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 caadria2006_119
id caadria2006_119
authors MARY LOU MAHER , MIJEONG KIM
year 2006
title THE EFFECTS OF TANGIBLE USER INTERFACES ON DESIGNERS’ COGNITIVE ACTIONS
doi https://doi.org/10.52842/conf.caadria.2006.x.g8i
source CAADRIA 2006 [Proceedings of the 11th International Conference on Computer Aided Architectural Design Research in Asia] Kumamoto (Japan) March 30th - April 2nd 2006, 119-124
summary This paper presents a study of the comparison of tangible user interfaces and graphical user interfaces on designers’ cognitive actions. We conducted individual design experiments using the protocol analysis method. The results reveal that designers using the tabletop system with 3D blocks reasoned more about spatial relationships among 3D objects, while the designers using the keyboard and mouse reasoned more about individual 3D objects.
series CAADRIA
email
last changed 2022/06/07 07:50

_id sigradi2006_e090b
id sigradi2006_e090b
authors Hanna, Sean and Turner, Alasdair
year 2006
title Teaching parametric design in code and construction
source SIGraDi 2006 - [Proceedings of the 10th Iberoamerican Congress of Digital Graphics] Santiago de Chile - Chile 21-23 November 2006, pp. 158-161
summary Automated manufacturing processes with the ability to translate digital models into physical form promise both an increase in the complexity of what can be built, and through rapid prototyping, a possibility to experiment easily with tangible examples of the evolving design. The increasing literacy of designers in computer languages, on the other hand, offers a new range of techniques through which the models themselves might be generated. This paper reviews the results of an integrated parametric modelling and digital manufacturing workshop combining participants with a background in computer programming with those with a background in fabrication. Its aim was both to encourage collaboration in a domain that overlaps both backgrounds, as well as to explore the ways in which the two working methods naturally extend the boundaries of traditional parametric design. The types of projects chosen by the students, the working methods adopted and progress made will be discussed in light of future educational possibilities, and of the future direction of parametric tools themselves. Where standard CAD constructs isolated geometric primitives, parametric models allow the user to set up a hierarchy of relationships, deferring such details as specific dimension and sometimes quantity to a later point. Usually these are captured by a geometric schema. Many such relationships in real design however, can not be defined in terms of geometry alone. Logical operations, environmental effects such as lighting and air flow, the behaviour of people and the dynamic behaviour of materials are all essential design parameters that require other methods of definition, including the algorithm. It has been our position that the skills of the programmer are necessary in the future of design. Bentley’s Generative Components software was used as the primary vehicle for the workshop design projects. Built within the familiar Microstation framework, it enables the construction of a parametric model at a range of different interfaces, from purely graphic through to entirely code based, thus allowing the manipulation of such non-geometric, algorithmic relationships as described above. Two-dimensional laser cutting was the primary fabrication method, allowing for rapid manufacturing, and in some cases iterative physical testing. The two technologies have led in the workshop to working methods that extend the geometric schema: the first, by forcing an explicit understanding of design as procedural, and the second by encouraging physical experimentation and optimisation. The resulting projects have tended to focus on responsiveness to conditions either coded or incorporated into experimental loop. Examples will be discussed. While programming languages and geometry are universal in intent, their constraints on the design process were still notable. The default data structures of computer languages (in particular the rectangular array) replace one schema limitation with another. The indexing of data in this way is conceptually hard-wired into much of our thinking both in CAD and in code. Thankfully this can be overcome with a bit of programming, but the number of projects which have required this suggests that more intuitive, or spatial methods of data access might be developed in the future.
keywords generative design; parametric model; teaching
series SIGRADI
email
last changed 2016/03/10 09:53

_id caadria2006_601
id caadria2006_601
authors BINSU CHIANG, MAO-LIN CHIU
year 2006
title PRIVATE/UN-PRIVATE SPACE: Scenario-based Digital Design for Enhancing User Awareness
doi https://doi.org/10.52842/conf.caadria.2006.x.s8b
source CAADRIA 2006 [Proceedings of the 11th International Conference on Computer Aided Architectural Design Research in Asia] Kumamoto (Japan) March 30th - April 2nd 2006, 601-603
summary Context awareness is important for human senses of places as well as human computer interaction. The aim of this research paper is focusing on controlling the user's privacy in a smart space which is adaptive to different users for enhancing the user's awareness in his diary life. In Environmental Psychology, the definition of privacy is that an individual has the control of deciding what information of himself is released to others, and under how he interact with others. (Westin 1970) And privacy is categorized as the linguistic privacy and visual privacy. (Sundstorm 1986). Solutions for privacy control: Plan Layout, Vision Boundary, Access Control and Architecture Metaphor - the transmission of information is not ascertainable for every single user. Although information are shown in public, but information is implied by cues and symbols. Only a certain user or a group of users have access to the full context of information. The methodology is to form an analytic framework to study the relationship between information, user and activities by using the computational supports derived from KitchenSense, ConceptNet, Python, 3d Studio Max and Flash; and to record patterns built up by users' behaviour and actions. Furthermore, the scenario-based simulation can envision the real world conditions by adding interfaces for enhancing user awareness.
series CAADRIA
email
last changed 2022/06/07 07:49

_id 2006_656
id 2006_656
authors Breen, Jack and Martijn Stellingwerff
year 2006
title De-coding the Vernacular - Dynamic Representation Approaches to Case-based Compositional Study
doi https://doi.org/10.52842/conf.ecaade.2006.656
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. 656-663
summary Representational approaches have always played an important role in the design-driven development of built environments, the analytical study of architectural compositions and their effects. With the introduction – and successive steady development – of computer-based platforms of visualization, the professional and intellectual palette of designers, as well as researchers, have expanded considerably. Nonetheless, in recent years the opportunities for systematic scrutiny and understanding of the expressive qualities of design proposals and artefacts have all too frequently been overshadowed by high-flying conceptual developments and seductive representation modes. It is time that the objective description and unravelling of architectural compositions – so to speak the discipline of Ekphrasis in design practice, education and research – is once again given more prominence in architectural discourse and debate. The central idea behind this contribution is that, by linking instruments of design with the methods of formal composition and decomposition, renewed opportunities for representation-driven study in a scholarly context, focusing upon elusive compositional attributes and their workings, may be given a new impulse. The project that is presented here concerns a case-based explorative study into the domains of aesthetic convention and invention, making use of a variety of virtual and physical representation techniques. These include digital as well as tangible modelling and sketching approaches (separately and in combination), in conjunction with computer-based image manipulation techniques, making use of systematic data identification and denotation. The opportunities, merits and shortcomings of the computer-based and physical visualization approaches, which were applied and tested, are discussed on the basis of results and findings from the ongoing AA Variations project.
keywords Design representation; Computer-based sketching; Virtual and physical modelling; Compositional variation; Contemporary aesthetics
series eCAADe
email
last changed 2022/06/07 07:54

_id 2006_138
id 2006_138
authors Chiu, Mao-Lin and Binsu Chiang
year 2006
title Communicating with Space and People - Smart Interface Design for Enhancing User Awareness and Interactions
doi https://doi.org/10.52842/conf.ecaade.2006.138
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. 138-145
summary Smart space design has become an important research paradigm because of the emerging information and communication technology, smart materials, and sensory technology. A space equipped with human-computer interfaces, communicates not only with space but also with its occupants. In previous researches, the focus was on developing smart houses which made decisions for its occupants on controlling the condition of space. However, the human tends to make choices and the subtle psychological changes of occupants may derive exceptional decisions. Therefore, this paper is aimed to propose smart interfaces in house design, i.e., the “Individual Sense” concept is introduced by examining the assumptions and cases. This research probed into how the interface is characterized by individual actions. The “Individual Sense” is implemented on the basis of commonsense for reasoning potential interactions and demonstration and discussion are reported.
keywords Smart space; human computer interaction; interface design; house sense; commonsense
series eCAADe
email
last changed 2022/06/07 07:56

_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
doi https://doi.org/10.52842/conf.caadria.2006.x.g2a
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
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 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_363
id caadria2006_363
authors HSIAO-CHEN YOU, SHANG-CHIA CHIOU, YI-SHIN DENG
year 2006
title DESIGN BY ACTIONS: An Affordance-based Modeling System in Spatial Design
doi https://doi.org/10.52842/conf.caadria.2006.x.p3k
source CAADRIA 2006 [Proceedings of the 11th International Conference on Computer Aided Architectural Design Research in Asia] Kumamoto (Japan) March 30th - April 2nd 2006, 363-369
summary From the viewpoint of interaction design, Gibson's affordance concept is interpreted as an emergent action possibility of the physical human-environment-system, which consists of three key components: the user, the environment, and the possible actions. It could help user to perform the suitable action within an artificial environment. This study aims to develop a formal description of affordance in spatial design. Using the formal description as groundwork, an affordance-based modeling system is then proposed to facilitate its further implementation in design and elucidate the new role of users and designers in spatial design. A simplified sink area design is used as an example to illustrate how this affordance-based modeling system works. For users of different conditions, different spatial arrangements in design will affect the performance and users’ behavior as well. This study demonstrates how design by action can be achieved, and then simulates the action sequence of different design solutions to evaluate the system performance.
series CAADRIA
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 ddss2006-pb-403
id DDSS2006-PB-403
authors Ting-Hau Yen
year 2006
title Space Cube: A 3D Puzzle for Study Model
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. 403-414
summary In the process of architecture design, the manufacture of study model acts a procedure of swift transformation from concept to a visible model. Since the era of CAD/CAM approaches, the tool of constructing the model evolves from the traditional physical model to digital model in the mode of the manufacture of study model. The virtual model, which is utilized in the incipient concept discussion by the designer, has become a new intermediary material. However, the virtual model or physical model respectively acts its role that may not be substituted now. TUIS (Tangible User Interfaces) is the intuitional interface system of discussion on striding these two intermediary materials. By the information interchange between the physical model and virtual model, a designer can dedicate to the procedure of design development rather than be restricted to the operation and usage of these interfaces. However, there are many problems existing in applying such a system to the solid geometry model stack. This essay will discuss that a designer explores the incipient design application by manipulating physical model and virtual model.
keywords Tangible, Cube, Modeling, Interaction
series DDSS
last changed 2006/08/29 12:55

_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 ijac20064204
id ijac20064204
authors Camarata, Ken; Do, Ellen Yi-Luen; Gross, Mark D.
year 2006
title Energy Cube and Energy Magnets
source International Journal of Architectural Computing vol. 4 - no. 2, 49-66
summary Combining the easy to use characteristics of tangible interfaces with the peripheral representation of ambient displays, two prototype energy displays - Energy Cube and Energy Magnets - were designed to help people become aware of their home energy consumption patterns. This paper reports on the design and evaluation of those two displays.
series journal
last changed 2007/03/04 07:08

_id 2006_160
id 2006_160
authors Charitos, Dimitris
year 2006
title Spatializing the Internet: new types of hybrid mobile communication environments and their impact on spatial design within the urban context
doi https://doi.org/10.52842/conf.ecaade.2006.160
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. 160-167
summary This paper aims at investigating the emergence of new forms of communication environments, supported by the integration of new mobile and locative media technologies and the impact that the implementation of these systems may have on mediated communication within the urban context. The paper discusses the technologies supporting such multi-user systems (interactive graphical interfaces for mobile devices and locative media) and investigates the experience of interacting with such systems from a user’s perspective. It focuses on such systems accessed via interfaces, which have a spatial character and which are supported by different output devices, ultimately affording a hybrid (synthetic & physical) spatial experience. Communication is tied to places and places to communication. Consequently, these emerging types of communication may lead revolutionary new ways of social interaction and inhabiting urban space. With the emergence of these ICT systems, the city may again become a social arena and this development certainly calls for reconsidering the way in which we conceptualize and design urban environments.
keywords Locative media: social computing; spatial interfaces; mobile technologies; context-aware systems
series eCAADe
email
last changed 2022/06/07 07:55

_id ijac20064203
id ijac20064203
authors Eng, Markus; Camarata, Ken; Do, Ellen Yi-Luen; Gross, Mark D.
year 2006
title FlexM: Designing a physical construction kit for 3d modeling
source International Journal of Architectural Computing vol. 4 - no. 2, 27-47
summary We have designed a hub and strut kit that interfaces to a 3D graphics application. FlexM is a prototype flexible physical interface for manipulating and building 3D geometry. Using the FlexM hub and strut components, designers can build and explore 3D geometry with the ease of a toy and the power of a computer. The hubs transmit the model's topology and geometry to the computer, where the model is rendered on the screen in real time. The paper reports on the iterative development of several versions of the project.
series journal
last changed 2007/03/04 07:08

_id ijac20064207
id ijac20064207
authors Hanna, Raid; Barber, Tony
year 2006
title Digital Processes in Architectural Design:A Case Study of Computers and Creativity
source International Journal of Architectural Computing vol. 4 - no. 2, 95-120
summary This paper describes the results of a statistical-experimental investigation into the relationship between three variables: design cognition, the computer as a problem solving medium and 'creativity'. The hypothesis put forward suggests a directional link between the use of 'CAAD as a cognitive design medium' and 'levels' of creativity in the design process. The hypothesis was tested statistically using first year architecture students as research design subjects. In order to place the research within a context, develop a thesis and identify 'operational' measures for variables, a literature search with special emphasis on 'creativity' was conducted. The statistical findings did confirm that levels of architectural 'creativity' in the design process and in the final product were somehow affected by the use of CAAD. Ideation fluency and originality, as 'creativity' indicators, correlated positively with CAAD as a cognitive medium with coefficients 3 0.5. The statistics from subjects- group design- revealed that computers' power of visualisation, slicing and Boolean operations has helped spatial ability and could eventually help novice designers to venture and create complex objects more than they would normally do with conventional media.
series journal
last changed 2007/03/04 07:08

_id caadria2006_161
id caadria2006_161
authors HERM HOFMEYER, JAN G.M. KERSTENS
year 2006
title FULL 3D STRUCTURAL ZONING OF SPACE: Using a Geometrically Related Reducer and Matrix Coupling
doi https://doi.org/10.52842/conf.caadria.2006.x.x2d
source CAADRIA 2006 [Proceedings of the 11th International Conference on Computer Aided Architectural Design Research in Asia] Kumamoto (Japan) March 30th - April 2nd 2006, 161-168
summary Structural zoning is the recognition of forms in spatial designs. It can be used by a structural designer to develop a structural system. This paper will start with the presentation of a proof that neither user action nor a two-dimensional approach -two existing approaches of zoning- are able to recognize all possibilities for the application of a structural design to a spatial design. Only full three-dimensional structural zoning is considered to be an appropriate instrument to give useful solutions. Two new concepts will be presented to overcome problems for three-dimensional zoning: (1) Geometrically Related Reducers and (2) Matrix Coupling. These concepts are first defined in a general form and thereafter the definitions are condensed into a practically applicable format. Both concepts are demonstrated when finding rectangular zones in spatial designs up to 44 separate spatial entities. They are programmed procedurally using the C++ computer language and are used for a comparison between structural designers and computer performance.
series CAADRIA
email
last changed 2022/06/07 07:50

_id ascaad2006_paper18
id ascaad2006_paper18
authors Huang, Chie-Chieh
year 2006
title An Approach to 3D Conceptual Modelling
source Computing in Architecture / Re-Thinking the Discourse: The Second International Conference of the Arab Society for Computer Aided Architectural Design (ASCAAD 2006), 25-27 April 2006, Sharjah, United Arab Emirates
summary This article presents a 3D user interface required by the development of conceptual modeling. This 3D user interface provides a new structure for solving the problems of difficult interface operations and complicated commands due to the application of CAD 2D interface for controlling 3D environment. The 3D user interface integrates the controlling actions of “seeing – moving –seeing” while designers are operating CAD (Schön and Wiggins, 1992). Simple gestures are used to control the operations instead. The interface also provides a spatial positioning method which helps designers to eliminate the commands of converting a coordinate axis. The study aims to discuss the provision of more intuitively interactive control through CAD so as to fulfil the needs of designers. In our practices and experiments, a pair of LED gloves equipped with two CCD cameras for capturing is used to sense the motions of hands and positions in 3D. In addition, circuit design is applied to convert the motions of hands including selecting, browsing, zoom in / zoom out and rotating to LED switches in different colours so as to identify images.
series ASCAAD
email
last changed 2007/04/08 19:47

_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 2006_052
id 2006_052
authors Kieferle, Joachim; Uwe Wössner and Martin Becker
year 2006
title Interactive Simulation of Architecture in Virtual Environments
doi https://doi.org/10.52842/conf.ecaade.2006.052
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. 52-57
summary Architecture always has an environmental impact. By using simulations, planners can minimize the environmental impact. Since simulations normally take a long time and thus only allow a very limited number of iterations, our project describes the setup of a close-to-real-time simulation technique. By dividing the simulation into smaller parts and running the software on clusters or massively parallel computing platforms, first results are available within several seconds, reasonable results below one minute. In order to make this tool easily accessible to specialists and laymen, a tangible user interface provides an intuitive interaction method. The results of the simulation can be visualized and interacted with in different virtual environments. Limitations, mainly automatic grid generation, shape recognition and computation power are discussed.
keywords Interactive Simulation; Tangible User Interface; Virtual Environment; Virtual Reality
series eCAADe
email
last changed 2022/06/07 07:52

_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

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