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 565

_id ddss2004_ra-99
id ddss2004_ra-99
authors Göttig, R., J. Newton, and S. Kaufmann
year 2004
title A COMPARISON OF 3D VISUALIZATION TECHNOLOGIES AND THEIR USER INTERFACES WITH DATA SPECIFIC TO ARCHITECTURE
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. 99-111
summary Contemporary advanced virtual reality systems use different stereoscopic 3D visualization technologies. In this study, VR systems from one projection wall up to VR systems with six projection walls have been evaluated. Besides the optical properties tested with architectural 3D models, the user interfaces have been analyzed with reference to exact and intuitive control abilities. Additionally, the workflow of an early architectural design process with CAAD generated 3D models and VR visualization techniques was analyzed. It turns out that current VR systems exhibit shortcomings in visual and spatial representations, as well as tools for an early design process.
keywords 3D-Systems, Virtual Reality, Powerwall, Holobench, HMD, CAVE, User Interfaces, Visual Display Qualities, Design Process
series DDSS
type normal paper
last changed 2004/07/03 23:02

_id sigradi2004_323
id sigradi2004_323
authors Yoshihiro Kobayashi; Meenakshi Sharma
year 2004
title Dynamic interface for axial spatial arrangements using soft computing
source SIGraDi 2004 - [Proceedings of the 8th Iberoamerican Congress of Digital Graphics] Porte Alegre - Brasil 10-12 november 2004
summary This paper describes a computer application that can organize 3D objects along an axis and also redistribute those based on a set of constraints or existing patterns as selected by the user. In particular, the focus of the paper is the two dynamic Graphical User Interfaces (GUIs): the Constraint Arrangement (CA) and the Pattern Arrangement (PA). For these, we use the Soft Computing Techniques . Kohonen.s Self Organizing Map (SOM) and Genetic Algorithm (GA). In both the cases, the application outputs an axial organization of predefined 3D objects which, either adhere to selected constraints or follow patterns set by prior design. The application is implemented, tested and its results are demonstrated using buildings systems.
series SIGRADI
email
last changed 2016/03/10 10:03

_id 2004_159
id 2004_159
authors Seichter, Hartmut and Kvan, Thomas
year 2004
title Tangible Interfaces in Design Computing
doi https://doi.org/10.52842/conf.ecaade.2004.159
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 159-166
summary Sensorial richness is essential in the design process, yet digital design tools do not respond to this need. Tangible interfaces offer an opportunity for interaction with design computing systems to explore means of supporting a wider range of experiences. In this paper we look at implementations of tangible interfaces through a framework based on the concept of affordance. We conclude with a brief introduction to experimental tangible interfaces that have been developed in order to carry out collaborative user evaluations in a design studio setting and evaluate these in the same framework.
keywords Augmented Reality; Tangible Interfaces; HCI; Design Computing
series eCAADe
last changed 2022/06/07 07:59

_id sigradi2004_206
id sigradi2004_206
authors Felipe Carrara Moura Pussente
year 2004
title Interfaces digitais para processo de projeto participativo: Estudo de caso com mutirões [Digital Interfaces for a Participatory Project: The Case Study of mutirões]
source SIGraDi 2004 - [Proceedings of the 8th Iberoamerican Congress of Digital Graphics] Porte Alegre - Brasil 10-12 november 2004
summary This research is applied to self-managed building, objecting housing construction projects and identifying the self-managed particularities to achieve a better quality in the architectural project and a better quality of life for its users. The digital training of a group of homeless people can expanded through the distribution of interfaces over the internet, developing methodological procedures at the process of conception, implementation and enlargement of housing construction in self-managed building. The making of interactive interface is analyzed through experimentation and workshops done with homeless people having the goal to be totally friendly to its user, not letting him become confused or bored.
series SIGRADI
email
last changed 2016/03/10 09:51

_id ddss2004_ra-177
id ddss2004_ra-177
authors Ballas, D., R. Kingston, and J. Stillwell
year 2004
title Using a Spatial Microsimulation Decision Support System for Policy Scenario Analysis
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. 177-191
summary This paper discusses the potential of a spatial microsimulation-based decision support system for policy analysis. The system can be used to describe current conditions and issues in neighbourhoods, predict future trends in the composition and health of neighbourhoods and conduct modelling and predictive analysis to measure the likely impact of policy interventions at the local level. A large dynamic spatial micro-simulation model is being constructed for the population of Leeds (approximately 715,000 individuals) based on spatial microsimulation techniques in conjunction with a range of data, including 2001 Census data for Output Areas and sample data from the British Household Panel Survey. The project has three main aims as follows: (i) to develop a static microsimulation model to describe current conditions in Leeds; (ii) to enable the performance of ‘What if?’ analysis on a range of policy scenarios; and (iii) to develop a dynamic microsimulation model to predict future conditions in Leeds under different policy scenarios. The paper reports progress in meeting the above aims and outlines the associated difficulties and data issues. One of the significant advantages of the spatial microsimulation approach adopted by this project is that it enables the user to query any combination of variables that is deemed desirable for policy analysis. The paper will illustrate the software tool being developed in the context of this project that is capable of carrying out queries of this type and of mapping their results. The decision support tool is being developed to support policy-makers concerned with urban regeneration and neighbourhood renewal.
keywords Spatial Microsimulation, Spatial Decision Support Systems, Geotools
series DDSS
last changed 2004/07/03 22:13

_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 eaea2003_17-gorczyca
id eaea2003_17-gorczyca
authors Gorczyca, A.
year 2004
title Modern Interface – Visible, Invisible or Virtual?
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. 85-90
summary The paper is a comparison of interface changes as a result of modern concepts and a new hardware development. It explains the notion ‘virtual’ and its application in a few generations of user interface. Modern interfaces are chained with simulation technology. The meaning of simulation is strictly related to the notions: possible, actual, potential force. All of them are ingredients of ‘virtual’. Finally interfaces bring to the point: what virtual is?
series EAEA
more http://info.tuwien.ac.at/eaea
last changed 2005/09/09 10:43

_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 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

_id eaea2003_0
id eaea2003_0
authors Kardos, P. and Urland, U. (Eds.)
year 2004
title SPATIAL SIMULATION AND EVALUATION - NEW TOOLS IN ARCHITECTURAL AND URBAN DESIGN
source Proceedings of the 6th European Architectural Endoscopy Association Conference / ISBN 80-227-2088-7, 144 p.
summary The 5th eaea Conference in Essen yielded four principal findings: • After having been limited to endoscopic picture and film renderings of analog scaled models, the european architectural endoscopy association (eaea) first bridged the gap to digital environmental simulations at this conference. It is not about a better or correct method, but a suitable method of representing the planned reality of a particular project using ways that make sense. The combination of digital and analog simulation media is a source of impetus to the user of both methods. The future belongs to the casespecific application and the numerous integration possibilities of the two different media. • In investigating the perception of pictures produced in both analog and digital form, it was ascertained that it was only after greater effort that the same level of pleasing qualities were achieved in the digital world, compared to pictures of analog scaled models. It seems that for many planning phases model-based pictures are superior to digital photos – with regards to economy, quality of representation and imaginative attributes. This last point seems to be especially important in the draft planning stages: the less sharp a picture is, the more remaining room for viewer interpretation there is. In particular, the high degree of precision characteristic of digital simulations no longer allows room for imagination in the individual viewer. • 3D environmental simulations will increasingly be incorporated with success in architecture and urban design courses at universities and colleges both here in Germany as well as abroad. The further spread of these techniques to other universities and colleges is desirable. Over and above application as a pedagogic tool, the use of these simulations by architects and city planners, private planning agencies and municipal planning administrators will also be in evidence in the future – for checking designs, for informing the involved parties, for establishing the decisions of government bodies, for marketing the project. • Also, the interactive use of endoscopic simulation facilities continually opens new fields of research – whether it be for registering subjective distance perception, whether it be for determining orientation possibilities in open spaces.
series EAEA
type normal paper
email
more http://info.tuwien.ac.at/eaea
last changed 2005/09/09 10:43

_id 502caadria2004
id 502caadria2004
authors Kirsty A. Beilharz
year 2004
title Designing Generative Sound for Responsive 3D Digital Environment Interaction
doi https://doi.org/10.52842/conf.caadria.2004.741
source CAADRIA 2004 [Proceedings of the 9th International Conference on Computer Aided Architectural Design Research in Asia / ISBN 89-7141-648-3] Seoul Korea 28-30 April 2004, pp. 741-758
summary This paper examines three key areas of responsive sound interaction in 3D Digital Environments: designing generative sound that derives its composition and relevance from social and physical human interaction within a digital environment; the relation of sonic structure to the digital visual and spatial experience; and responsive, reactive real time sound generation activated by environmental conditions and human behaviours. The primary purposes for responsive sound design are: (1) to provide navigational cues supporting way-finding and spatial orientation; and (2) to provide realtime generative environmental sound that reflects social behaviour in a way that is meaningful and recognisable. The applied contexts for navigational cues and environmental generative sound include online (multi-user), synchronous Virtual Environments and Digital Installation Spaces (e.g. intelligent rooms, virtual reality and immersive environments). Outcomes of responsive sound design include: a trigger system of aural alerts, warnings and guidance; a computational system for generating sound in real time activated by spatial location and social interaction; and an audio (non-visual) tool aiding spatial orientation and way-finding interaction in 3D immersive Digital Environments.
series CAADRIA
email
last changed 2022/06/07 07:51

_id 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 ddss2004_ra-129
id ddss2004_ra-129
authors Ma, L., Th. Arentze, A. Borgers, and H. Timmermans
year 2004
title Using Bayesian Decision Networks for Knowledge Representation under Conditions of Uncertainty in Multi-Agent Land Use Simulation Models
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. 129-144
summary Land suitability analysis typically involves the assessment of the suitability of land units without knowing the future spatial distribution of land use. Traditional planning techniques have used “algebraic equations” to express land suitability as a weighted function of suitability scores across multiple criteria. However, the existing multi-criteria evaluation methods do not systematically account for uncertainty about the land use in adjacent and other cells. This paper proposes an alternative approach to land suitability analysis that does address the problem of uncertainty. In particular, Bayesian decision networks are suggested as a means of knowledge representation for agents in a multi-agent land use simulation system. Bayesian decision networks model the uncertainty in terms of probabilities specified in the network representing the expertise of specialists with respect to specific land uses. This paper discusses the approach and illustrates its use in the context of a retail agent.
keywords Land Suitability Analysis, Multi-Agents, Knowledge Representation, Bayesian Decision Networks
series DDSS
last changed 2004/07/03 22:13

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

_id 201caadria2004
id 201caadria2004
authors Marc Aurel Schnabel, Steve K S Kuan and Weidong Li
year 2004
title 3D Transformations - 3D Scanning, Digital Modelling, Rapid Prototyping and Physical Depiction
doi https://doi.org/10.52842/conf.caadria.2004.227
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. 227-238
summary We investigate the creation and reinterpretation of an architectural design process using a variety of digital and physical media. We study how tools for design influence perception, comprehension and creation of spatial volumes within both Virtual Environments (VE) and physical realms. We explain how designers translate spatial volumes and communicate architectural design ideas by using VE and conventional models. In a series of reinterpretation of architectural meanings we examine the translation of threedimensional design from virtual to tangible depictions and vice versa. We conduct a design-studio in order to explore issues of quality, understanding, communication and building of architectural compositions. VE can be an environment for design distinguishable and facilitating reality. We test this statement by interchanging both realms to that extent that the boundaries of each one are nearly dismantled. Virtuality and reality are both used in alternative formand design-finding exercises in order to gain an overall conclusive design.
series CAADRIA
email
last changed 2022/06/07 07:59

_id caadria2005_b_5c_b
id caadria2005_b_5c_b
authors Martin Tamke
year 2005
title Crossing The Media
doi https://doi.org/10.52842/conf.caadria.2005.364
source CAADRIA 2005 [Proceedings of the 10th International Conference on Computer Aided Architectural Design Research in Asia / ISBN 89-7141-648-3] New Delhi (India) 28-30 April 2005, vol. 2, pp. 364-374
summary An open-ended, diversified and critical approach of architectural design, using different form of ideas representation might offer best chances to gain new spatial solutions. Today’s most forward architects and designer are aware of this and make full use of physical and digital media during the process of design. During the summer term 2004 the experiment ‘Crossing the Media’ took place at the Technical University of Braunschweig. The main goal of this practical oriented seminar has been the exploration of the interface between analogue and digital Media within the design process. Both techniques, analogue and digital, were used in an experimental way and their interaction and adaptability in the field of architecture was analyzed. The work examines the possibility of a consistent integration of digital and physical representation in a design process and the individual benefits of each. In order to achieve this, we made up a stringent line of digital-analogue and analogue-digital (DA-AD) Technologies for our design experiment. During the examination we focused especially on the creative potential of the techniques used, their interaction and adaptability in the field of architecture. Hence one of the goals of the occupation with the digital analogue interfaces was the examination of the emerging shift within the structure during the process, the imprints of technology. This paper describes the workflow and tools that were used, our practical experiences with analogue digital interface and the emerging questions and impulses to architects future work and theory. The discovered limitations and consequences of interfaces between the analogue and digital realm of design and their creative chances will be revealed. We share results which we think are helpful to others, and we highlight areas where further research is necessary.
series CAADRIA
email
last changed 2022/06/07 07:59

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

_id 2004_136
id 2004_136
authors Mullins, Michael and Zupancic Strojan, Tadeja
year 2004
title Depth Perception in CAVE and Panorama
doi https://doi.org/10.52842/conf.ecaade.2004.136
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 136-141
summary This study compares aspects of spatial perception in a physical environment and its virtual representations in a CAVE and Panorama, derived from recent research. To measure accuracy of spatial perception, participants in an experiment were asked to look at identical objects in the three environments and then locate them and identify their shape on scaled drawings. Results are presented together with statistical analysis. In a discussion of the results, the paper addresses the two hypothetical assertions – that depth perception in physical reality and its virtual representations in CAVE and Panorama are quantifiably different, and that differences are attributable to prior contextual experience of the viewer. The role of prior or tacit knowledge in these environments is established from the empirical data. It is concluded that the CAVE offers a higher potential for spatial experience and learning than the Panorama. The results also suggests that knowledge gained in physical contexts is more readily transferred to its virtual simulation, while that gained in virtual experience is not reliably transferred to its equivalent physical context. The paper discusses implications for spatial ability, learning and training in virtual environments; in architectural education; and participatory design processes, in which the dialogue between real and imagined space may take place in virtual reality techniques.
keywords Virtual Reality; Perception; Spatial Ability; Learning; Virtual Context
series eCAADe
email
last changed 2022/06/07 07:59

_id ddss2004_d-49
id ddss2004_d-49
authors Polidori, M. and R. Krafta
year 2004
title Environment – Urban Interface within Urban Growth
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. 49-62
summary This work presents the synthesis of a model of urban growth dedicated to accomplish simulations of urban spatial dynamics, based on integrated urban and environmental factors and promoting simultaneity among external and internal growth. The city and surrounding environment are captured and modeled in computational ambient, by application of the centrality / potential model (Krafta, 1994 and 1999), with support of graph theory, cellular automata, GIS and geocomputation. The model assumes the city as a field of opportunities for obtaining income, mediated by the space, which is composed of urban and environmental attributes, that work as attractors or as resistances for the urban growth. The space configuration and the distribution of those attributes generate tensions that differentiate qualitatively and quantitatively the space, through the centrality measure (built with the support of graphs techniques), coming to provoke growth in places with larger potential of development (built with the help of techniques of CA – cellular automata). Growths above environmental thresholds are considered problems, generated and overcome in the same process of production of the urban space. Iterations of that process offer a dynamic behaviour to the model, allowing to observe the growth process along the time. The model presents several possibilities: a) urban - natural environment integration; b) internal and external growth integration; c) variety in the scale; d) GIS integration and geocomputation; e) user interface; f) calibration; g) theoretical possibilities; and h) practical possibilities.
keywords Environment, Urban Growth, Urban Morphology, Simulation
series DDSS
last changed 2004/07/03 22:13

_id ddss2004_ra-3
id ddss2004_ra-3
authors Yesilnacar, E. and G.J. Hunter
year 2004
title Application of Neural Networks for Landslide Susceptibility Mapping in Turkey
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. 3-18
summary Landslides are a major natural hazard in many areas of the world, and globally they cause hundreds of billions of dollars of damage, and hundreds of thousands of deaths and injuries each year. Landslides are the second most common natural hazard in Turkey, and the Black Sea region of that country is particularly affected. Therefore, landslide susceptibility mapping is one of the important issues for urban and rural planning in Turkey. The reliability of these maps depends mostly on the amount and quality of available data used, as well as the selection of a robust methodology. Although statistical methods generally have been implemented and used for evaluating landslide susceptibility and risk in medium scale studies, they are distribution-based and cannot handle multi-source data that are commonly collected from nature. These drawbacks are responsible for the on-going investigations into slope instability. To overcome these weaknesses, the desired technique must be able to handle multi-type data and its superiority should increase as the dimensionality and/or non-linearity of the problem increases – which is when traditional regression often fails to produce accurate approximations. Although neural networks have some problems with the creation of architectures, processing time, and the negative “black box” syndrome, they still have an advantage over traditional methods in that they can deal with the problem comprehensively and are insensitive to uncertain data and measurement errors. Therefore, it is expected that the application of neural networks will bring new perspectives to the assessment of landslide susceptibility in Turkey. In this paper, the application of neural networks for landslide susceptibility mapping will be examined and their performance as a component of spatial decision support systems will be discussed.
keywords Landslide Susceptibility Mapping, Neural Networks, Spatial Decision Support Systems
series DDSS
last changed 2004/07/03 22:13

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