CumInCAD is a Cumulative Index about publications in Computer Aided Architectural Design
supported by the sibling associations ACADIA, CAADRIA, eCAADe, SIGraDi, ASCAAD and CAAD futures

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_id ijac20064301
id ijac20064301
authors Bermudez, Julio; Agutter, Jim; Foresti, Stefano
year 2006
title Architectural Research in Information Visualization: 10 Years After
source International Journal of Architectural Computing vol. 4 - no. 3, 1-18
summary As our civilization dives deeper into the information age, making sense of ever more complex and larger amounts of data becomes critical. This article reports on interdisciplinary work in Information Visualization addressing this challenge and using architectural expertise as its main engine. The goal of this research is to significantly improve real time decision making in complex data spaces while devising a new architecture that responds to complex information environments. Although we have been reporting in aspects of this work for the past 7 years, this paper covers unpublished knowledge, design methods, operational strategies, and other details that bring together all the material published by our group thus far into a comprehensive and useful whole. We conclude by presenting our latest InfoVis design work in Network Security.
series journal
last changed 2007/03/04 07:08

_id acadia06_496
id acadia06_496
authors Jemtrud, Michael
year 2006
title Eucalyptus: User Controlled Lightpath Enabled Participatory Design Studio
source Synthetic Landscapes [Proceedings of the 25th Annual Conference of the Association for Computer-Aided Design in Architecture] pp. 496-509
doi https://doi.org/10.52842/conf.acadia.2006.496
summary A new notion of participation is at stake with advances in technologically mediated work environments. The digitally mediated e-design studio has been around since the mid-1990’s and has been employed in various forms in disciplines including architecture/engineering/construction (AEC), industrial design, and the automotive industry. Insufficient bandwidth and insufficiently powerful, crudely coordinated tools resulted in distributed task-based modes of collaboration that did not allow full participation by members of the distributed design team. At the very least, the present “second generation” network severely limits the applications, tools, and modes of communication that can be used in data and visualization intense design scenarios. The emergence of Service Oriented Architectures and User-Controlled LightPaths (“intelligent infrastructure”) herald the beginning of a new age where fully participatory multi-site design may become possible. The networks, visualization & communication tools, Service Oriented Architecture & Web Services, work protocols, and physical site designs of the Participatory Design Studio (PDS) being developed by the authors will constitute one of the first working examples of this future. This paper will briefly outline the “mise en scène” or staging of the technical configuration of the Eucalyptus project; observations and results from the creative activity of the PDS in the context of two case studies; and speculate on the implications for design activity, pedagogy, and a more robust mode of participation.
series ACADIA
email
last changed 2022/06/07 07:52

_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 caadria2006_413
id caadria2006_413
authors Bhatt Anand; Martens, Bob
year 2006
title ON-TO-CAAD: Investigating the Knowledge Contained within the Corpus of CAAD Research
source CAADRIA 2006 [Proceedings of the 11th International Conference on Computer Aided Architectural Design Research in Asia] Kumamoto (Japan) March 30th - April 2nd 2006, 413-424
doi https://doi.org/10.52842/conf.caadria.2006.x.s6g
summary The work presented here discusses an ongoing research in constructing a knowledge representation system founded on CAAD document repositories and investigating the network of concepts constructed by CAAD research. The approach does not rely on conceptual models or theories about CAAD research, rather a formal semantics amenable to decidable reasoning on the corpus of research in CAAD. A web-based demonstration application is illustrated in the paper in which we discuss two propositions about CAAD research discovered in the process of our investigations.
series CAADRIA
email
last changed 2022/06/07 07:49

_id ijac201715302
id ijac201715302
authors Borges de Vasconselo, Tássias and David Sperling
year 2017
title From representational to parametric and algorithmic interactions: A panorama of Digital Architectural Design teaching in Latin America
source International Journal of Architectural Computing vol. 15 - no. 3, 215-229
summary This study focuses on the context of graphic representation technologies and digital design on Architectural teaching in Latin America. From categories proposed by Oxman and Kotnik and through a mapping study framed by a systematic review in CumInCAD database, it is presented a panorama of the state-of-art of the digital design on Architectural teaching in the region, between 2006 and 2015. The results suggest a context of coexistence of representational interaction and parametric interaction, as well as a transition from one to another and the emergence of the first experiments in algorithmic interaction. As this mapping shows an ongoing movement toward Digital Architectural Design in Latin America in the last decade, and points out its dynamics in space in time, it could contribute to strengthen a crowdthinking network on this issue in the region and with other continents.
keywords Computer-aided architectural design, Digital Architectural Design teaching, interaction with digital media, levels of design computability, Latin America, mapping study
series journal
email
last changed 2019/08/07 14:03

_id sigradi2006_c169c
id sigradi2006_c169c
authors Culagovski Rubio, Rodrigo and Guevara S., Sebastián
year 2006
title Arquitectura, Datos y Forma: Una primera aproximacion instrumental. [Architecture, data and form: A first instrumental approach]
source SIGraDi 2006 - [Proceedings of the 10th Iberoamerican Congress of Digital Graphics] Santiago de Chile - Chile 21-23 November 2006, pp. 268-272
summary The production of forms via iterative computational processes allows designers to operate on datasets that would be to large to be managed via traditional analog methods. This fact opens the door to new aesthetic and formal experimentation as well as attempts to reference or influence large scale phenomena such as geographical or network based sitatuations. This document presents the results of a series of investigations into the creation of algorithmic and parametric methods or instruments that could inform architectural practice. The work was done by the authors within the Masters of Architecture Program of the Catholic University of Chile.
series SIGRADI
email
last changed 2016/03/10 09:49

_id sigradi2006_c192b
id sigradi2006_c192b
authors Fernández, Mónica Inés and Piegari, Ricardo Gustavo
year 2006
title Una experiencia en modalidad e-learning para el aprendizaje en arquitectura. Nuevas prácticas y actores en el mundo digital. [An experience in e-learning modality for the learning in architecture. New practices and actors in the digital world]
source SIGraDi 2006 - [Proceedings of the 10th Iberoamerican Congress of Digital Graphics] Santiago de Chile - Chile 21-23 November 2006, pp. 147-152
summary As members of the Network ALFA-T-GAMEL3: Teaching computer Graphics And MultimEdia, LifeLongLearning, focused on the “Management of university outreach services”, and making use of the new digital technologies and to the instruction and pedagogic methods related to e-learning modality, the International Seminar “Digital Image and Sound.” has been organized, thus materializing a Pilot Course comprising four subjects and six workshops. For our course: “Digital Representation of Architecture”, an investigation was conducted about the transformations of teaching in the digital world for the learning of Architecture, focusing on the practices and players involved in this modality, as well as on the technologies involved in the coordination and distribution of knowledge. The main objectives of the paper were: revalorization of the format adopted by the practices related to the teaching/learning process in e-l, the contribution of the different “players” and the possibilities of the LMS as support platforms in the virtual campus.
series SIGRADI
email
last changed 2016/03/10 09:51

_id ddss2008-02
id ddss2008-02
authors Gonçalves Barros, Ana Paula Borba; Valério Augusto Soares de Medeiros, Paulo Cesar Marques da Silva and Frederico de Holanda
year 2008
title Road hierarchy and speed limits in Brasília/Brazil
source H.J.P. Timmermans, B. de Vries (eds.) 2008, Design & Decision Support Systems in Architecture and Urban Planning, ISBN 978-90-6814-173-3, University of Technology Eindhoven, published on CD
summary This paper aims at exploring the theory of the Social Logic of Space or Space Syntax as a strategy to define parameters of road hierarchy and, if this use is found possible, to establish maximum speeds allowed in the transportation system of Brasília, the capital city of Brazil. Space Syntax – a theory developed by Hillier and Hanson (1984) – incorporates the space topological relationships, considering the city shape and its influence in the distribution of movements within the space. The theory’s axiality method – used in this study – analyses the accessibility to the street network relationships, by means of the system’s integration, one of its explicative variables in terms of copresence, or potential co-existence between the through-passing movements of people and vehicles (Hillier, 1996). One of the most used concepts of Space Syntax in the integration, which represents the potential flow generation in the road axes and is the focus of this paper. It is believed there is a strong correlation between urban space-form configuration and the way flows and movements are distributed in the city, considering nodes articulations and the topological location of segments and streets in the grid (Holanda, 2002; Medeiros, 2006). For urban transportation studies, traffic-related problems are often investigated and simulated by assignment models – well-established in traffic studies. Space Syntax, on the other hand, is a tool with few applications in transport (Barros, 2006; Barros et al, 2007), an area where configurational models are considered to present inconsistencies when used in transportation (cf. Cybis et al, 1996). Although this is true in some cases, it should not be generalized. Therefore, in order to simulate and evaluate Space Syntax for the traffic approach, the city of Brasília was used as a case study. The reason for the choice was the fact the capital of Brazil is a masterpiece of modern urban design and presents a unique urban layout based on an axial grid system considering several express and arterial long roads, each one with 3 to 6 lanes,
keywords Space syntax, road hierarchy
series DDSS
last changed 2008/09/01 17:06

_id sigradi2006_e145a
id sigradi2006_e145a
authors Heiss, Leah
year 2006
title Empathy over distance: Wearables as tools for augmenting Remote Emotional Connection
source SIGraDi 2006 - [Proceedings of the 10th Iberoamerican Congress of Digital Graphics] Santiago de Chile - Chile 21-23 November 2006, pp. 66-69
summary Mainstream communication modes emphasise network speed, connection access, resolution, portability, and aesthetic design as primary to the success of their products. Within this vision a three by four centimetre screen and high resolution display are deemed adequate to emulate the intensities and complexities of face-to-face connection with loved ones. They allow us to ‘be there with you’ from wherever we might be. Yet interpersonal communication is a massively complex phenomenon. It involves a plethora of micro-activities which occur at a physical, physiological, and psychological level allowing us to recognise at a cellular scale intention, motive and emotional authenticity. Our conscious and non-conscious involvement in spatially collocated communication is substantial due to these myriad channels of real-time bi-directional information transfer. While contemporary communications technologies have the capacity to mediate our relationships, they fall short of encouraging the richness of spatially co-present interaction. The research discussed in this paper investigates the potential expansion of remote connection when electronically enhanced apparel is incorporated into the communications mix. Rather than pursuing the manifold functionalities of traditional communications media the garments discussed focus solely on the goal of enhancing empathy between physically distant individuals. This paper reports on the development and testing of a range of garments that conduct presence information between remotely located people. The garments sense, process, transmit and receive the heartbeat wavelength (ECG). They are enabled with ECG sensors, signal processing equipment, small vibration motors, and radio transceivers which allow users to ‘feel’ the heartbeat of a remote friend/lover/relative as vibration through their garment. The prototypes aim to enrich the remote communications experience through reintroducing an embodied, tactile dimension that is present in face-to-face communication. A range of user testing trials will be discussed which have been undertaken to assess the impact of the garments at a conscious and a non-conscious level. Conscious experiences were gauged through qualitative testing, by way of interviews and unsolicited written reactions, which have provided a range of engaging emotional responses. Non-conscious physiological reactions were assessed by recording ECG throughout user-testing periods. This data has been processed using HRV (heart rate variability) analysis software, running on MatLab. Preliminary results suggest that users have strong conscious and non-conscious reactions to the experience of wearing the prototype garments. The paper will describe the data processing techniques and findings of the user testing trials. The development of biosignal sensing garments has raised a range of issues including: innovative potentials for embedded peripheral awareness media; the expansion of the classical body to incorporate remotely sensed information; the issue of data semantics and the development of intensely personal non-verbal languages; and the issue of corporeal privacy when one’s biological information is exposed for potential download. They also bring into question how our bodily experiences might change when we incorporate remote sensory systems.
keywords Enabled apparel; emotional tools; biosignals
series SIGRADI
email
last changed 2016/03/10 09:53

_id 32b4
id 32b4
authors Heylighen, Ann; Casaer, Mathias; Neuckermans, Herman
year 2006
title UNAWARE: SUPPORTING TACIT DESIGN KNOWLEDGE EXCHANGE
source International Journal of Web-Based Communities, Volume 2, Number 1, Jan 2006, pp.31-44
summary DYNAMO (Dynamic Architectural Memory Online) is an interactive platform to share ideas, knowledge and insights in the form of concrete building projects among designers in different contexts and at different levels of expertise. Interaction with various user groups revealed two major thresholds: submitting project material to the platform takes time, effort, and specific skills; in addition, designers tend to sense a psychological threshold to share their ideas and insights with others. In response to this ‘free-ridership’, the paper proposes to conceive DYNAMO as an associative network of projects, and develops ideas about how the links in this network can be determined and updated by exploiting insights implicitly available in project documentation and user (inter)actions. This should allow DYNAMO to learn from the insights of all designers using the platform, active contributors and ‘free-riders’ alike, without any awareness on their side and to apply these insights to continuously enhance its performance.
keywords architectural design; self-organisation; usage logs; connectionism
series other
type normal paper
email
last changed 2006/02/01 14:28

_id caadria2006_613
id caadria2006_613
authors JAEHO RYU, NAOKI HASHIMOTO, MAKOTO SATO, MASASHI SOEDA, RYUZO OHNO
year 2006
title A GAME ENGINE BASED ARCHITECTURAL SIMULATOR ON MULTI-PROJECTOR DISPLAYS
source CAADRIA 2006 [Proceedings of the 11th International Conference on Computer Aided Architectural Design Research in Asia] Kumamoto (Japan) March 30th - April 2nd 2006, 613-615
doi https://doi.org/10.52842/conf.caadria.2006.x.m1v
summary To make whole one image on screens that is generated by many computers and synchronization among computers, there is a need for a network software environment for multi-projector display system. Although the development costs increase for parallel programming for multi-projector display system, there is a possibility that the program cannot be executed at an enough speed since the network bandwidth might become a bottleneck. There are some software environments for that kind of multi-projector display system like Chromium that is latest version of WireGL (Humphreys, 2001&2002). WireGL is a kind of Client-Server Model, which one rendering server sends the data of rendering to many computers. While it can use the application without modification of source, it requires heavy network traffics. The other type of operating software is VR Juggler (Cruz-Neira, 2002), and CAVE Library that is a kind of Master-Slave Model. In the Master-Slave Model, every computer has same application programs to render the image that only keep the synchronization of rendering and events. But, these programs require a specialized skill and knowledge to modify the source of program for the certain rendering PC-Cluster system.
series CAADRIA
email
last changed 2022/06/07 07:49

_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

_id ddss2006-hb-391
id DDSS2006-HB-391
authors Jos P. van Leeuwen and Léon A.H.M. van Berlo
year 2006
title The Neighbourhood Wizard - Cause and effect of changes in urban neighbourhoods
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. 391-406
summary The Neighbourhood Wizard is a website that makes citizens aware of the consequences of the changes that they would like to realise in their neighbourhood. Users of the website can suggest changes to their neighbourhood. A Bayesian Belief Network is used to predict the effects of the changes on several indicators of liveability as experienced by the community. The Neighbourhood Wizard also shows what would be the optimal experience of liveability for different sections of the population.
keywords Participatory Design, Bayesian Networks
series DDSS
last changed 2006/08/29 12:55

_id ddss2006-hb-53
id DDSS2006-HB-53
authors Junfeng Jiao and Luc Boerboom
year 2006
title Transition Rule Elicitation Methods for Urban Cellular Automata Models
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. 53-68
summary In this chapter, transition rules used in urban CA models are reviewed and classified into two categories: transition potential rules and conflict resolution rules. Then, four widely used rule elicitation methods: Regression analysis, Artificial Neural network (ANN), Visual calibration, and Analytical Hierarchy Processing - Multi Criteria Evaluation (AHP-MCE) are discussed. Most of these methods are data driven methods and can be used to elicit the transition potential rules in the urban CA models. In the following, three possible rule elicitation methods: Interview, Document analysis, and Card sorting are explained and demonstrated. These three methods are driven by knowledge and can be used to elicit conflict resolution rules as well as transition potential rules in urban CA models.
keywords Cellular Automata (CA), Simulation, Modelling, Transition rule, Elicitation
series DDSS
last changed 2006/08/29 12:55

_id 73ae
id 73ae
authors Loemker, Thorsten Michael
year 2006
title Revitalization of Existing Buildings through Sustainable Non-Destructive Floor Space Relocation
source GBEN 2006, Global Built Environment Network: Towards an Integrated Approach for Sustainability, P. 181-189
summary The revitalisation of existing buildings is getting more and more important. We are facing a situation where in many cases there is no need to design new buildings because an increasing number of existing buildings is not used anymore. The most ecological procedure to revitalise these buildings would be through a continuous usage and by making few or no alterations to the stock. Thus, the modus operandi could be named a “non-destructive” approach. From the architects’ point of view, non-destructive redesign of existing buildings is time-consuming and complex. The methodology we developed to aid architects in solving such tasks is based on exchanging or swapping utilisation of specific rooms to converge in a design solution. With the aid of mathematical rules, which will be executed by the use of a computer, solutions to floor space relocation problems will be generated. Provided that “design” is in principle a combinatorial problem, i.e., a constraint-based search for an overall optimal solution of a problem, an exemplary method will be described to solve such problems.
keywords Revitalisation, Optimisation, Floor Space Relocation, Constraint Programming
series other
type normal paper
email
last changed 2008/10/13 13:57

_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 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 ddss2006-hb-167
id DDSS2006-HB-167
authors Michael Balmer and Kai Nagel
year 2006
title Shape Morphing of Intersection Layouts Using Curb Side Oriented Driver Simulation
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. 167-183
summary In a traffic network, capacities of parts of the network restrict the amount of transport that can be handled by this network. The capacity of a given traffic network element is not fixed, but influenced by parameters such as number of lanes, maximum speed, weather, view horizon, and so on. These parameters also define the maximum capacity of complicated intersections. Special shapes of intersections, particularly in urban regions, may further increase or decrease their capacity. This paper investigates an evolutionary algorithm to automatically improve the geometrical layout of parts of an urban network according to externally specified criteria. The paper consists of two main parts. In the first part, a simulation model is described which is able to produce realistically behaving vehicles only by using information about the curb side locations of the roads. This avoids the need to use lane connectivity, signal plans, etc. - which are details that would change during a change of the intersection layout. In the second part of the paper, the simulation changes the road and intersection layouts based on the behaviour of the vehicles. Using a feedback loop allows one to optimize the capacity of the modelled road system while its spatial extents are minimized. As a case study, a special roundabout is examined: 'Central' in downtown Zurich, Switzerland. The particularity of this roundabout is that it partially behaves like a roundabout but also contains two uncontrolled intersections. Due to its central position in the city, the roundabout is very busy with both individual cars and public transport vehicles.
keywords Agent simulation method, Intersection layout, Evolutionary algorithm
series DDSS
last changed 2006/08/29 12:55

_id 2006_206
id 2006_206
authors Tunçer, Bige and Sevil Sariyildiz
year 2006
title Design Analysis Network - An educational environment for architectural analysis
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. 206-214
doi https://doi.org/10.52842/conf.ecaade.2006.206
summary Design Analysis Network (DAN) is a web-based environment for the construction and presentation of a body of architectural analyses in the context of a design studio. We use DAN in order to achieve an extensible and cooperative library of architectural design analyses; searchable by content, and instructional for coming generations of students. DAN also acts as a presentation environment for students, where they can present their analyses to their design instructors. DAN has been used in two iterations of instruction in the second year design studio at the Faculty of Architecture. After its use, we carried out an extensive evaluation of the use of DAN, its usefulness and how it fits into the educational process, in a laboratory environment. The evaluation results provided valuable insights. In this paper, we describe the DAN environment and its tools, and we discuss its use in the design studio. We also describe its evaluation process and results, the analysis of these results and their conclusion. We conclude with recommendations for improvement to the application and its implementation within the design studio.
keywords Architectural analysis; conceptual design; extensible library; design studio education; precedent-based learning
series eCAADe
email
last changed 2022/06/07 07:57

_id ascaad2016_012
id ascaad2016_012
authors Veloso, Pedro; Ramesh Krishnamurti
year 2016
title On Slime Molds and Corridors - The application of network design algorithms to connect architectural arrangements
source Parametricism Vs. Materialism: Evolution of Digital Technologies for Development [8th ASCAAD Conference Proceedings ISBN 978-0-9955691-0-2] London (United Kingdom) 7-8 November 2016, pp. 95-104
summary The use of adjacency graphs to represent and generate architectural arrangements tends to favor direct connections between contiguous rooms. These disregard specialized circulatory systems (such as corridors), which consider connections between non-contiguous spatial units or accesses. This paper addresses two specific issues: (1) how to represent a circulation network for a specific access/adjacency graph embedding; and (2) how to design good circulatory solutions for the arrangement that optimizes this network. To represent a complete circulation network, we propose a scheme, an adapted straight skeleton, based on the boundaries of the spatial units. To design possible circulation alternatives, we adopt the Slime Mold model (Tero et al., 2006; 2007). Using this model, we develop an original method, termed Adjacency Graph Selection (AGS), to generate circulation solutions for arrangements. As an initial test case for AGS, we use floor plan of the Louvre Abu Dhabi, designed by the French architect Jean Nouvel.
series ASCAAD
email
last changed 2017/05/25 13:31

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