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 533

_id 8b29
id 8b29
authors Chaszar, A. (ed.), Burry, M., Eliassen, T., Garofalo, D., Glymph, J., Hesselgren, L., Jonkhans, N., Kienzl, N., Kloft, H., Maher, A., Mueller, V., Palmer, A., Reuss, S., Schuler, M., Schwitter, C., Sharples, C., Sharples, W., Shea, K., Stoller, P., Takemori, T., Woodger, N.
year 2006
title Blurring the Lines: Computer-Aided-Design and -Manufacturing in Architecture
source Wiley-Academy, London 224 pp. Architecture in Practice series
summary The first few years of the 21st century have seen a revolution in the ways that we think about designing and making buildings. In no other area is this more apparent than in the interface of computer-aided design (CAD) and computer-aided manufacture (CAM). The potential blurring or assimilation of these two systems holds the still elusive but golden promise of a direct, smooth transference of design data into large-scale production facilities in which components are directly cut, modelled and moulded. How far off are we from seeing the widespread adoption of this technology? What is the potential for CAD/CAM beyond tailor-made forms? In the future, what is the possibility of complex, large-scale forms being run out in mass-customised buildings?
keywords associative geometry, auralization, CNC, collaborative design, generative design, parametric design, simulation, visualization
series book
type normal paper
email
last changed 2006/06/12 23:35

_id ddss2006-pb-289
id DDSS2006-PB-289
authors I-Chieh Huang and Teng-Wen Chang
year 2006
title A Study of Using Oversized Display in Supporting Design Communication - Focus on interior design problems
source Van Leeuwen, J.P. and H.J.P. Timmermans (eds.) 2006, Progress in Design & Decision Support Systems in Architecture and Urban Planning, Eindhoven: Eindhoven University of Technology, ISBN-10: 90-386-1756-9, ISBN-13: 978-90-386-1756-5, p. 289-301
summary This paper focuses on using oversized display for supporting design communication process between designers and clients. The interactive behaviors are analyzed and testified with a prototype developed in this research. Based on interviews with designers and clients, focus of the communication process in this research is onto developing an immersive environment for exchanging and negotiating the design artifacts. Several immersive virtual environment as well as visualization method (display) is reviewed. Furthermore, three over-sized display projects (ShadowLight, CaveUT and Blue-c) with immersive perception at full-scale or near full-scale design artifacts are studied as the inspiration of this research. Designers identify what kinds of influence they had on the design of client's interior space and to what extent they are aware that they can design and influence their perception. An over-sized display environment with direct manipulation interface is developed for evaluation platform.
keywords Virtual environments, Collaborative design
series DDSS
last changed 2006/08/29 12:55

_id ddss2006-hb-137
id DDSS2006-HB-137
authors Chiung-Hui Chen and Mao-Lin Chiu
year 2006
title SCALE - A street case library for environmental design with agent interfaces
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. 137-150
summary Urban space provides a context for human interaction. Recently, urban planning has largely placed the user at the street as the centre of infrastructural design, with significant implications for the perceived attractiveness of user environments. However, visual observation is often difficult for verifying planning goals. The simulation of pedestrian behaviour is important for physical planning, but such research is scarce. In this study, we adopt an empirical approach for generating reactive path following. Further, we implement scenarios as computer scripts with agent-based interfaces to identify navigational patterns. Moreover, we built a hierarchy of individual behavioral models and define a behavior production system to control the agent. Key attributes of streets such as rest space, utilities, landmarks, and buildings have space tags as identifiers to associate streets with related activities.
keywords Agent interface, Behaviour, Simulator, Street design
series DDSS
last changed 2006/08/29 12:55

_id caadria2006_295
id caadria2006_295
authors CHIUNG-HUI CHEN, MAO-LIN CHIU
year 2006
title TOWARDS A WEB-BASED URBAN STREET SIMULATOR FOR PEDESTRIAN BEHAVIORS STUDY WITH AGENT-BASED INTERFACES
source CAADRIA 2006 [Proceedings of the 11th International Conference on Computer Aided Architectural Design Research in Asia] Kumamoto (Japan) March 30th - April 2nd 2006, 295-302
doi https://doi.org/10.52842/conf.caadria.2006.x.g2a
summary The urban planning has largely placed the street users at the centre of infrastructural design, with significant implications for the perceived attractiveness of user environments. The urban designers faced with the task of designing such spaces and needs a tool that will allow different designs to be compared in terms of their attractiveness as well as their effectiveness. Therefore, this paper depicts an agent interface approach for creating a street simulator of user behaviors in urban street environments. We implemented the agent interface as individual-based simulation in the proposed project called "SCALE” (A Street Case Library for Environmental design). The project is demonstrated to find out differences between the simulation and the existed environment. The methodology and findings are reported.
series CAADRIA
email
last changed 2022/06/07 07:49

_id ddss2006-hb-35
id DDSS2006-HB-35
authors Y. Gohnai, A. Ohgai, S. Ikaruga, T. Kato, K. Hitaka, M. Murakami, and K. Watanabe
year 2006
title Development of a Support System for Community-Based Disaster Mitigation Planning Integrated with a Fire Spread Simulation Model Using CA - The results of an experimentation for verification of its usefulness
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. 35-51
summary This research carried out an experiment to verify the usefulness of a WebGIS-based system that we have been developing (A support system for community-based disaster mitigation planning integrated with a fire spread simulation model using CA) BEFORE, DURING and AFTER Workshops. Based on the data collected from the experiment, the usefulness and advantages of the system were verified from various angles. As a result, it was found that even though there are still some issues to be solved, the system is useful and effective as a support tool and also in enhancing awareness before and after Workshops.
keywords Community-based planning for disaster mitigation, Planning support system, Fire spread simulation, Cellular automata, WebGIS
series DDSS
last changed 2006/08/29 12:55

_id 2006_506
id 2006_506
authors Fioravanti, Antonio and Rinaldo Rustico
year 2006
title x-House game - A Space for simulating a Collaborative Working Environment in Architecture
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. 506-511
doi https://doi.org/10.52842/conf.ecaade.2006.506
summary The research consists of the set up of a game simulating a e Collaborative Working Environment – CWE – in Architectural Design. The use of a game is particularly useful as it makes it possible to simplify the complex terms of the problem and, through the game itself, makes it easier to study knowledge engineering tools, communication protocols and the areas of an ICT implementation of a general model of collaborative design. In the following several characteristics of the game are given (also with reference to other games) such as; participating actors (Wix 1997), the “pieces” (construction components) used, the modular space employed, the PDWs/SDW dialectics, the screenshot of the interface prototype, the score.
keywords Architectural Design; CWE; Game; Representation Model; KBs
series eCAADe
email
last changed 2022/06/07 07:50

_id sigradi2006_e171c
id sigradi2006_e171c
authors González Böhme, Luis Felipe and Vargas Cárdenas, Bernardo
year 2006
title Foundations for a Constraint-Based Floor Plan Layout Support in Participatory Planning of Low-Income Housing
source SIGraDi 2006 - [Proceedings of the 10th Iberoamerican Congress of Digital Graphics] Santiago de Chile - Chile 21-23 November 2006, pp. 283-287
summary We introduce the foundations of a novel approach that deals with constraint-based design methods to supporting participatory planning processes of low-income dwellings. We examine the space allocation problem inside the architectural domain on the basis of graph theory and combinatorics, providing a concise mathematical background for an implementation strategy called FLS (Floor plan Layout Support), which is analyzed here for the first time regarding this particular context of application. The philosophy underlying a design method that is mainly driven by the formulation of distinct constraints suggests to avoid the traditional procedure of first to create a yet not necessarily valid instance of the eventual design solution by directly choosing specific parameter values of its shape, and later on to evaluate its validity by confronting the designed model to a set of applicable constraints. Instead, constraint-based design poses a search procedure that operates in a space of planning-relevant constraint sets. The FLS methodology integrates some few principles of constraint-based automated reasoning with high user interactivity, into a design environment where as much dwellers as planners can collaboratively work in solving spatial organization problems of housing projects. The FLS model of application makes use of a combination of dweller-specified constraints, planning and zoning regulations, and a small library of modular space units. Constraint-based design ! methods are particularly capable of supplying efficient support for the collaborative involvement of dwellers into the architectural programming process of her/his own home. Mainly, because dwellers themselves tend to describe their space need and design intentions as a set of constraints on room quantity, space utilization, circulation system, allocation of available furniture, available budget, construction time, and so forth. The goal is to achieve an integrated tool for finding and modelling topologically valid solutions for floor plan layout alternatives, by combining user-driven interactive procedures with automatic search and generative processes. Thus, several design alternatives can be explored in less time and with less effort than using mainstream procedures of architectural practice. A FLS implementation will constitute one system module of a larger integrated system model called Esther. A FLS tool shall interact with other functional modules, like e.g. the BDS (Building Bulk Design Support), which also uses constraint-based design methods. A preliminary procedural model for the FLS was tested on Chile’s official social housing standards (Chilean Building Code – OGUC. Art. 6.4.1) which are very similar to most Latin American housing programs currently in operation.
keywords constraint-based design; floor plan layout; participatory planning; low-income housing; design theory; design proces
series SIGRADI
email
last changed 2016/03/10 09:52

_id caadria2006_101
id caadria2006_101
authors IVAN REDI, ANDREA REDI
year 2006
title A.N.D.I. - A NEW DIGITAL INSTRUMENT: For networked creative collaboration in architecture and net.art
source CAADRIA 2006 [Proceedings of the 11th International Conference on Computer Aided Architectural Design Research in Asia] Kumamoto (Japan) March 30th - April 2nd 2006, 101-110
doi https://doi.org/10.52842/conf.caadria.2006.x.i0a
summary an open source software project, has objective to develop a run-time environment with the focus on the applications for the networked international and cross-disciplinary production in the creative sphere of architecture, urban planning, design and net.art. It is a digital environment which opens the possibilities to generate advanced projects in a networked society. This new working tools will increase the creativity, productivity and competitiveness of the involved actors by drawing upon and developing technologies for virtual, augmented and mixed realities. A.N.D.I. has two basic aspects. On the one hand it is a database driven collaborative environment and on the other hand it will enable the development of future software and tools for networked creative collaboration.
series CAADRIA
email
last changed 2022/06/07 07:49

_id 2006_428
id 2006_428
authors Jachna, Timothy; Yasuhiro Santo and Nicole Schadewitz
year 2006
title Deep Space
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. 428-435
doi https://doi.org/10.52842/conf.ecaade.2006.428
summary An existing café and multi-functional space at the School of Design of the Hong Kong Polytechnic University has been linked to a “twin” in the form of an online-accessible environment. Using arrays of sensors, displays and other interfaces, channels of communication are established between the virtual space and the physical space, enabling on-site visitors to the café and online visitors to the project website to participate in a shared spatial experience. The project explores ways in which digital technologies can serve to enhance and enrich the experience of spatiality and human social interaction in space(s). The paper explains the design of the modes of communication between the two spaces, outlining the theory and genesis of the project and discussing the issues and principles that come into play in the design an realization of such spaces, such as the interplay between the three-dimensionality of the physical space and the two-dimensional picture-plane based monitor interface through which the website is experienced, and strategies for the transmission of spatial experience within the strictures of commonly-available hardware and software interfaces.
keywords Interactive spaces; collaborative virtual environments; twinned spaces; mixed realities; mediated social interaction
series eCAADe
email
last changed 2022/06/07 07:52

_id ddss2006-pb-313
id DDSS2006-PB-313
authors Jakob Beetz, Jos van Leeuwen, and Bauke de Vries
year 2006
title Distributed Collaboration in the Context of the Semantic Web
source Van Leeuwen, J.P. and H.J.P. Timmermans (eds.) 2006, Progress in Design & Decision Support Systems in Architecture and Urban Planning, Eindhoven: Eindhoven University of Technology, ISBN-10: 90-386-1756-9, ISBN-13: 978-90-386-1756-5, p. 313-323
summary In this paper we are proposing a Multi Agent System (MAS) framework for the facilitation of distributed collaboration in the AEC/FM domain. We are showing how the stack of technologies developed in the Semantic Web community can be put to use for the specific requirements of the building industry. Based on our earlier findings and developments in the area of logic based knowledge representations for the Design and Construction industry, we are outlining how these can form the semantic foundations of internal agent representations and their interconnection using speech acts.
keywords Collaborative design, Multi-agent systems, Semantic Web
series DDSS
last changed 2006/08/29 12:55

_id ddss2006-pb-271
id DDSS2006-PB-271
authors Ji-Hyun Lee and Huai-Wei Liu
year 2006
title The Art of Communication: a Collaborative Decision-Making System among Different Industrial Design Stakeholders - The case of the company ASUS
source Van Leeuwen, J.P. and H.J.P. Timmermans (eds.) 2006, Progress in Design & Decision Support Systems in Architecture and Urban Planning, Eindhoven: Eindhoven University of Technology, ISBN-10: 90-386-1756-9, ISBN-13: 978-90-386-1756-5, p. 271-288
summary Collaboration benefits the process of complex design. However, there are many communication problems among different stakeholders in the domain of industrial design, because the situation of communication and decision-makings for stakeholders is so complicated. To deal with the complexity requires both a web-based collaborative system to communicate and share information immediately, and a multi-agent system (MAS) integrated with KW architecture to possess different levels of competence at performing a particular task. The goal of our system is to integrate a variety of representational methods of transferring knowledge and to communicate among different stakeholders using a single platform. To demonstrate our proposed concepts, we focus on a prototype system for notebook design for the company ASUS, a leading notebook manufacturer based in Taiwan.
keywords Web-based collaborative system, Computer-supported cooperative work, Decision-making, Multi-agent system, Knowledge warehouse
series DDSS
last changed 2006/08/29 12:55

_id acadia06_317
id acadia06_317
authors Lee, E. S., Hong, S., Johnson, Brian R.
year 2006
title Context Aware Paper-Based Review Instrument A Tangible User Interface for Architecture Design Review
source Synthetic Landscapes [Proceedings of the 25th Annual Conference of the Association for Computer-Aided Design in Architecture] pp. 317-327
doi https://doi.org/10.52842/conf.acadia.2006.317
summary We describe the design and implementation of a prototype computer-supported collaborative work (CSCW) environment for review of architectural construction documents. This environment utilizes a novel plain-paper tangible interface that supports shared activity such as review of construction documents using an “over the shoulder” computational assistant called CAPRI.Despite the increasing use of computers, work in most architecture firms still largely revolves around paper drawings. Architects structure their work around paper instead of digital representations for reasons of legal liability and tradition, as well as technical limitations. While hardcopy is intuitive, dense, and easy to access, it lacks direct connection to the wide range of design knowledge increasingly available in interactive design environments. This lack is felt most acutely during design review processes, when the designer or reviewer is often called upon to consult and consider holistically a variety of supporting (backing) documents, a task which requires focused attention and a good memory, if errors are to be avoided.Our prototype system enables multiple reviewers to interact equally with a paper construction document using a tangible interface to query detail and backing data from a project knowledge base. We believe this will decrease the reviewer’s cognitive load by bringing design data to them in a contextual and timely way. In doing so, we believe errors will be caught sooner and mistakes reduced.
series ACADIA
email
last changed 2022/06/07 07:51

_id cf2011_p016
id cf2011_p016
authors Merrick, Kathryn; Gu Ning
year 2011
title Supporting Collective Intelligence for Design in Virtual Worlds: A Case Study of the Lego Universe
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. 637-652.
summary Virtual worlds are multi-faceted technologies. Facets of virtual worlds include graphical simulation tools, communication, design and modelling tools, artificial intelligence, network structure, persistent object-oriented infrastructure, economy, governance and user presence and interaction. Recent studies (Merrick et al., 2010) and applications (Rosenman et al., 2006; Maher et al., 2006) have shown that the combination of design, modelling and communication tools, and artificial intelligence in virtual worlds makes them suitable platforms for supporting collaborative design, including human-human collaboration and human-computer co-creativity. Virtual worlds are also coming to be recognised as a platform for collective intelligence (Levy, 1997), a form of group intelligence that emerges from collaboration and competition among large numbers of individuals. Because of the close relationship between design, communication and virtual world technologies, there appears a strong possibility of using virtual worlds to harness collective intelligence for supporting upcoming “design challenges on a much larger scale as we become an increasingly global and technological society” (Maher et al, 2010), beyond the current support for small-scale collaborative design teams. Collaborative design is relatively well studied and is characterised by small-scale, carefully structured design teams, usually comprising design professionals with a good understanding of the design task at hand. All team members are generally motivated and have the skills required to structure the shared solution space and to complete the design task. In contrast, collective design (Maher et al, 2010) is characterised by a very large number of participants ranging from professional designers to design novices, who may need to be motivated to participate, whose contributions may not be directly utilised for design purposes, and who may need to learn some or all of the skills required to complete the task. Thus the facets of virtual worlds required to support collective design differ from those required to support collaborative design. Specifically, in addition to design, communication and artificial intelligence tools, various interpretive, mapping and educational tools together with appropriate motivational and reward systems may be required to inform, teach and motivate virtual world users to contribute and direct their inputs to desired design purposes. Many of these world facets are well understood by computer game developers, as level systems, quests or plot and achievement/reward systems. This suggests the possibility of drawing on or adapting computer gaming technologies as a basis for harnessing collective intelligence in design. Existing virtual worlds that permit open-ended design – such as Second Life and There – are not specifically game worlds as they do not have extensive level, quest and reward systems in the same way as game worlds like World of Warcraft or Ultima Online. As such, while Second Life and There demonstrate emergent design, they do not have the game-specific facets that focus users towards solving specific problems required for harnessing collective intelligence. However, a new massively multiplayer virtual world is soon to be released that combines open-ended design tools with levels, quests and achievement systems. This world is called Lego Universe (www.legouniverse.com). This paper presents technology spaces for the facets of virtual worlds that can contribute to the support of collective intelligence in design, including design and modelling tools, communication tools, artificial intelligence, level system, motivation, governance and other related facets. We discuss how these facets support the design, communication, motivational and educational requirements of collective intelligence applications. The paper concludes with a case study of Lego Universe, with reference to the technology spaces defined above. We evaluate the potential of this or similar tools to move design beyond the individual and small-scale design teams to harness large-scale collective intelligence. We also consider the types of design tasks that might best be addressed in this manner.
keywords collective intelligence, collective design, virtual worlds, computer games
series CAAD Futures
email
last changed 2012/02/11 19:21

_id caadria2006_125
id caadria2006_125
authors NORIHIRO KAWASUMI, ARISA OOBA, YONG SUN
year 2006
title DEVELOPING DESIGN ARCHIVE AND VISUAL NAVIGATION INTERFACE FOR DIGITAL ENVIRONMENT
source CAADRIA 2006 [Proceedings of the 11th International Conference on Computer Aided Architectural Design Research in Asia] Kumamoto (Japan) March 30th - April 2nd 2006, 125-132
doi https://doi.org/10.52842/conf.caadria.2006.x.e2k
summary The digital media is most convenient technologies to realize collaborative design environment on the world wide network. A lot of practical Virtual Design Studio projects have been already executed in the world and lots of researchers try to develop more efficient web-based design systems for Virtual Design Studio. On these systems, the digital bulletin board is generally used to support for group discussion and exchanging design proposals via the network. But it is only possible to store and refer design proposals on the web. Its interface and operation are not well-optimized for architectural design activities. Then we consider that it’s necessary to develop the design information archive and visual interface to support digital design activities. The APEX and VPB system is the integrated design environment and we report the results of our experimental design studio using with it.
series CAADRIA
email
last changed 2022/06/07 07:49

_id caadria2006_645
id caadria2006_645
authors R. ISE, R. HOMMA, K. IKI
year 2006
title DEVELOPMENT OF THE KNOWLEDGE-SHARING SHEET SYSTEM FOR COLLABORATIVE CITY MASTER PLANNING
source CAADRIA 2006 [Proceedings of the 11th International Conference on Computer Aided Architectural Design Research in Asia] Kumamoto (Japan) March 30th - April 2nd 2006, 645-647
doi https://doi.org/10.52842/conf.caadria.2006.x.b0i
summary In recent years, citizen participation has begun to progress in administration plan development. However, preparations for argument are not enough so that the citizen who is non-expert participates to administration plan development. In addition, arguments among experts are not understandable to citizens. In sum, experts cannot explain to citizens plainly. They often show only a result and a conclusion of their argument. Therefore the result of their argument cannot obtain sympathy of citizens. As a result the effectiveness of the administration plan has been deteriorated. For citizen participation, it is necessary to represent the process of an argument by arranging the information and ranking them for an argument. The purpose of this research is to adopt the knowledge management in planning a city master plan and to develop the systematic tool for the consensus decision-making in planning a city master plan. This tool supports a resident group for making a city master plan.
series CAADRIA
email
last changed 2022/06/07 07:49

_id caadria2013_135
id caadria2013_135
authors Williams, Nick; Daniel Davis, Brady Peters, Alexander Peña De León,  Jane Burry and Mark Burry
year 2013
title FabPOD: An Open Design-to-Fabrication System
source Open Systems: Proceedings of the 18th International Conference on Computer-Aided Architectural Design Research in Asia (CAADRIA 2013) / Singapore 15-18 May 2013, pp. 251-260
doi https://doi.org/10.52842/conf.caadria.2013.251
wos WOS:000351496100025
summary Digital workflows from the design to the production of buildings have received significant recent attention in architectural research. The need for both integrated systems for design collaboration (Boeykens and Neuckermans, 2006) and clear and flexible communication flows for non-standard fabrication outcomes have been identified as fundamental (Scheurer, 2010). This paper reports on the development of a digital “design system” for the design and prototyping of an acoustic enclosure for meetings in a large open work environment, theFabPod. The aim was to keep this system open for temporal flexibility in as many aspects of the finalisation of the design as possible. The system provides novel examples of both integrated collaboration and clear communication flow.  (1) Acoustics is included as a design driver in early stages through the connection of digital simulation tools with design models. (2) Bi-directional information flows and clear modularisation of workflow underpins the system from design through to fabrication and assembly of the enclosure. Following the completion and evaluation of the FabPod prototype, the openness of the system will be tested through its application in subsequent design and prototyping iterations. Design development will respond to performance testing through user engagement methods and acoustic measurement.  
keywords Digital workflow, Prototyping, Acoustic simulation, Collaborative design 
series CAADRIA
email
last changed 2022/06/07 07:57

_id ddss2006-pb-101
id DDSS2006-PB-101
authors Aloys W.J. Borgers, I.M.E. Smeets, A.D.A.M. Kemperman, and H.J.P. Timmermans
year 2006
title Simulation of Micro Pedestrian Behaviour in Shopping Streets
source Van Leeuwen, J.P. and H.J.P. Timmermans (eds.) 2006, Progress in Design & Decision Support Systems in Architecture and Urban Planning, Eindhoven: Eindhoven University of Technology, ISBN-10: 90-386-1756-9, ISBN-13: 978-90-386-1756-5, p. 101-116
summary Over the years, scholars have developed various models of pedestrian movement. These models can be used to assess the effects of detailed design decisions or to predict pedestrian behaviour under conditions of crowding. To date, not much attention has been paid to pedestrians' shopping behaviour at the micro level. Therefore, the main purpose of this project is to test a model that aims at simulating micro pedestrian behaviour in shopping streets, including entering shops. The model assumes a detailed network of links to represent the structure of street segments and entrances to the shops. The basic principle underlying the model is that a pedestrian moves from one link in the network to another, adjacent link. In fact, a pedestrian enters a segment at one side, heading for the other side of the segment. However, a pedestrian might enter the segment by leaving a shop as well. Then, the pedestrian might be heading for either side of the segment. While transferring from the current link to the next link, the pedestrian will be attracted by the shops along both sides of the street. The study area is Antwerp's main shopping street. During a one-week workshop in July 2004, students observed pedestrian movement in this shopping street. An inventory of some physical characteristics of the shopping street was made and pedestrians were tracked through two separate segments of the shopping street. In total, 334 pedestrians were tracked. A conventional multinomial logit model is used to simulate pedestrians' micro behaviour. The process of consecutively selecting links continues until the pedestrian has reached one of the terminal links or a shop. The model performs very well. Simulated routes were used to assess the validity of the model. Observed and simulated link loading correspond fairly well, however, the model seems to slightly mispredict the attraction of a number of shops.
keywords Micro pedestrian behaviour, Shopping street, Simulation
series DDSS
last changed 2006/08/29 12:55

_id 2006_234
id 2006_234
authors Donath, Dirk and Christian Tonn
year 2006
title Complex design strategies using building information models - Evaluation and interpretation of boundary conditions, supported by computer software
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. 234-243
doi https://doi.org/10.52842/conf.ecaade.2006.234
summary The choice of a chord and its execution should be regarded as a must and not left to arbitrary wish or superficial speculation. (Johannes Itten, 1961) The paper describes a modular concept for the IT-support of planning practice using BIM (Building Information Modelling) and a parameterized building model. The platform used is the modularized software concept for architectural planning in existing built contexts (prototype software FREAK). The current progress in the development of a reasoned support of planning tasks is described in this paper in more detail. The system consists of a series of software prototypes which are linked to the BIM, utilize the specific data within and demonstrate the value of a consistent and extendable CAD-model. The “Colored Architecture” software prototype is one such design-support module of the software platform and enables the designer to experiment with the parameters colour, light and materials in architectural space. This module supports experimentation, assessment and realization of colours and materials in the architectural design process on a new quality. For instance, the integration of “live radiosity” light simulation allows a qualified and interactive assessment and evaluation of colours and materials in near-real lighting conditions. The paper also details further software prototypes, modules and concepts including building surveying and the design of self-supporting domed structures.
keywords Design; Parameterized Building Information Modelling; Plausibility; Planning Support; Colour, Material and Light Design
series eCAADe
email
last changed 2022/06/07 07:55

_id ddss2006-hb-203
id DDSS2006-HB-203
authors Gerhard Zimmermann
year 2006
title Multi-Agent Model to Multi-Process Transformation - A housing market case study
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. 203-219
summary Simulation is a means to help urban planners and investors to optimize inhabitant satisfaction and return on investment. An example is the optimal match between household preferences and property profiles. The problem is that not enough knowledge exists yet about dynamic user activity models to build reliable and realistic simulators. Therefore, we propose a modeling and software technique that produces simulator prototypes very efficiently for the development, test, and evaluation of many different user activity models, using executable models, code generation, and a domain specific software process. As a specific feature, the model is based on many agents acting independently from each other and that are mapped in several refinement steps into the same number of concurrent processes. The housing example is used as a case study to explain the process and show performance results.
keywords Agent technology, User activity modeling, User activity simulation, Software engineering, Code generation, Software process
series DDSS
last changed 2006/08/29 12:55

_id ddss2006-hb-151
id DDSS2006-HB-151
authors Jean-Marie Boussier, P. Estraillier, D. Sarramia, and M. Augeraud
year 2006
title Approach to Design Behavioural Models for Traffic Network Users - Choice of transport mode
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. 151-166
summary Our research work concerns the development of a multimodal urban traffic simulator designed to be a tool of decision-making aid similar to a game wherein the user-player can test different scenarios by immersion in a 3D virtual city. Our approach is based on the activity-based model and the multi-agent technology. The implemented result is a hybrid simulator connecting numerical simulation and behavioural aspects coming from real data. This paper is focused on two points: firstly, we introduce how a final user (the traffic regulator) instantiates and assembles components so as to model a city and its urban traffic network; secondly, we present the use of Dempster-Shafer theory in the context of discrete choice modelling. Our approach manipulates input variables in order to test realistic representations of behaviours of agent categories in a decision-making process. The traffic modelling is based on a questionnaire elaborated from standard arrays of Taguchi. The significant variables and interactions are determined with the analysis of variance which suggests a reduced model describing the behaviour of a particular social category. The belief theory is used to take into account the doubt of some respondents as well as for the preferences redistribution if the number of alternatives changes. The effects of external traffic conditions are also quantified to choose a 'robust' alternative and to use the agents' memory.
keywords Urban traffic simulator, Virtual city, Multi-agent system, Behavioural model, Transport mean, Taguchi's method, Belief theory
series DDSS
last changed 2006/08/29 12:55

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