisation, Computer Aided Architectural Design
series AVOCAAD
email
last changed 2006/01/16 21:38

_id 050225_kapellos-a
id 050225_kapellos-a
authors Kapellos, Alexandre
year 2004
title Lightscape - an exploration in interactive lighting
source ETH postgraduate studies final thesis, Zurich
summary The aim was to provide a theoretical approach to the lighting project undertaken for the xCube group work. The nds2004 students had decided to build an interactive, computeroptimised structure as their final project, where lights, sensors and textured surfaces were to create an interactive experience for the visitor. For various reasons the interactive aspect was abandoned. The idea to work on a light(-ing) object came up when I discovered a little device called the Barionet™. This device allows you to control an on/off switch remotely, through a web interface or through programming. That was it! The ip_lamp (…its first name): a small object that has its own IP address, and therefore can be accessed via the internet. Turn it on or off… This evolved into the _lightscape where 2 interacting lights send each other data about the other (distance from a wall or number of people for example). The atmosphere of a room becomes dependant of what is going on in another… This work is also an attempt to develop a pluridisciplinary approach to an architectural project by making use of the many tools available to the postgraduate students: programming a simulation in Flash, experimenting with different hardware interfaces or rapidly manufacturing a light box on the 3-axis mill. A cross-over project in a (modest) way.
series thesis:MSc
last changed 2005/09/09 12:58

_id sigradi2004_393
id sigradi2004_393
authors Mauro Chiarella
year 2004
title Superficies paramétricas y arquitectura: Conceptos, ideación y desarrollo [Parametric Surfaces and Architecture: Concepts, Ideation and Development]
source SIGraDi 2004 - [Proceedings of the 8th Iberoamerican Congress of Digital Graphics] Porte Alegre - Brasil 10-12 november 2004
summary By incorporating parametric surfaces and spline entities into the shape modeling computer systems, new design and production graphic tools have been created in the conceptual and poetic field of architecture; thus allowing an intuitive approach to the fast production of complex shapes with a minimum amount of data and specific knowledge. The analogous production systems (constrained by the material resources and constructive procedures present in the local existing technologies) are challenged by design and virtual simulation systems, suggesting new relationships between the architectural features and their representation: the creation of a symbolic and dynamic information space where the representation affects the identity of what is being represented. Taking into account this current challenge mentioned above, we have decided to work in the mixture, without reciprocal exclusions or substitutions, proposing some work alternatives to approach the issue under discussion in the Architecture Workshop.
keywords Design, Geometry, NURBS, Unfolding, Pedagogy
series SIGRADI
email
last changed 2016/03/10 09:55

_id sigradi2004_233
id sigradi2004_233
authors Mário Hermes Stanziona Viggiano
year 2004
title Modelagem 3D em rede para avaliação ambiental [Network 3D Modeling Environment Evaluation]
source SIGraDi 2004 - [Proceedings of the 8th Iberoamerican Congress of Digital Graphics] Porte Alegre - Brasil 10-12 november 2004
summary This research aims to develop a three-dimensional representation method for complex environmental systems based on the environmental impacts derived from actions or interactions amongst the elements of the studied systems and associated systems. It is a method for representing matrices in networks which contemplates the simulation of causes and effects and the visualization of interdependence links amongst the subsystems making them up and also amongst adjacent systems. The methodology includes the observation and study of an environmental system with the consequent formulation of a networked matrix and, finally, its modeling through a three-dimensional software. Both the elements and the interactions are represented as three-dimensional items with a shape, color, and size of their own. The practical result is a three-dimensional animation in which all the elements of the environmental system and their connections are represented.
keywords Modeling, systems, matrices, environmental, network
series SIGRADI
email
last changed 2016/03/10 09:55

_id 515caadria2004
id 515caadria2004
authors Naai-Jung Shih, Chin-Hui Su
year 2004
title Manipulation of an Automatic Guided Vehicle with 3D Software and Remote Control
doi https://doi.org/10.52842/conf.caadria.2004.927
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. 927-936
summary The purpose of this research is to build a simulating operation system of automatic guided vehicles (AGV) at a construction site, which including (1) construction path planning system (2) real-time vision information, and (3) simulation system of automatic guided vehicles at the construction site. This paper proposes an efficient method that provides VR-based AGV path guidance with Caligari Truspace 3D software and Python Script. We designed an interactive vision information interface by using LEGO Mindstorms Vision Command combined with Visual Basic ActiveX; and also built an automatic guided vehicle with the functions of obstacle avoidance by LEGO Robotics Invention System. The majority of this research is to develop an effective construction site management model, and develop a construction path planning and a real-time system.
series CAADRIA
email
last changed 2022/06/07 07:59

_id ddss2004_ra-193
id ddss2004_ra-193
authors Ohgai, A., Y. Gohnai, S. Ikaruga, M. Murakami, and K. Watanabe
year 2004
title Japan Cellular Automata Modeling for Fire Spreading as a Tool to Aid CommunityBased Planning for Disaster Mitigation
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. 193-209
summary As a tool to support collaboration in community-based planning for disaster mitigation in Japanese old wooden built-up areas, we attempt to develop a fire spreading simulation model incorporated a fire fighting activity using Cellular Automata (CA). The proposed model can deal with the process of fire spreading in a building that traditional models can not represent. Whether or not fire can spread is based on a stochastic calculation process to reproduce uncertain fire spreading. The errors caused by the stochastic factor are analyzed by carrying out simulation two or more times under the same condition. Moreover, the reproductivity of the model is examined by comparing simulation results with actual fire records.
keywords Community-Based Planning for Disaster Mitigation, Fire Spreading, Fire Fighting Activity, Cellular Automata Modeling, Planning Support Tool
series DDSS
last changed 2004/07/03 22:13

_id ddss2004_ra-325
id ddss2004_ra-325
authors Rodrigues, D.S., L.C.L. Souza, and J.F.G. Mendes
year 2004
title Enhancing 3DSkyView Extension Performance
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: 1-4020-24088, p. 325-340
summary This paper presents a second version of the 3DSkyView extension. The purpose of that extension was to implement a calculation algorithm for assessment and visualization of sky view factors (SVF) by means of tools available in a Geographical Information System (GIS). The sky view factor is a thermal and geometric parameter pointed out in the specialized literature as one of the main causes of urban heat islands. A 3D-GIS is a powerful tool for reaching the goal of this research because it allows the storage, treatment and analysis of tri-dimensional urban data, in addition to a high level of flexibility for incorporating calculation algorithms. The objective in the 3DSkyView extension is to optimize the determination of that factor, not only reducing its demanding calculation and graphical representation time, but also generating a simplified tool for replacing expensive photographic equipment usually applied on this matter. Enhancing functions of ArcView GIS 3.2, the first version of that extension showed a very good performance allowing the automatic delineation and determination of SVF. That performance was although limited to a single observer point. The simulation of SVF for several view points in urban canyons was only possible by applying the extension as many times as the number of observers considered. Therefore, this second version was now developed in order to allow simultaneous determination of SVF for many view points. In addition, the 3DSkyView new interface is more flexible, in a way that the user may choose the kind of output wanted (graphical and/or tabular). With this new feature it is then easier to create a continuous SVF map for an entire area.
keywords Sky View Factor, Urban Geometry, GIS Extension, Urban Heat Island
series DDSS
last changed 2004/07/03 22:13

_id 2004_342
id 2004_342
authors Sdegno, Alberto
year 2004
title 3D Reconstruction of a Canaletto Painting
doi https://doi.org/10.52842/conf.ecaade.2004.342
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 342-348
summary The objective of this research was the analysis of a Canaletto painting that depicts Palladio’s plan for the „Convento della Carità“ in Venice, a plan that was only partially executed. Through the implementation of traditional techniques and digitally controlled instruments, the three dimensional model was reconstructed. It was compared with both Palladio’s original plan, and with the constructed version. A notable difference between the three projects emerged which allowed for a better comprehension- using photogrammetric restitution procedures- of Canaletto’s pictorial work and the corrections that the painter brought to the piece to improve the rendition of the painting. The study ends with an analysis of the natural light painted by Canaletto, and a simulation of sunlight with digital techniques.
keywords Geometric Modeling; Representation Theory; Pesrpective; 3D Reconstruction; Painting Techniques
series eCAADe
email
last changed 2022/06/07 08:00

_id 2004_128
id 2004_128
authors Shih, Naai-Jung and Su, Chin-Hui
year 2004
title Combine 3D Software and Remote Control to Progress Operating Simulation of Automatic Guided Vehicles
doi https://doi.org/10.52842/conf.ecaade.2004.128
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 128-134
summary The purpose of this research is to build a simulating operation system of automatic guided vehicles (AGV) at a construction site, which including (1) construction path planning system (2) real-time vision information, and (3) simulation system of automatic guided vehicles at the construction site. This paper proposes an ef- ficient method that provides VR-based AGV path guidance with Caligari Truspace 3D software and Python Script. We designed an interactive vision information interface by using LEGO Mindstorms Vision Command combined with Visual Basic ActiveX; and also built an automatic guided vehicle with the functions of obstacle avoidance by LEGO Robotics Invention System. The majority of this research is to develop an effective construction site management model, and develop a construction path planning and a real-time system.
keywords Automatic Guided Vehicles, LEGO Mindstorms, Path Planning, Virtual Reality, Vision Information
series eCAADe
last changed 2022/06/07 07:56

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