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 575

_id ecaadesigradi2019_027
id ecaadesigradi2019_027
authors Erzetic, Catherine, Dobbs, Tiara, Fabbri, Alessandra, Gardner, Nicole, Haeusler, M. Hank and Zavoleas, Yannis
year 2019
title Enhancing User-Engagement in the Design Process through Augmented Reality Applications
doi https://doi.org/10.52842/conf.ecaade.2019.2.423
source Sousa, JP, Xavier, JP and Castro Henriques, G (eds.), Architecture in the Age of the 4th Industrial Revolution - Proceedings of the 37th eCAADe and 23rd SIGraDi Conference - Volume 2, University of Porto, Porto, Portugal, 11-13 September 2019, pp. 423-432
summary Augmented Reality (AR) technologies are often perceived as the most impactful method to enhance the communication between the designer and the client during the iterative design process. However, the significance of designing the User Interface (UI) and the User Experience (UX) are often underestimated. To intercede, this research aims to employ new and existing techniques to develop UI's, and comparatively assess "the accuracy and completeness with which specified users can achieve specified goals in particular environments" (Stone, 2005) - a notion this research delineates as 'effectiveness'. Prompted by the work of key scholars, the developed UI's were assessed through the lens of existing UI evaluation techniques, including: Usability Heuristics (Nielsen, 1994) and Visual and Cognitive Heuristics (Zuk and Carpendale, 2006). In partnership with PTW Architects, characteristics such as the rapidity and complexity of interactions, in conjunction with the interface's simplicity and intuitiveness, were extracted from 15 trials underwent by architectural practitioners. The outcomes of this research highlights strategies for the effective development of user interface design for mobile augmented reality applications.
keywords User Interface; Human Centered Design; User Experience; Heuristics; Usability Inspection Method
series eCAADeSIGraDi
email
last changed 2022/06/07 07:55

_id ddss2006-pb-359
id DDSS2006-PB-359
authors Sooyeon Han, Jinwon Choi, and Jumphon Lertlakkhanakul
year 2006
title Developing a Virtual Test-Bed to Design Human-Centered Ubiquitous Space
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. 359-369
summary Future space is currently getting a great deal of attention to apply ubiquitous computing technology. To design these spaces, the need to make a physical test-bed, a real building model, is essential for human-centered design. However building a physical test-bed generally is economically expensive and even if the test-bed could be settled, it must be carefully designed before it is built. In this paper, we suggest a virtual smart test-bed, called 'V-PlaceLab'. This system allows not only to research a human behavior with the aid of computer simulation on a virtual environment, but also to design a human-centered ubiquitous space mentioned above.
keywords Design Support Systems, Human-centered design, Simulation, Test-bed, Ubiquitous space, Virtual reality
series DDSS
type normal paper
last changed 2006/09/19 19:56

_id acadia19_278
id acadia19_278
authors Ca?izares, Galo
year 2019
title Digital Suprematism
doi https://doi.org/10.52842/conf.acadia.2019.278
source ACADIA 19:UBIQUITY AND AUTONOMY [Proceedings of the 39th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-0-578-59179-7] (The University of Texas at Austin School of Architecture, Austin, Texas 21-26 October, 2019) pp. 278-287
summary It is widely held that sometime around 2006, the World Wide Web as we knew it mutated into Web 2.0. This colloquial label signaled a shift from an Internet designed for us to an Internet designed by us. Nowhere was this more explicitly stated than in Time Magazine’s 2006 Person of the Year selection: You. More than a decade later, Internet browsers have evolved into ubiquitous interfaces accessible from mobile devices, tablet computers, public kiosks, workstations, laptops, etc. It would, therefore, not be an overstatement to say that the browser is the most widespread content canvas in the world. Designers frequently use web browsers for their ability to exhibit and organize content. They are the sites for portfolios, announcements, magazines, and at times, discussions. But despite its flexibility and rich infrastructure, rarely is the browser used to generate design elements. Thanks to advanced web development languages like JavaScript and open-source code libraries, such as p5.JS, Matter.JS, and Three.JS, browsers now support interactive and spatial content. Typically, these tools are used to generate gimmicks or visual effects, such as the parallax illusion or the infinite scroll. But if we perceive the browser as a timebased picture plane, we can immediately recognize its architectonic potential. This paper puts forth a method for engaging the creative potential of web-based media and Internet browsers. Through example projects, I argue that the Internet browser is a highly complex spatial plane that warrants more architectural analysis and experimentation.
series ACADIA
type normal paper
email
last changed 2022/06/07 07:54

_id 2006_084
id 2006_084
authors Fukuda, Tomohiro; Masahiro Kawaguchi; Wookhyun Yeo and Atsuko Kaga
year 2006
title Development of the Environmental Design Tool "Tablet MR" on-site by Mobile Mixed Reality Technology
doi https://doi.org/10.52842/conf.ecaade.2006.084
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. 84-87
summary As a tool for carrying out environmental design study on planned construction site (on-site), the "Tablet MR" system adapting MR (Mixed Reality) technology is designed, and a prototype system is developed. Tablet PC, RTK-GPS, 3D motion sensor, and a live camera are unified, and VR image is compounded on live video image. A use scene is assumed after performing system design, mounting, and accuracy verification.
keywords Mixed Reality; Mobile Computing; Environmental Design; On-site Design Tool; GPS
series eCAADe
email
last changed 2022/06/07 07:50

_id ddss2006-hb-487
id DDSS2006-HB-487
authors Chien-Tung Chen and Teng-Wen Chang
year 2006
title 1:1 Spatially Augmented Reality Design Environment
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. 487-499
summary With the development of ubiquitous computing (Weiser, 1991), what will become of the traditional media such as pen and sketches, especially in the design education environment? Or what will they be transformed into? In this research, we focus on the interior design process with a particular type of media-1:1 spatially augmented reality design environment (SARDE). In this research, we tried to implement SARDE and have a scenario experiment to check how designers interact with such design media. Furthermore, through this research, we have come to know more about how designers use design media to represent their design dream.
keywords Design & Decision Support Systems, Spatially Augmented Reality, Architecture Education, and Computer Visualization
series DDSS
last changed 2006/08/29 12:55

_id 2006_114
id 2006_114
authors Hirschberg, Urs; Allen Sayegh; Martin Frühwirth and Stefan Zedlacher
year 2006
title 3D Motion Tracking in Architecture - Turning Movement into Form - Emerging Uses of a New Technology
doi https://doi.org/10.52842/conf.ecaade.2006.114
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. 114-121
summary Tracking in space is an important bridge between physical and virtual environments. Optical 3D motion capture systems have become standards in the special effects industry and are increasingly common in medical applications, as well as in Virtual Reality (VR) and Augmented Reality (AR) set-ups. Beyond these applications, there are a number of emerging uses for such systems in architectural design. The possibility to track complex movements in space in real time and at high precision can open up new modes of interacting with spaces, and of generating movement as form as part of an architectural design process. What makes these possibilities particularly interesting for architectural investigations is that they don’t have to be limited to a single user, but can happen in a collaborative way, involving many users simultaneously. After briefly explaining the technical aspects of the technology, an overview of such emerging uses is discussed. As an illustration of this potential, the results of a recent workshop are presented, in which a group of architecture students explored the hidden beauty of everyday movements and turned them into sculptural objects.
keywords Motion Tracking; Animation; Design Process; Augmented Reality; Digital Fabrication
series eCAADe
email
last changed 2022/06/07 07:50

_id cf2011_p115
id cf2011_p115
authors Pohl, Ingrid; Hirschberg Urs
year 2011
title Sensitive Voxel - A reactive tangible surface
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. 525-538.
summary Haptic and tactile sensations, the active or passive exploration of our built surroundings through our sense of touch, give us a direct feeling and detailed information of space, a sense of architecture (Pallasmaa 2005). This paper presents the prototype of a reactive surface system, which focuses its output on the sense of touch. It explains how touch sensations influence the perception of architecture and discusses potential applications that might arise from such systems in the future. A growing number of projects demonstrate the strong impact of interaction design on the human senses and perception. They offer new ways of sensing and experiencing architectural space. But the majority of these interaction concepts focus on visual and auditory output-effects. The sense of touch is typically used as an input generator, but neglected as as a potential receiver of stimuli. With all the possibilities of sensors and micro-devices available nowadays, there is no longer a technical reason for this. It is possible to explore a much wider range of sense responding projects, to broaden the horizon of sensitive interaction concepts (Bullivant 2006). What if the surfaces of our surroundings can actively change the way it feels to touch them? What if things like walls and furniture get the ability to interactively respond to our touch? What new dimensions of communication and esthetic experience will open up when we conceive of tangibility in this bi-directional way? This paper presents a prototype system aimed at exploring these very questions. The prototype consists of a grid of tangible embedded cells, each one combining three kinds of actuators to produce divergent touch stimuli. All cells can be individually controlled from an interactive computer program. By providing a layering of different combinations and impulse intensities, the grid structure enables altering patterns of actuation. Thus it can be employed to explore a sort of individual touch aesthetic, for which - in order to differentiate it from established types of aesthetic experiences - we have created the term 'Euhaptics' (from the Greek ευ = good and άπτω = touch, finger). The possibility to mix a wide range of actuators leads to blending options of touch stimuli. The sense of touch has an expanded perception- spectrum, which can be exploited by this technically embedded superposition. The juxtaposed arrangement of identical multilayered cell-units offers blending and pattern effects of different touch-stimuli. It reveals an augmented form of interaction with surfaces and interactive material structures. The combination of impulses does not need to be fixed a priori; it can be adjusted during the process of use. Thus the sensation of touch can be made personally unique in its qualities. The application on architectural shapes and surfaces allows the user to feel the sensations in a holistic manner – potentially on the entire body. Hence the various dimensions of touch phenomena on the skin can be explored through empirical investigations by the prototype construction. The prototype system presented in the paper is limited in size and resolution, but its functionality suggests various directions of further development. In architectural applications, this new form of overlay may lead to create augmented environments that let inhabitants experience multimodal touch sensations. By interactively controlling the sensual patterns, such environments could get a unique “touch” for every person that inhabit them. But there may be further applications that go beyond the interactive configuration of comfort, possibly opening up new forms of communication for handicapped people or applications in medical and therapeutic fields (Grunwald 2001). The well-known influence of touch- sensations on human psychological processes and moreover their bodily implications suggest that there is a wide scope of beneficial utilisations yet to be investigated.
keywords Sensitive Voxel- A reactive tangible surface
series CAAD Futures
email
last changed 2012/02/11 19:21

_id acadia06_304
id acadia06_304
authors Dorta, T., Perez, E.
year 2006
title Immersive Drafted Virtual Reality a new approach for ideation within virtual reality
doi https://doi.org/10.52842/conf.acadia.2006.304
source Synthetic Landscapes [Proceedings of the 25th Annual Conference of the Association for Computer-Aided Design in Architecture] pp. 304-316
summary There is a void between design and computer in ideation. Traditional tools like sketching are more appropriate for conceptual design since they can sustain abstraction, ambiguity, and inaccuracy—essentials at the beginning of the design process. Actual graphical user interface approaches, as well as hardware devices, constrain creative thinking. Computer representations and virtual reality are now used for presentation and validation rather than for design. Most virtual reality tools are seen as passive rather than active instruments in this process of ideation. Moreover, virtual reality techniques come from other disciplines and are applied to design without considering the design process itself and the skills designers already possess.This paper proposes and evaluates a new approach for the conceptual design of spaces within virtual reality. Starting from the non-immersive technique we developed before, where the user was able to be inside a 3D modeled space through real sketches, this technique goes one step further, allowing the designer to sketch the space from the inside all in real-time. Using an interactive pen display for sketching and an immersive projective spherical display, designers and colleagues are able to propose and make design decisions from inside the project. The capabilities of the computer to display the virtual environment are, therefore, mixed with the designer’s skills in sketching and understanding the space.
series ACADIA
email
last changed 2022/06/07 07:55

_id be0c
id be0c
authors Hamza N, Horne M
year 2007
title An operational model for teaching low energy architecture
source Building and Environment Volume 42, Issue 11, November 2007, Pages 3841-3847 July 2007
summary Awareness of the need to integrate sustainability at all levels has recently been gaining momentum in education to meet pedagogical university policy, government and employers’ expectations. Within the school of the Built Environment at Northumbria University an integrated course delivery has been adopted for second year students. This proposal intends to disseminate an operational model for integrating teaching and assessment between three modules which have traditionally been taught and assessed separately to achieve a low-energy house.
keywords low-energy architecture, virtual reality, integrated curriculum, project decision making, mapping learning outcomes
series other
type normal paper
email
more http://dx.doi.org/10.1016/j.buildenv.2006.11.003
last changed 2008/03/14 00:25

_id sigradi2006_p017c
id sigradi2006_p017c
authors Piantá Costa Cabral, Cláudia
year 2006
title Zoom-in, zoom-out: escala arquitetônica e tecnologia digital [Zoom-in, zoom-out: Architectonic scale and digital technology]
source SIGraDi 2006 - [Proceedings of the 10th Iberoamerican Congress of Digital Graphics] Santiago de Chile - Chile 21-23 November 2006, pp. 447-450
summary This paper expects to concur for the study of the relationship between technology, knowledge and representation. It is based on previous studies on architecture, art and technology on modernity and its development, as well as studies about scale in architectural design. In despite of the fact that scale can be technically considered indifferent for computer aided design, I wish to discuss how digital tools intercede in the process of clipping that selecting a specific scale eventually implies, sustaining that for architectural design, the concept of scale has to do both with representation and knowledge of reality.
series SIGRADI
email
last changed 2016/03/10 09:57

_id acadia06_483
id acadia06_483
authors Yan, Wei
year 2006
title Integrating Video Tracking and Virtual Reality in Environmental Behavior Study
doi https://doi.org/10.52842/conf.acadia.2006.483
source Synthetic Landscapes [Proceedings of the 25th Annual Conference of the Association for Computer-Aided Design in Architecture] pp. 483-488
summary One of the essential considerations in architectural design is how people use the built environments. Adequate study of environmental behavior can reveal significant information about that use. This research suggests applying new computing technologies to enhance environmental behavior study, in terms of effectiveness and efficiency. Specifically, this project will develop an integrated system of automatic video tracking and video-quality virtual reality. The integrated system will provide designers and behavioral scientists with substantial statistical measurements of end user behavior patterns. Furthermore it will enable them to walk through the virtual reality of the environments and interactively observe details of the behaviors from various viewpoints. Thus, this project can help obtain behavior data in different levels of details, and in a structured and planned way that can facilitate analysis of the data with maximum automation. The major significance of this project is an introduction of a rigorous new methodology into environmental behavior study to enhance first-person observation with state-of-the-art computing technologies. This research will be a novel application of virtual reality in environmental behavior study. We expect that it will fundamentally advance the methods behavioral scientists use to study human environmental behavior, and the ways architects evaluate architectural design in terms of human behavior.
series ACADIA
email
last changed 2022/06/07 07:57

_id sigradi2006_e172c
id sigradi2006_e172c
authors Donath, Dirk and González Böhme, Luis Felipe
year 2006
title A Constraint-Based Building Bulk Design Support
source SIGraDi 2006 - [Proceedings of the 10th Iberoamerican Congress of Digital Graphics] Santiago de Chile - Chile 21-23 November 2006, pp. 278-282
summary We introduce an architecture practice-oriented implementation strategy of constraint-based methods called BDS (Building Bulk Design Support) to supporting bulk analysis during the architectural programming phase. We examine the optmization problem of site coverage and building massing according to a set of standard planning and zoning regulations, and try a problem solving approach based on the paradigm of constraint satisfaction problems. The case study, which is focused on the paticipatory planning of very low-income dwellings within the Latin American context, serves as testbed for a prototypical application of the adopted methodology. The BDS constitutes a novel approach on computer-aided bulk analysis, regarding this particularly relevant context of application. In the case of participatively planned low-income housing projects, efficiency regarding time and cost of planning directly affects dwellers’ quality of life, whereas elementary programming tasks such as bulk analysis lack appropriate state-of-the-art technological support. Traditional architectural planning methods demand a large domain-specific knowledge base and skillful planners. A planning process, which is mainly driven by the formulation of planning-relevant constraints and sets of solution alternatives, suggests to avoid architects’ traditional procedure of: 1. Create an (yet not necessarily valid) instance of the eventual design solution by directly choosing specific values for its shape parameters. 2. Evaluate its validity by confronting the designed model to a set of applicable constraints, which have to be satisfied. Instead, the constraint-based design methodology poses a search procedure that operates in a space of pertinent constraint sets. A computer-aided interactive search procedure to find more valid design solution alternatives in less time and with less effort is particularly qualified to supply efficient support for participatory planning activities carried out between dwellers and planners. The set of solutions for a building-bulk design problem is constrained by both a large complex system of planning and zoning regulations and the geometry of the eventual design solution itself. Given a considerable amount of such regulations, a regular size geometric constraint satisfaction system proved to be capable of providing a highly efficient, interactive modeling and evaluation tool for the formulation in real time of valid solution alternatives for an ordinary building-bulk design problem. A BDS implementation will constitute one system module of a larger integrated system model called Esther. A BDS tool shall interact with other functional modules, like e.g. the FLS (Floor plan Layout Support), which also uses constraint-based design methods.
keywords constraint-based design; bulk analysis; participatory planning; low-income housing; design theory; design proces
series SIGRADI
email
last changed 2016/03/10 09:50

_id acadia06_392
id acadia06_392
authors Dorta, T., Perez, E.
year 2006
title Hybrid modeling revaluing manual action for 3D modeling
doi https://doi.org/10.52842/conf.acadia.2006.392
source Synthetic Landscapes [Proceedings of the 25th Annual Conference of the Association for Computer-Aided Design in Architecture] pp. 392-402
summary 3D modeling software uses conventional interface devices like mouse, keyboard and display allowing the designer to model 3D shapes. Due to the complexity of 3D shape data structures, these programs work through a geometrical system and a graphical user interface to input and output data. However, these elements interfere with the conceptual stage of the design process because the software is always asking to be fed with accurate geometries—something hard to do at the beginning of the process. Furthermore, the interface does not recognize all the advantages and skills of the designer’s bare hands as a powerful modeling tool.This paper presents the evaluation of a hybrid modeling technique for conceptual design. The hybrid modeling approach proposes to use both computer and manual tools for 3D modeling at the beginning of the design process. Using 3D scanning and rapid prototyping techniques, the designer is able to go back and forth between digital and manual mode, thus taking advantage of each one. Starting from physical models, the design is then digitalized in order to be treated with special modeling software. Then, the rapid prototyping physical model becomes a matrix or physical 3D template used to explore design intentions with the hands, allowing the proposal of complex shapes, which is difficult to achieve by 3D modeling software alone.
series ACADIA
email
last changed 2022/06/07 07:55

_id eaea2005_221
id eaea2005_221
authors Gatermann, Harald
year 2006
title Media work in the educational training of architects to experiences with the postgraduate course “Architecture Media Management”
source Motion, E-Motion and Urban Space [Proceedings of the 7th European Architectural Endoscopy Association Conference / ISBN-10: 3-00-019070-8 - ISBN-13: 978-3-00-019070-4], pp. 221-237
summary The perception of space, geometry, material and the influence of light is one of the core items of undergraduate courses in architecture. In Bochum we developed and still practise a consequent system of integrating drawing and photography as analytic tools of perception and sketching, descriptive geometry, computer aided design, digital visualisation and animation as synthetic items. The versatile use of digital media in the further studies is of essential significance - especially the synthesis between architectural photography (with all its special features concerning geometrical depicting) and CAD / visualisation / animation. Special emphasis is given to techniques for simulation and immersion such as digital panorama photography, combined with computer-based vr-modelling e.g. vrml as well as using online-cad-modeling and arial photography in processes of citizen participation.
series EAEA
type normal paper
email
more http://info.tuwien.ac.at/eaea
last changed 2008/04/29 20:46

_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
doi https://doi.org/10.52842/conf.acadia.2006.317
source Synthetic Landscapes [Proceedings of the 25th Annual Conference of the Association for Computer-Aided Design in Architecture] pp. 317-327
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 ddss2006-pb-3
id DDSS2006-PB-3
authors Massimiliano Petri, Alessandra Lapucci, Diana Poletti, and Silvana Lombardo
year 2006
title An Internet Survey for an Activity-Based Model - An urban transportation analysis integrated in a G.I.S. environment
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. 3-17
summary The current research deals with the development of an Activity-Based Multi Agent System fully implemented in a G.I.S. framework and applied to the case study of the historical centre of Pisa. The objective is to create a simulation tool for Pisa population transfers in order to verify how transport demand varies because of interventions on traffic plan (e.g. creating urban areas subject to a toll access for vehicles), or on public transport lines, or on new activities location (e.g. supermarkets, public services etc.). Three different parts of the System have been simultaneously carried out: the first concerns a population sample survey, the second deals with geographical data structuring and the last one, still in elaboration progress, tests the model reliability to estract and implement behavioural rules. The results obtained till now show how the Database itself, containing temporal data about agents activities (extracted by the population sample questionnaire) and urban services the city offers, already represents an important instrument to support decision making process.
keywords Activity-Based Model, G.I.S., Network Analysis, Decision Trees
series DDSS
last changed 2006/08/29 12:55

_id ddss2006-hb-359
id DDSS2006-HB-359
authors P.P. van Loon and E. Wilms
year 2006
title An Urban Decision Room Based on Mathematical Optimisation - A pilot study supporting complex urban decision questions
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. 359-374
summary In general the Urban Decision Room is an interactive computer system based around a digital model for the simulation of complex urban decision questions. Such questions involve various parties with often differing interests. The UDR can assist in finding collective solutions. The UDR is a useful instrument for making the great variety in interests and ideas of the participants manageable. Furthermore, insight is quickly and clearly provided into the results. This enhances the efficiency and effectiveness of processes of urban development. A pilot of the Urban Decision Room based on mathematical optimisation has been made for Schieoevers, an industrial area on the bank of the river Schie to the south of Delft. This pilot is based on a feasibility study for a new urban development in this area which has been carried out by a consultancy firm (Adecs BV) under commission from the municipality of Delft.
keywords Decision support system, Urban planning, Design optimisation
series DDSS
last changed 2006/08/29 12:55

_id sigradi2006_p019a
id sigradi2006_p019a
authors Ribeiro, Clarissa and Pratschke, Anja
year 2006
title Arquitetura Irreversível_ Tempo e Complexidade [Irreversible Architecture_ Time and Complexity]
source SIGraDi 2006 - [Proceedings of the 10th Iberoamerican Congress of Digital Graphics] Santiago de Chile - Chile 21-23 November 2006, pp. 90-94
summary This paper aims at discussing how computational environments could give support to complex approaches of architectural design process. Focusing on generative design, the main goal is to allow the perception of architecture more as system than as object: form, structure and organization as emergences in non-linear, autoorganizational processes. It involves the interaction of a vast universe of factors and flows that performs as attractors or repellers for the architecture-systems evolution in time. The ideas presented here are results of the Master Research in Architecture and Complex Thought of Clarissa Ribeiro, and are part of a larger questioning about the relation of architectural design process and digital culture, discussed in our research group Nomads.USP [Center for Interactive Living Studies, http://www.eesc. usp. br/nomads].
series SIGRADI
email
last changed 2016/03/10 09:58

_id acadia06_536
id acadia06_536
authors Sprecher, A., Ahrens, C., Neuman, E.
year 2006
title The Hylomorphic Project
doi https://doi.org/10.52842/conf.acadia.2006.536
source Synthetic Landscapes [Proceedings of the 25th Annual Conference of the Association for Computer-Aided Design in Architecture] pp. 536-537
summary The Hylomorphic Project is a complex canopy structure, genetically evolved as a vital entity that reacts to changing data streams while configuring the architectural form. For the Hylomorphic Project, Open Source Architecture (OSA) together with structural engineer Prof. Kristina Shea and Marina Gourtovaia of Cambridge University (UK) developed genetic algorithms. Performs in eifForm software, an experimental computer-aided design system for structural synthesis, the algorithm is based in computational environments as a methodology for form finding and material expression that goes beyond the formal articulation of the computational procedure. This procedure simulates a topological condition of natural form evolution that can be consolidated according to innumerable trajectories. Seeking dynamic, flexible and continuous evolution procedures, the software provides the required conditions for this type of the design as it consists of a computational core, which is written in C, a fast low-level compiled language. The modules providing interactive access to the core and the graphical user interface (GUI), a high-level scripting language written in Python, allow for easy customization of the software according to a design task in hand.
series ACADIA
email
last changed 2022/06/07 07:56

_id ddss2006-hb-105
id DDSS2006-HB-105
authors Stefania Bandini, Sara Manzoni, and Giuseppe Vizzari
year 2006
title Crowd Modeling and Simulation - The role of multi-agent simulation in design support systems
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. 105-120
summary The paper presents a Multi Agent Systems (MAS) approach to crowd modelling, based on the Situated Cellular Agents (SCA) model. This is a special class of Multilayered Multi Agent Situated System (MMASS), a model providing an explicit representation of the environment which has a relevant role in supplying agents a context allowing them to act and interact (among themselves and with the environment). The paper will briefly introduce the model and a methodology for the analysis of a crowd scenario and the design of SCA based crowd simulations. The adoption of this kind of system allows evaluating an architectural design with reference to the behaviour of pedestrian that will act in it, given a behavioural specification for these entities. The system is also able to produce a realistic visualization of the simulation, in order to facilitate the communication with involved actors (e.g. in case of participatory decisions).
keywords Artificial intelligence, Agent technology, Simulation
series DDSS
last changed 2006/08/29 12:55

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