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 509caadria2004
id 509caadria2004
authors Jaewook Lee, Yongwook Jeong, Seung Wook Kim, Yehuda E. Kalay
year 2004
title Intelligent Behavior Control of 3D Objects in Virtual Environments
doi https://doi.org/10.52842/conf.caadria.2004.845
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. 845-856
summary Cyberspace is more malleable than a physical environment, so it can afford much wider range of responsiveness. By applying the concept of place-making, we are experimenting virtual environments which are responsive to their users’ context-specific needs. Since objects are essential components that anchor the users’ various activities, having interactive objects in a 3D virtual environment is a major design concern for developing a dynamic and experience-rich virtual environment. We propose a layered agent model for intelligent behavior control of 3D objects, based on constraint solving process.
series CAADRIA
email
last changed 2022/06/07 07:52

_id ddss2004_d-283
id ddss2004_d-283
authors Van Bronswijk, J.E.M.H., L.G.H. Koren, and C.E.E. Pernot
year 2004
title Adapting Epidemiological Methodologies to the Prediction of Health Effects of Built Environment Interventions
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. 283-290
summary The influence of built environments on vitality and productivity of users is paramount. Since the introduction of Industrial, Flexible and Demountable Building, domotics, smart buildings, in general: mass-produced, intelligent and learning built environments, tailored built environments are within reach. This has resulted in the need for methodologies to predict short-term and long-term health effects of different built-environment constellations. Epidemiology has developed and validated methods to assess changes in prevalence of inflictions and other unhealthy conditions, as well as the number of healthy and vital years in a life span. After analysing the relationships among building (services) parts and its combinations, health determinants (exposures) and health outcomes, we could adapt the healthy years assessment (DALY) to changes in construction (insulation, air tightness) and building services engineering (ventilation, heating) for dwellings under Dutch conditions. The most important conclusion is that natural ventilation, mechanical ventilation and balanced ventilation not only differ in their average health effect, but even more so in the size of the ranges of these effects. Other systems, such as heat pumps or photo voltaic cells are expensive but will become economically applicable when healthcare costs are taken into account. These outcomes gave valuable clues for product innovation and opened the possibility to model health in relation to built environments. The method could also be applied to quality classification systems for dwellings.
keywords Health Prediction, Built Environment, Epidemiology, Modelling
series DDSS
last changed 2004/07/03 22:13

_id ecaade2010_054
id ecaade2010_054
authors Wurzer, Gabriel; Fioravanti, Antonio; Loffreda, Gianluigi; Trento, Armando
year 2010
title Function & Action: Verifying a functional program in a game-oriented environment
doi https://doi.org/10.52842/conf.ecaade.2010.389
source FUTURE CITIES [28th eCAADe Conference Proceedings / ISBN 978-0-9541183-9-6] ETH Zurich (Switzerland) 15-18 September 2010, pp.389-394
summary The finding of a functional program for any kind of building involves a great amount of knowledge about the behavior of future building users. This knowledge can be gathered by looking at relevant building literature (Adler, 1999; Neufert and Neufert, 2000) or by investigating the actual processes taking place in similar environments, the latter being demonstrated e.g. by (Schütte-Lihotzky, 2004) or new functionalist approaches of the MVRDV group (Costanzo, 2006)). Both techniques have the disadvantage that the architect might assume a behavior which is seldom experienced in real life (either through lack of information or by failing to meet the building user’s expectations). What is needed is a verification step in which the design is tested on real users. We have devised a game-like environment (Figure 1a) in which it is possible to capture the behavior of future building users in order to verify the relevance of the design even at a very early stage. As result of applying our approach, we can find previously overlooked usage situations, which may be used to further adapt the design to the user’s needs.
wos WOS:000340629400041
keywords Requirements checking; Participative design
series eCAADe
email
last changed 2022/06/07 07:57

_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 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 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 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 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 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

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

_id 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 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 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 sigradi2004_175
id sigradi2004_175
authors Diana Rodríguez Barros
year 2004
title Modelos urbanos virtuales y lecturas hipermediales [Virtual Urban Models and Hypermedia Readings]
source SIGraDi 2004 - [Proceedings of the 8th Iberoamerican Congress of Digital Graphics] Porte Alegre - Brasil 10-12 november 2004
summary The urban virtual models are complex environments where interactive modelization and visualization systems have developed high advances, making possible they applications in many different purposes, by expert and non-expert users. Is interesting, in hypermedial reading, to recognise and to evaluate the advantages and obstacles to examine a 2D-3D-4D-5D model. In that direction is presented an exploratory study of preexperimental design, in which is investigated the impacts and influences in non-expert users, that the presence and use of interactive strategies of navigation, selection and manipulation, produces in the results and affects the attitudes with regard to the possibilities of understanding and integration of information and in the confusion and cognitive overflow. The objective is to contribute in the definition and systematization of methodologys and design patterns about interfaces and interactions in three-dimensional hypermedia, from theoretical, operating and pedagogical approach.
keywords Hypermedial / virtual model /interaction/ interface / exploratory study
series SIGRADI
email
last changed 2016/03/10 09:50

_id 2004_333
id 2004_333
authors Donath, Dirk and Tonn, Christian
year 2004
title How to Design Colour Schemes? Conceptual Tools for the Architectural Design
doi https://doi.org/10.52842/conf.ecaade.2004.333
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 333-341
summary The paper describes the concept and development of software to support the architectural design and planning of colour schemes for interiors and buildings. “Coloured Architecture” is a plausibility instrument for the formulation of colour scheme proposals for building interiors and elevations. In practice colours schemes are arrived at through the production of many different colour design studies before a final colour scheme is decided upon. With the help of intuitively usable light simulations, colour, material and spatial concepts can be assessed realistically. The development concept incorporates numerous aspects which must be considered in the selection of a colour scheme: colour schemes for built environments must be realisable . This initial development prototype already demonstrates the added value possible through the consequent use of CAAD: function, construction and not least design aspects have equal status and can be worked upon in direct relation with one another.
keywords CAAD, Colour Schemes, Architecture, Planning Process, Plausibility, Added Value, On Site Support
series eCAADe
email
last changed 2022/06/07 07:55

_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 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 504caadria2004
id 504caadria2004
authors Kia-Tzu Lu
year 2004
title Navigating 3D Information Space with 6 Degree of Freedom Devices
doi https://doi.org/10.52842/conf.caadria.2004.777
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. 777-786
summary The purpose of this research is to identify how to intuitively operate 6 DOF Input Devices for interactive data storage in 3D virtual environments through the virtual Internet world generated by Image, Text, Animation, Model, under the condition that the role of the computer is to simulate the way people sense the real space, so users may instinctively utilize this simple device to explore the possibility of data recurrence and reorganization, and designers may receive timely inspiration in the process of architectural design.
series CAADRIA
email
last changed 2022/06/07 07:52

_id ddss2004_d-157
id ddss2004_d-157
authors Krafta, R.
year 2004
title Space is the Machine, with a Ghost Inside
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. 157-173
summary The purpose of this paper is to report efforts towards the construction of a model for urban spatial dynamics simulation, based on multi-agents and space. The underlying idea is to have urban space producers and consumers operating in a two-layer, two-circuit model. The first layer holds urban space and its successive transformations; a second layer contains agents related to space; the first circuit simulates space production, and a second one simulates space consumption. Relationship between layers is represented as objective spatial features that agents are submitted to (the machine) and subjective meanings agents attach to each spatial feature (the ghost). While space works always in the same way, meanings vary according to each agent’s background and context. Relationships between circuits are represented by means of a market game in which producers try to maximize their profits by gambling with their risks, whereas consumers try to foresee the spatial distribution of local externalities that maximizes their utilities and investments. Urban Spatial Features are captured through centrality and land use patterns; every single agent’s action leads to changes in both patterns. Producers’ profit is a function of built form location. Consumers’ local externalities are concerned basically with present and future services. The model iteration is twofold: first it generates and allocates a number of built forms within a previously determined spatial system (a cellular matrix, for example), and second it allocates users to built forms. Population of users have its social profile and growth rate externally determined. Built form allocation is decided on the basis of a combination of profitXrisk perspectives. Users’ locational choice is supported by accessibility to services and present/future neighbourhood profile. Built form allocation works as parameter for users’ locational assessment, whereas users’ choices are used as parameters for developers. The model tends to adjust itself, in terms of quantities and types of built forms to be erected, although through a market lag of some iterations. Allocations are always made through weighted draws, so that mutations (non deterministic allocations) do occur.
keywords Urban Morphology, Urban Growth, Simulation
series DDSS
last changed 2004/07/03 22:13

_id 519caadria2004
id 519caadria2004
authors Mao-Lin Chiu, Rui-Lung Wu, Rui-Zhang Peng, Chih-Chun Huang
year 2004
title BEING THERE: FROM THE PHYSICAL TO VIRTUAL ENVIRONMENTS
doi https://doi.org/10.52842/conf.caadria.2004.969
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. 969-981
summary The creation of virtual environments is becoming an important issue in digital design. The purpose of this paper is therefore to explore the transformation from the physical to the virtual environment from a social and behavioral point of views, and the process is demonstrated by a museum exhibition project. We had built both the physical and virtual environment, and studied the human behaviors and experiences from their presence at both environments. Agent-based interface is 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.
series CAADRIA
type normal paper
email
last changed 2022/06/07 07:59

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