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 559

_id cf2011_p135
id cf2011_p135
authors Chen Rui, Irene; Schnabel Marc Aurel
year 2011
title Multi-touch - the future of design interaction
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. 557-572.
summary The next major revolution for design is to bring the natural user interaction into design activities. Graphical User Interfaces (GUI) brought a new approach that was more effective compared to their conventional predecessors. In recent years, Natural User Interfaces (NUI) have advanced user experiences and multi-touch and gesture technologies provide new opportunities for a variety of potential uses in design. Much attention has been paid to leverage in the design of interactive interfaces. The mouse input and desktop screen metaphors limit the information sharing for multiple users and also delayed the direct interaction for communication between each other. This paper proposes the innovative method by integrating game engine ‘Unity3D’ with multi-touch tangible interfaces. Unity3D provides a game development tool as part of its application package that has been designed to let users to focus on creating new games. However, it does not limit the usage of area to design additional game scenarios since the benefits of Unity3D is allowing users to build 3D environments with its customizable and easy to use editor, graphical pipelines to openGL (http://unity3d.com/, 2010 ). It creates Virtual Reality (VR) environments which can simulates places in the real world, as well as the virtual environments helping architects and designers to vividly represent their design concepts through 3D visualizations, and interactive media installations in a detailed multi-sensory experience. Stereoscopic displays advanced their spatial ability while solving issues to design e.g. urban spaces. The paper presents how a multi-touch tabletop can be used for these design collaboration and communication tasks. By using natural gestures, designers can now communicate and share their ideas by manipulating the same reference simultaneously using their own input simultaneously. Further studies showed that 3Dl forms are perceived and understood more readily through haptic and proprioceptive perception of tangible representations than through visual representation alone (Gillet et al, 2005). Based on the authors’ framework presented at the last CAADFutures, the benefits of integrating 3D visualization and tactile sensory can be illustrated in this platform (Chen and Wang, 2009), For instance, more than one designer can manipulate the 3D geometry objects on tabletop directly and can communicate successfully their ideas freely without having to waiting for the next person response. It made the work more effective which increases the overall efficiency. Designers can also collect the real-time data by any change they make instantly. The possibilities of Uniy3D make designing very flexible and fun, it is deeply engaging and expressive. Furthermore, the unity3D is revolutionizing the game development industry, its breakthrough development platform for creating highly interactive 3D content on the web (http://unity3d.com/ , 2010) or similar to the interface of modern multimedia devices such as the iPhone, therefore it allows the designers to work remotely in a collaborative way to integrate the design process by using the individual mobile devices while interacting design in a common platform. In design activities, people create an external representation of a domain, often of their own ideas and understanding. This platform helps learners to make their ideas concrete and explicit, and once externalized, subsequently they reflect upon their work how well it sits the real situation. The paper demonstrates how this tabletop innovatively replaces the typical desktop metaphor. In summary, the paper addresses two major issues through samples of collaborative design: firstly presenting aspects of learners’ interactions with physical objects, whereby tangible interfaces enables them constructing expressive representations passively (Marshall, 2007), while focussing on other tasks; and secondly showing how this novel design tool allows designers to actively create constructions that might not be possible with conventional media.
keywords Multi-touch tabletop, Tangible User Interface
series CAAD Futures
email
last changed 2012/02/11 19:21

_id 1375
id 1375
authors Coyne, Richard
year 2005
title Cornucopia Limited: Design and Dissent on the Internet
source MIT Press: Cambridge, Mass
summary The Internet provides a remarkable demonstration of the persistence of the gift in contemporary commerce. Net enthusiasts seem prepared to donate much to the common good. This generous spirit ought to strike resonances with the culture of design, which generally promotes a creative ethos of generosity, conspicuous display, and exuberance. But the cornucopia of the gift economy is offset by net culture's recent leanings towards consumerism. This book challenges the supposed gift society of the Internet, and supplants the gift by a more compelling metaphor, enjoyed in certain quarters of contemporary design, that of theft, rule breaking, and transgression. The relationship between design thinking and the network economy is characterized by the reckless spirit of the trickster, the crosser of boundaries, and the malingerer in the hybrid and uncertain condition of the threshold. The book thus presents a designer's view of the network economy, drawing on insights from design theorists, economists, philosophers and cultural theorists. It provides valuable insights for theorists of human-computer interaction, architects, designers, and those interested in registering the source and direction of the impulse to create, innovate, and design.

The book examines five metaphors: household, machine, game, gift and threshold. Economic theory is grounded in the household. The romantics and Marx claimed that labor is dominated by the rampant machinery of capitalism. The computer game represents a potent exemplar of new media economics. The gift is presented as precursor to commercial exchange. Coyne subjects each metaphor to scrutiny in terms of how it deals with the threshold, in other words as it is dissected by the cynic or manipulated by the trickster, and other liminal dwellers in the network economy.

'What’s shaping the culture of the Internet? This turns out to be a surprisingly tricky question, one that Richard Coyne explores with verve and erudition.' --Albert Borgmann, author of Holding On to Reality

keywords design computing digital media economics threshold trickster e-commerce
series book
type normal paper
email
last changed 2006/05/27 18:21

_id 2005_279
id 2005_279
authors Walz, Steffen P., Schoch, Odilo, Ochsendorf, Mathias and Spindler, Torsten
year 2005
title Serious Fun: Pervasive game design as a CAAD teaching and research method
source Digital Design: The Quest for New Paradigms [23nd eCAADe Conference Proceedings / ISBN 0-9541183-3-2] Lisbon (Portugal) 21-24 September 2005, pp. 279-286
doi https://doi.org/10.52842/conf.ecaade.2005.279
summary Today and in the future, architectural students must be prepared for designing both physical and adaptive, computer-integrated spaces. The question is: How do we easily and effectively convey architecturally relevant theories and practices of pervasive computing in teaching? In this paper, we present a didactic model that has proved to be a possible answer. During a semester long design class, we supervised an interdisciplinary group of architecture and computer science students who teamworked on an early so called serious pervasive game prototype, entitled “ETHGame”. The class culminated in a two week compact phase and a presentation before ETH representatives involved in e-learning projects. The resulting interactive prototype takes advantage of our campus’s extensive wireless local area network infrastructure, allowing for user positioning and location based learning, servicing, and peer-to-peer communication. The game mutates the whole of the ETH Zurich campus into a knowledge space, issuing position dependent and position relevant questions to players. The ETHGame forces participants to engage with a given space in the form of a quiz and rewards them for collaborating both face-to-face and facelessly. The game helps them build a collective academic and space aware identity whilst being immersed in a sentient environment. Thus, in this paper we are introducing serious pervasive game design as a novel design research and teaching paradigm for CAAD, as well as a e-learning design strategy.
keywords Pervasive Computing; Pervasive Game Design; Serious Games; LocationBased Learning; Knowledge Space
series eCAADe
email
last changed 2022/06/07 07:58

_id 2005_287
id 2005_287
authors Achten, Henri and Reymen, Isabelle
year 2005
title Structured Reflection as a Means to Deepen Understanding of CAAD
source Digital Design: The Quest for New Paradigms [23nd eCAADe Conference Proceedings / ISBN 0-9541183-3-2] Lisbon (Portugal) 21-24 September 2005, pp. 287-294
doi https://doi.org/10.52842/conf.ecaade.2005.287
summary In this paper we outline a strategy of structured reflection to improve reflection by students in a course on the implication of CAAD, design theory, and design methodology. Earlier editions of the course showed that students often did not evolve their learning beyond a checklist level. Reflection is an important mechanism to improve learning from design situations. After a consideration of the main approaches to design reflection, we take up Schön’s notion of reflection and provide support for structured reflection in CAAD education, based on earlier experiences with structured question lists in a civil engineering course. Findings after the first year’s run show a deeper level of reflection on a more elaborate level.
keywords Structured Reflection, CAAD, Education
series eCAADe
email
last changed 2022/06/07 07:54

_id 2005_811
id 2005_811
authors Anay, Hakan
year 2005
title A Critical Approach to the Use of Computers in Architectural Design
source Digital Design: The Quest for New Paradigms [23nd eCAADe Conference Proceedings / ISBN 0-9541183-3-2] Lisbon (Portugal) 21-24 September 2005, pp. 811-817
doi https://doi.org/10.52842/conf.ecaade.2005.811
summary There are two dominant approaches to architectural and urbanistic problem solving: program based approaches and paradigm based approaches. Beyond these two, this paper proposes the critical/formalist approach as a paradigm for architectural design while summarizing the epistemological foundations of it, and investigates the possible contribution of the computers to this approach. The primary aim is to set a starting point for a more comprehensive future research.
keywords Design Theory, Design Methodology, Computer Aided Design, Formalism, Architectural Form
series eCAADe
email
last changed 2022/06/07 07:54

_id 2005_131
id 2005_131
authors Bailey, Rohan
year 2005
title Digital Tools for Design Learning
source Digital Design: The Quest for New Paradigms [23nd eCAADe Conference Proceedings / ISBN 0-9541183-3-2] Lisbon (Portugal) 21-24 September 2005, pp. 131-138
doi https://doi.org/10.52842/conf.ecaade.2005.131
summary There is growing consensus among architectural critics and educators that there exists an increasing divide between the worlds of architectural education and practice. New social and cultural norms, new materials, and current global concerns, like sustainability, have largely influenced the need for an improved balance/integration between design theory and practice. This places schools of architecture around the world under pressure to provide their graduates with the requisite skills that support responsible design characterized by good design thinking strategies. The Caribbean School of Architecture, in addition to being affected by this predicament, has other pressures on its educational offerings. The region’s lack of resources and particular social issues mandates that graduates of the school adopt a responsible attitude towards design in the region. A positive attitude to such issues as sustainability, energy conservation and community will only come about through an effective transmission of particular architectural knowledge that is relevant to the region. The challenge (globally and in the Caribbean), therefore, is the provision of an innovative and effective way of supporting the student master dialogue in studio, facilitating the transfer of “practical, appropriate knowledge” needed by students to create safe, purposeful and responsible architecture. This paper exists within the research paradigm of providing digital teaching tools to beginning students of architecture. This digital research paradigm seeks to move digital technology (the computer) beyond functioning as an instrumental tool (in visualization, representation and fabrication) to becoming a “Socratic machine” that provides an appropriate environment for design learning. Research funds have been allocated to the author to research and develop the information component of the tool with special reference to the Caribbean. The paper will report on the results of prior investigations, describe the reaction and appreciation of the students and conclude with lessons learnt for the further development of the teaching tool.
keywords Design Education, Digital Design, Teaching Tools
series eCAADe
email
last changed 2022/06/07 07:54

_id caadria2005_a_2a_b
id caadria2005_a_2a_b
authors Chieh-Jen Lin
year 2005
title Space layout game: An Interactive Game of Space Layout for Teaching and Representing Design Knowledge
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. 1, pp. 130-141
doi https://doi.org/10.52842/conf.caadria.2005.130
summary This paper described a prototype of interactive space layout, a tool for primary stage of architectural space layout called Space Layout Game (SLG). Rather than focused on the automation of space layout, we are interested in interactive responding in manipulative process and assisting teaching and representation of design skills and knowledge. Through composing a prototype of space layouts, reusing and modifying this prototype or other form teachers or other students to adapt to new conditions, students can present their design intensions, and learn layout skills and design knowledge through the manipulative processes
series CAADRIA
email
last changed 2022/06/07 07:55

_id caadria2005_a_1b_b
id caadria2005_a_1b_b
authors Chien-Hung Shih
year 2005
title Project: Illustrate Your Huashan
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. 1, pp. 75-82
doi https://doi.org/10.52842/conf.caadria.2005.075
summary This Project: Illustrate your Huashan attempts to utilize the texture-mapping of characters from the video game industry, as well as real-time graphic in the internet and tablet device of wireless network environment, for the construction of a 3D cyberspace environment that local artists in Huashan could use to freely give expression to their creativity, and for the establishment of a personalized visual space where 3D users can engage in online discussions with collaboration design.
series CAADRIA
email
last changed 2022/06/07 07:55

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

_id caadria2005_a_2c_b
id caadria2005_a_2c_b
authors Geeta Arjun
year 2005
title An Agent Facilitated Design Conversation System for Aiding Creative Thinking in Architectural Design
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. 1, pp. 216-221
doi https://doi.org/10.52842/conf.caadria.2005.216
summary This paper presents an on-going research aimed at designer support in the conceptual stages of architectural design. It is argued that collaboration plays an important role at every stage of the design process. Extending Schön's seminal theory of 'design as a conversation', the support of the conceptual architectural design process is proposed as a dialogue between the designer and the computational agents wherein the agents adopt the role of design team members. The dialogue is theoretically aimed at triggering the experiential memory of the designer and associating significant experiences from different domains of the design problem to stimulate creative thinking. The paper presents an outline of the proposed model for a design-conversation system implementing computational agents in a blackboard architecture environment.
series CAADRIA
email
last changed 2022/06/07 07:51

_id cf2005_2_62_18
id cf2005_2_62_18
authors HUBERS Hans
year 2005
title Parametric Design in Protospace 1.1
source Learning from the Past a Foundation for the Future [Special publication of papers presented at the CAAD futures 2005 conference held at the Vienna University of Technology / ISBN 3-85437-276-0], Vienna (Austria) 20-22 June 2005, pp. 255-264
summary After a history of CAAD in the Netherlands, the author describes the CAVE-like facility that is being set up to support collaborative design. The first prototype, Protospace 1.1 has been tested. Protospace is a project of the Hyperbody Research Group, directed by Prof. Kas Oosterhuis. The state of the art of parametric design and some helpful tools to speed-up the design process are discussed. 3D multiplayer game software Virtools is used to develop synchronic and a-synchronic, local and inter-local collaboration.
keywords 3D modelling, collaborative design, design methodology, virtual design studio, parametric design
series CAAD Futures
email
last changed 2005/05/05 07:06

_id cf2005_2_14_39
id cf2005_2_14_39
authors HYUN-AH Choi and HAN-JONG Jun
year 2005
title A Design Model Using Mutation Shape Emergence
source Learning from the Past a Foundation for the Future [Special publication of papers presented at the CAAD futures 2005 conference held at the Vienna University of Technology / ISBN 3-85437-276-0], Vienna (Austria) 20-22 June 2005, pp. 41-50
summary The ability to recognize properties and characteristics unforeseen in the early stage of design, namely shape emergence, is considered one of vital aspects of human visual perception in creative thinking. This study aims at developing a design model by using an extended theory of shape emergence, mutation shape emergence which we call. The first part of this paper describes the definition of mutational emergent shapes clearly. In the second part, possibility of discovering mutational emergent shapes will be explored through protocol analysis. On the basis of the results of these efforts, we will examine closely the cognitive mechanism to discover mutational emergent shapes. In the last stage, based on our results we propose a design model for understanding the cognitive process implications for training architects.
keywords creativity, design process, mutational emergent shapes, design model
series CAAD Futures
email
last changed 2005/05/05 07:06

_id caadria2005_a_2a_a
id caadria2005_a_2a_a
authors Ih-Cheng Lai, Kun-Tai Kao, Teng-Wen Chang
year 2005
title Role Playing for linking Ideas in the Idea Association Process
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. 1, pp. 119-129
doi https://doi.org/10.52842/conf.caadria.2005.119
summary Idea association is an interactive behavior that will invoke dynamic interactions through different participants’ interplay, especially within the conceptual design stages. Such interplay involves distributed interactions. For understanding the distributed interactions of idea association, the research applies a cognitive theory (role- play) onto modeling the behaviors of designers with internal, external design situation and linking process. By adopting the mechanisms of Dynamic Agent Role Interplay System (DARIS) framework, some computational characteristics within the distributed interactions are explored. Finally, a computer-supported system for dynamically linking design ideas is investigated through a design example.
series CAADRIA
email
last changed 2022/06/07 07:50

_id caadria2005_b_3c_c
id caadria2005_b_3c_c
authors Jawaid Haider, Theodor Wyeld, Peter Scriver
year 2005
title On the Pedagogical Benefits of Incorporating Digital Media in the Teaching of Architectural History and Theory
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. 109-115
doi https://doi.org/10.52842/conf.caadria.2005.109
summary This paper reports on the use of physical and digital media in a history and theories of twentieth century architecture and landscape course. An electronic bulletin board (ebb) was used to generate an open forum for critical dialogue on textual, physical, and digital media. It gave teachers and students the ability to observe the course in new ways. Student interactions with the ebb transformed a culture of hidden collaboration to an open exchange of ideas and concepts. Of particular interest here is the use of 3-D digital composing tools (VRML) that provided a simple, but powerful way to visualize ideas which physical representation often could not. This approach instilled a philosophy of linking design and theory, where history and theory are seen as a body of knowledge consciously brought to bear on design practice.
series CAADRIA
email
last changed 2022/06/07 07:52

_id caadria2005_b_6a_b
id caadria2005_b_6a_b
authors Kai-Tzu Lu, Teng-Wen Chang
year 2005
title Experience Montage in the Virtual Space
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. 426-435
doi https://doi.org/10.52842/conf.caadria.2005.426
summary According to three experimental virtual spaces above, the key factor for experience montage is identified—3D collage. General speaking, the theory of montage describes the connection of space and time. Time is a phenomenon of connection of points. Within 3D virtual space, the influence of Experience Montage generated in the experiments above is examined through the Exploration model (representation + rules + memory + policy = search exploration) proposed by Woodbury in 1996. Through browsing and reading, the originally intact virtual space is dissected into pieces and corners. By duplicated, dismantled and reorganized over this dissected space, a new personalized virtual space is then modeled. As a continuation of previous analysis, latter stages of the study use the Exploration model to explain anew the connection among the representation, rules, memory, and policy of Experience Montage.
series CAADRIA
email
last changed 2022/06/07 07:52

_id 2005_091
id 2005_091
authors Kirschner, Ursula and Kirschner, Nauka
year 2005
title E-learning in Creative Planning Processes
source Digital Design: The Quest for New Paradigms [23nd eCAADe Conference Proceedings / ISBN 0-9541183-3-2] Lisbon (Portugal) 21-24 September 2005, pp. 91-97
doi https://doi.org/10.52842/conf.ecaade.2005.091
summary This conference paper examines experimental design exercises on a simulated model in relation to designing on a physical model. In the initial design phases, the process of designing on both a haptic and digital model is analysed with regard to the didactic objectives. In this context, only form-related aesthetic aspects are discussed. The starting point is the didactic necessity of imparting to students the process of designing on spatial models. Reduced to form determination, the question examined is for which aspects of design theory the potentials of real and virtual models, as well as of the interaction of both types, can be exploited.
keywords Design methods; Digital and Physical Models; 3D-Digizer; Design Education
series eCAADe
email
last changed 2022/06/07 07:52

_id 2005_629
id 2005_629
authors Koutamanis, Alexander
year 2005
title A Biased History of CAAD
source Digital Design: The Quest for New Paradigms [23nd eCAADe Conference Proceedings / ISBN 0-9541183-3-2] Lisbon (Portugal) 21-24 September 2005, pp. 629-637
doi https://doi.org/10.52842/conf.ecaade.2005.629
summary The democratization and popularization of the computer has brought on fundamental changes to many areas related to computer science, including CAAD. Such areas have been facing the necessity to reposition and reorient themselves in rapidly evolving academic and professional frameworks. A factor that complicates the processes of repositioning and reorientation is that most areas have a short but varied and frequently incoherent history that may be poorly understood. The paper is an attempt to trace the history of CAAD by means of publications. This refers to both key publications and the thematic structure of the overall CAAD production. The underlying hypothesis is that CAAD derives from two distinct ambitions, the technology-driven, bottom-up development of architectural computer graphics and the more domain theory-minded, top-down automation of designing. A third, less popular ambition is the computerization of analysis and evaluation, which can be treated as a subcategory of the previous two. The results of the bibliographic analysis are summarized in a timeline that indicates a convergence of ambitions and approaches in the 1980s, the period when CAAD became a recognizable area. In the 1990s the democratization and popularization of the computer caused diversification of CAAD activities over a wide spectrum, ranging from support to end-use of computer systems to computational theory and including the development of advanced, specific applications in cooperation with other architecture, building or design specializations.
keywords History; Bibliography; Drawing; Design; Computerization
series eCAADe
email
last changed 2022/06/07 07:51

_id acadia05_142
id acadia05_142
authors Lee, Jaewook and Kalay, Yehuda E.
year 2005
title Collaborative Design Approach to Intelligent Environments
source Smart Architecture: Integration of Digital and Building Technologies [Proceedings of the 2005 Annual Conference of the Association for Computer Aided Design In Architecture / ISBN 0-9772832-0-8] Savannah (Georgia) 13-16 October 2005, pp. 142-155
doi https://doi.org/10.52842/conf.acadia.2005.142
summary Intelligent environments are buildings and other settings that can recognize the changing needs of their users and/or the changing nature of their context, and respond to them by adjusting some key environmental parameters (temperature, light, sound, furnishings, etc.). Unlike the currently common approach, which is based on systems theory (i.e., adjusting the parameters of the environment to match some pre-defined use profile), the approach proposed in this paper is based on dynamic, collaborative design: it views the (built) environment as comprised of multiple independent object-agents, each of which is responsible for one small aspect of the environment. Each can sense the immediate changes pertaining to its domain of responsibility, and propose corrective measures, which are negotiated with other agents to form a collective response. The paper hypothesizes that such an approach can be made more context-sensitive and dynamic, is easily scaleable, and can respond to the needs of multiple different users of the environment at the same time. The paper presents the rationale for developing the multi-agent approach, its hypothetical implementation, and its application to hypothetical case studies.
series ACADIA
email
last changed 2022/06/07 07:52

_id ddss2006-hb-187
id DDSS2006-HB-187
authors Lidia Diappi and Paola Bolchi
year 2006
title Gentrification Waves in the Inner-City of Milan - A multi agent / cellular automata model based on Smith's Rent Gap theory
source Van Leeuwen, J.P. and H.J.P. Timmermans (eds.) 2006, Innovations in Design & Decision Support Systems in Architecture and Urban Planning, Dordrecht: Springer, ISBN-10: 1-4020-5059-3, ISBN-13: 978-1-4020-5059-6, p. 187-201
summary The aim of this paper is to investigate the gentrification process by applying an urban spatial model of gentrification, based on Smith's (1979; 1987; 1996) Rent Gap theory. The rich sociological literature on the topic mainly assumes gentrification to be a cultural phenomenon, namely the result of a demand pressure of the suburban middle and upper class, willing to return to the city (Ley, 1980; Lipton, 1977, May, 1996). Little attempt has been made to investigate and build a sound economic explanation on the causes of the process. The Rent Gap theory (RGT) of Neil Smith still represents an important contribution in this direction. At the heart of Smith's argument there is the assumption that gentrification takes place because capitals return to the inner city, creating opportunities for residential relocation and profit. This paper illustrates a dynamic model of Smith's theory through a multi-agent/ cellular automata system approach (Batty, 2005) developed on a Netlogo platform. A set of behavioural rules for each agent involved (homeowner, landlord, tenant and developer, and the passive 'dwelling' agent with their rent and level of decay) are formalised. The simulations show the surge of neighbouring degradation or renovation and population turn over, starting with different initial states of decay and estate rent values. Consistent with a Self Organized Criticality approach, the model shows that non linear interactions at local level may produce different configurations of the system at macro level. This paper represents a further development of a previous version of the model (Diappi, Bolchi, 2005). The model proposed here includes some more realistic factors inspired by the features of housing market dynamics in the city of Milan. It includes the shape of the potential rent according to city form and functions, the subdivision in areal submarkets according to the current rents, and their maintenance levels. The model has a more realistic visualisation of the city and its form, and is able to show the different dynamics of the emergent neighbourhoods in the last ten years in Milan.
keywords Multi agent systems, Housing market, Gentrification, Emergent systems
series DDSS
last changed 2006/08/29 12:55

_id b678
id b678
authors Loemker, Thorsten Michael
year 2008
title Designing with machines
source Proceedings of the Dresden International Symposium of Architecture 2005, Technische Universitaet Dresden, P. 225-229
summary In 1845 Edgar Allan Poe wrote the poem “The Raven”. An act full of poetry, love, passion, mourning, melancholia and death. In his essay “The Theory of Composition” which was published in 1846 Poe proved that the poem is based on an accurate mathematical description. Not only in literature are structures present that are based on mathematics. In the work of famous musicians, artists or architects like Bach, Escher or Palladio it is evident that the beauty and clarity of their work as well as its traceability has often been reached through the use of intrinsic mathematic coherences. If suchlike structures could be described within architecture, their mathematical abstraction could supplement “The Theory of Composition” of a building. This research focuses on a basic approach to describe principles in architectural layout planning in the form of mathematical rules that will be executed by the use of a computer. Provided that “design” is in principle a combinatorial problem, i.e. a constraint-based search for an overall optimal solution of a design problem, an exemplary method will be described to solve those problems. Mathematical and syntactical difficulties that arise from the attempt to extract rules that relate to the process of building design will be pointed out. As a consequence for teachings it will be demonstrated which competences are needed in order to aid designing with machines.
series other
type normal paper
email
last changed 2008/10/13 14:20

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