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 554

_id eaea2009_piga
id eaea2009_piga
authors Piga, Barbara E.A.
year 2011
title The Urban Simulation and Projects Evaluation Laboratory at the Politecnico di Milano: An Educational and Research Facility
source Projecting Spaces [Proceedings of the 9th European Architectural Endoscopy Association Conference / ISBN 978-3-942411-31-8 ], pp. 115-120
summary At the beginning of 2007 an Italian Urban Simulation Laboratory was founded at the Politecnico di Milano. The laboratory, coordinated by prof. Fausto Curti, has been developed thanks to the one year presence of the visiting professor Peter Bosselmann, director of the Environmental Simulation Laboratory at the University of California at Berkeley. The laboratory has an interdisciplinary approach and a threefold mission: experiment, using the laboratory setting to study urban projects at different scales; communicate, aiding public communication by making urban projects understandable to everyone; integrate and innovate, working on different kind of simulations techniques in an integrated way. In its initial experience the laboratory is primarily a didactic and research facility. Students can join the work and participate actively to the research. Until now about 40 students have worked with us, more than a half were foreign students from all over the world. The majority of the students did an internship of about 150 (three-year degree) or 300 (master degree) hours and some of them have continued working after this period developing a thesis. At the moment the case study, used as a pilot research, is about the Porta Nuova project at the Garibaldi- Repubblica area in Milan. The 300.000 mq of the total area and its well served central position make this place strategic for Milan. In this area the adopted urban transformation plan is creating a new business center that affects redevelopment projects, new infrastructures, and a park. The overall project will overhanging the surroundings city center with some of the highest buildings of its skyline. The importance of the site and the dimension of the project make this case significant to test the use of simulation for supporting evaluations about morphological aspects, comfort conditions, visual impacts, and other aspects that directly influence the quality of the new urban spaces. We are now applying different simulation methodologies in order to better understand the peculiar usefulness of each kind as a tool to support evaluation. As any kind has its own limits we work with different typologies at the same time. We are working with 1:500 scale physical model of a 1 km square of the area and different kind of static and dynamic simulations. We developed, with an external office, a micro-car to move a micro-camera in the maquette. We use this equipment to better explain the project implications to the students by producing subjective shot videos or showing a walk in real-time. To reproduce in a better way some relevant walks through the transformed site we have also produced some videos made of a superimposition of the real existing context and the virtual projects. To do this we used a rendered video of the project superimposed to the filmed promenade of the today condition, previously recorded using steadycam. A lot of static simulations has been employed to better understand the new city configuration from some representative points of view, as for example the roof of the Duomo cathedral. We are now developing some other kinds of analysis such as shadows impact; this is done by using a 1:1000 scale maquette in the Heliodon, but also with some digital tools. In the next future a work with the wind tunnel will help to understand some other comfort implications of the project at the micro-urban scale. The multilayer approach is the main aim of the laboratory and is an important tool to clarify the multidimensional project impacts to the students. In this way the laboratory can be a learning tool, it can stimulate the project process and support decision-making while improving the knowledge about the correct use of simulations for evaluating the cumulative implications of the proposed urban processes.
series other
more http://info.tuwien.ac.at/eaea
last changed 2011/03/04 08:45

_id cf2011_p135
id cf2011_p135
authors Chen Rui, Irene; Schnabel Marc Aurel
year 2011
title Multi-touch - the future of design interaction
source Computer Aided Architectural Design Futures 2011 [Proceedings of the 14th International Conference on Computer Aided Architectural Design Futures / ISBN 9782874561429] Liege (Belgium) 4-8 July 2011, pp. 557-572.
summary The next major revolution for design is to bring the natural user interaction into design activities. Graphical User Interfaces (GUI) brought a new approach that was more effective compared to their conventional predecessors. In recent years, Natural User Interfaces (NUI) have advanced user experiences and multi-touch and gesture technologies provide new opportunities for a variety of potential uses in design. Much attention has been paid to leverage in the design of interactive interfaces. The mouse input and desktop screen metaphors limit the information sharing for multiple users and also delayed the direct interaction for communication between each other. This paper proposes the innovative method by integrating game engine ‘Unity3D’ with multi-touch tangible interfaces. Unity3D provides a game development tool as part of its application package that has been designed to let users to focus on creating new games. However, it does not limit the usage of area to design additional game scenarios since the benefits of Unity3D is allowing users to build 3D environments with its customizable and easy to use editor, graphical pipelines to openGL (http://unity3d.com/, 2010 ). It creates Virtual Reality (VR) environments which can simulates places in the real world, as well as the virtual environments helping architects and designers to vividly represent their design concepts through 3D visualizations, and interactive media installations in a detailed multi-sensory experience. Stereoscopic displays advanced their spatial ability while solving issues to design e.g. urban spaces. The paper presents how a multi-touch tabletop can be used for these design collaboration and communication tasks. By using natural gestures, designers can now communicate and share their ideas by manipulating the same reference simultaneously using their own input simultaneously. Further studies showed that 3Dl forms are perceived and understood more readily through haptic and proprioceptive perception of tangible representations than through visual representation alone (Gillet et al, 2005). Based on the authors’ framework presented at the last CAADFutures, the benefits of integrating 3D visualization and tactile sensory can be illustrated in this platform (Chen and Wang, 2009), For instance, more than one designer can manipulate the 3D geometry objects on tabletop directly and can communicate successfully their ideas freely without having to waiting for the next person response. It made the work more effective which increases the overall efficiency. Designers can also collect the real-time data by any change they make instantly. The possibilities of Uniy3D make designing very flexible and fun, it is deeply engaging and expressive. Furthermore, the unity3D is revolutionizing the game development industry, its breakthrough development platform for creating highly interactive 3D content on the web (http://unity3d.com/ , 2010) or similar to the interface of modern multimedia devices such as the iPhone, therefore it allows the designers to work remotely in a collaborative way to integrate the design process by using the individual mobile devices while interacting design in a common platform. In design activities, people create an external representation of a domain, often of their own ideas and understanding. This platform helps learners to make their ideas concrete and explicit, and once externalized, subsequently they reflect upon their work how well it sits the real situation. The paper demonstrates how this tabletop innovatively replaces the typical desktop metaphor. In summary, the paper addresses two major issues through samples of collaborative design: firstly presenting aspects of learners’ interactions with physical objects, whereby tangible interfaces enables them constructing expressive representations passively (Marshall, 2007), while focussing on other tasks; and secondly showing how this novel design tool allows designers to actively create constructions that might not be possible with conventional media.
keywords Multi-touch tabletop, Tangible User Interface
series CAAD Futures
email
last changed 2012/02/11 19:21

_id sigradi2007_af56
id sigradi2007_af56
authors Dorta, Tomás
year 2007
title Ideation and Design Flow through the Hybrid Ideation Space [Ideación y flujo de Diseño a través de un Espacio de ideas Hibrido]
source SIGraDi 2007 - [Proceedings of the 11th Iberoamerican Congress of Digital Graphics] México D.F. - México 23-25 October 2007, pp. 418-422
summary This study assesses an innovative immersive sketching and model making system: the Hybrid Ideation Space (HIS). The system enables designers to sketch and make models all around them in real-time and real scale using a digital tablet (sketches), image capture (physical models) and a spherical projection device (immersion). We carried out an experiment to evaluate this system using the concept of Design Flow and workload with industrial design students working in teams during the ideation stage of the design of a car. The HIS was compared to analog tools and hybrid techniques.
keywords Ideation; Flow; Sketches; Models; Immersion
series SIGRADI
email
last changed 2016/03/10 09:50

_id ijac20075206
id ijac20075206
authors Foni, Alessandro E.; Papagiannakis, George; Cadi-Yazli, Nedjma; Magnenat-Thalmann, Nadia
year 2007
title Time-Dependant Illumination and Animation of Virtual Hagia-Sophia
source International Journal of Architectural Computing vol. 5 - no. 2, pp. 284-301
summary This paper presents a case study centered on the virtual restitution and virtual life simulation of a highly complex and endangered heritage edifice: the church of Hagia Sophia, in Istanbul, Turkey. The goal of this article is to describe the techniques used in order to achieve a real time rendering and animation of the selected space and its characters, as well as to point out the challenges and solutions that such a work implies at different stages in production. Most of these issues are focused on the reconstruction of the architecture of the site; however, in order to achieve an accurate simulation, the social aspect is not to be omitted. The importance of a heritage site resides as well in the historical characters and the social interactions that were taking place there: this information allows a better understanding of the function and the importance of the selected site in connection with the cultural aspects of the life at a certain time. In order to strengthen the feeling of immersion in a heritage edifice virtually restituted, it is important to recreate virtual life and describe the timely evolutionary aspects of the edifice as well.
series journal
last changed 2007/08/29 16:23

_id bsct_fotiadou
id bsct_fotiadou
authors Fotiadou, Angeliki
year 2007
title Analysis of Design Support for Kinetic Structures
source Vienna University of Technology; Building Science & Technology
summary This thesis attempts the formation and systemization of a basis of knowledge and information, which is indispensable to turn a design support for kinetic structures into representation by means of a 3d animating program. Representation of kinetic structures by means of the existing ordinary software sources is possible; Nevertheless, such representation lacks of different important features and functions and results eventually in the total absence of a real model of the construction, which is valuable to the user of the program especially in the field of the kinetics, where everything depends on the movement: design not only requires, but demands for visualisation. A personal interest in kinetic architecture and therefore in the physical movement of structural elements in a building, as well as an attempt to “fathom” the possibility of changing this concept to visualization and modern reality by the use of a software are the main incentives of this master thesis. First, a general research will be performed in order to check the existence of similar or semisimilar proposals. The area in which the research will be held is the Bibliography in kinetic architecture and parametric design. A comparison of animation and 3D prototype software in well-known programs will focus on whether virtual weather conditions are considered as a parameter to the animation of the structure of the programs and case studies of several existing kinetic structures will be performed, in order to point out flaws and/or helpful commands in the programs in connection with the presentation of kinetic architecture. Criteria for the choice of the software: ability to customise and to produce geometric modelling, animation in relation to time (video animation) and the simulation after taking into consideration weather factors. Finally, using the computer and the scripting language, based probably on the theory of parametric design and primitive instancing, a realistic simulation of different elements will be performed in relation to variable measurements of luminance, ventilation and temperature so as to render feasible the construction of a whole structure. The results of the thesis will be used in the future as the basic knowledge in the creation of software for simulation of kinetic architecture. This program will be used as a tool for the architect to present a building, where kinetic architecture will be applied and to create simulation of the kinetic movement through a library of the existing prefabricated elements which will be created with the help of this thesis.
keywords Kinetic architecture, 3D designing software, scripting, programming
series thesis:MSc
email
more http://cec.tuwien.ac.at
last changed 2007/07/16 17:51

_id caadria2007_423
id caadria2007_423
authors Holzer, Dominik; Mark C. Burry and Richard Hough
year 2007
title Linking Parametric Design and Structural Analysis to Foster Transdisciplinary Design Collaboration
source CAADRIA 2007 [Proceedings of the 12th International Conference on Computer Aided Architectural Design Research in Asia] Nanjing (China) 19-21 April 2007
doi https://doi.org/10.52842/conf.caadria.2007.x.c6q
summary The investigation presented in this paper focuses on the following questions: How can engineering and architectural expertise guide a process of digital optimisation and add structural ‘awareness’ in real time to aesthetic considerations (or vice versa)? How can building geometry be set up computationally in order to render it ‘sensitive’ to structural input? Which tools are required to foster this interaction? The authors of this paper form a team of researchers and practitioners from architectural and engineering background who combine their efforts to address the issue of interconnecting design intelligence across disciplines and advancing work methodologies in practice assisted by academic research. A live case study project is presented as a test scenario in order to find answers the above questions.
series CAADRIA
email
last changed 2022/06/07 07:50

_id ecaade2007_221
id ecaade2007_221
authors Kaga, Atsuko ; Miyagawa, Atsushi ; Fukuda, Tomohiro
year 2007
title Construction of a Participatory Community Space Design System
source Predicting the Future [25th eCAADe Conference Proceedings / ISBN 978-0-9541183-6-5] Frankfurt am Main (Germany) 26-29 September 2007, pp. 99-106
doi https://doi.org/10.52842/conf.ecaade.2007.099
summary Residents’ active participation is necessary for a feasible community design from the planning stage to maintenance and management. it is necessary to show information related to a plan efficiently to facilitate understanding, and to consider a plan in a limited time. The purpose of this study is to develop a Community Space Design system (CSDS) that can use GIS data and Real-time simulation, in order to support comprehension of 3D area information during continuous development. Using CSDS, participants were able to treat various GIS data fixed, and a subject called the division and the disaster prevention of a community, which the object ground is holding can be understood visually on the same 3D space as real space. Because their solution was found, the design was accepted quickly.
keywords Environmental design, virtual reality, real-time simulation, GIS
series eCAADe
email
last changed 2022/06/07 07:52

_id cf2007_045
id cf2007_045
authors Kaga, Atsuko; Masahiro Kawaguchi and Tomohiro Fukuda
year 2007
title Simulation of an Historic Building Using a Tablet MR System
source Computer Aided Architectural Design Futures / 978-1-4020-6527-9 2007 [Proceedings of the 12th International Conference on Computer Aided Architectural Design Futures / 978-1-4020-6527-9] Sydney (Australia) 11–13 July 2007, pp. 45-58
summary To depict characteristics of historical buildings, digital archives must display visual information about structures and their construction. This study defines the components used for three-dimensional (3D) models of framework construction. Framework construction has heretofore portrayed structures through animation using VHS or Hi-Vision video. This paper describes a method to facilitate exhibition through interactive simulation using animation and real-time images. Furthermore, a Tablet MR can be used as an effective simulation tool for studying historical buildings in on-site models. For education about historical wooden-framework architecture, increased interactive potential according to users’ needs will be increasingly necessary.
series CAAD Futures
email
last changed 2008/10/28 07:19

_id cf2007_361
id cf2007_361
authors Lertlakkhanakul, Jumphon; Sun-Hwie Hwang and Jin-Won Choi
year 2007
title Avatar Expression Agent in Virtual Architecture
source Computer Aided Architectural Design Futures / 978-1-4020-6527-9 2007 [Proceedings of the 12th International Conference on Computer Aided Architectural Design Futures / 978-1-4020-6527-9] Sydney (Australia) 11–13 July 2007, pp. 361-372
summary The lack of understanding of the character essence of avatars brings about limitations in interaction with their expressions. With the state-of-the art CAD standard and virtual reality, our approach is to explore the different paradigm of virtual architecture focusing on social interaction through avatars’ gesture expression. The method to classify context-aware expression data model and to autonomously activate it in real-time along with users’ communication is investigated. A domain of virtual office has been chosen as our study model based on our previous research. To achieve our goals, an avatar expression agent is developed based on our previous context-aware architectural simulation platform so called ‘V-PlaceSims’. The output is delivered as a Web page with an ActiveX control embedded to simulate and to evaluate through the internet. As users communicate with one another using a text box, the avatar expression agent simultaneously detects the users’ emotion by parsing the input texts to perform related gestures automatically. The result reveals a new convenience way to communicate with the other users with an enhancement in automated expression.
series CAAD Futures
email
last changed 2007/07/06 12:47

_id ecaade2007_189
id ecaade2007_189
authors Mark, Earl
year 2007
title Simulating Dynamic Forces in Design with Special Effects Tools
source Predicting the Future [25th eCAADe Conference Proceedings / ISBN 978-0-9541183-6-5] Frankfurt am Main (Germany) 26-29 September 2007, pp. 219-226
doi https://doi.org/10.52842/conf.ecaade.2007.219
summary Special effects technology can facilitate dynamic sketching in the early stage of a design project without needing time-consuming effort. This form of sketching was tested in a design studio taught by the author. The study of dynamic materials and oceanfront site conditions set the stage at the beginning of a design process for a more comprehensive analysis later on. On the one hand, the risk of using special effects tools is that the visual look can seem convincing, but the apparent result is based upon an overly simplified set of assumptions. On the other hand, the use of such technology can be very stimulating to the design imagination without requiring complex analysis that may bog down the free flow of ideas. Once a greater commitment is made to a particular design proposal, more complete physical analysis and modeling can be undertaken to help avoid the risk of false first impressions. In the studio, cloth simulation was used to develop the design of tension membrane structures (tents) that retracted and unfurled in a series of complex movements. Fluid dynamics effects were used in the design and development of related boat dock facilities. A wind-tunnel simulation tool was used to explore the performance of the tension-membrane fabrics under varied wind loads. The visualization techniques were complemented by ¼ to ½ scale assembled components created by rapid prototyping. The use of an actual wind-tunnel further tested the prototypes in some cases. On the whole, quickly implemented special effects were the starting point for reacting to and developing some initial design concepts and served as the basis for more complete physical modeling of prototypes later on. Using animation as a design method is well established in other work (Hirschberg 06). Animation is also a helpful way to work out the step by step assembly of complex architectural form (Mark 95). The special effects tools permit a larger range of initial design alternatives to be initially considered that are subsequently narrowed down by physically based prototypes that are more predictive of real world performance.
keywords Cloth simulation, fluid dynamics effects, design sketching, special effects, tension membrane fabrics
series eCAADe
email
last changed 2022/06/07 07:59

_id ecaade2017_265
id ecaade2017_265
authors Motalebi, Nasim and Duarte, José Pinto
year 2017
title A Shape Grammar of Emotional Postures - An approach towards encoding the analogue qualities of bodily expressions of emotions
source Fioravanti, A, Cursi, S, Elahmar, S, Gargaro, S, Loffreda, G, Novembri, G, Trento, A (eds.), ShoCK! - Sharing Computational Knowledge! - Proceedings of the 35th eCAADe Conference - Volume 2, Sapienza University of Rome, Rome, Italy, 20-22 September 2017, pp. 485-492
doi https://doi.org/10.52842/conf.ecaade.2017.2.485
summary This paper is concerned with the translation of analogue qualities of human emotions into digital readings. Human body postures are considered as one of the main behavioral conduits for non-verbal communication and emotional expressions (Shan et.al., 2007). This research is the first step towards identifying and detecting emotions through posture analysis of users moving through space; leading towards generating real time responses in the form of spatial configurations to users' emotions. Such spatial configurations would then help inhabitants reach certain emotional states that would enhance their life quality. In order to achieve this goal, we propose a methodology for developing a comprehensive shape grammar algorithm that could evaluate and predict bodily expressions of emotions. The importance of this study lies under the embodied interactions (Streech et.al., 2011) in space. As the circumfixed space impacts the embodied mind, the body impacts its surrounding including the architectural space.
keywords Shape Grammar; Computation; Emotion; Posture; Interactive Architecture
series eCAADe
email
last changed 2022/06/07 07:58

_id ecaade2008_137
id ecaade2008_137
authors Palmquist, Erik; Shaw, Jonathan
year 2008
title Collaborative City Modeling
source Architecture in Computro [26th eCAADe Conference Proceedings / ISBN 978-0-9541183-7-2] Antwerpen (Belgium) 17-20 September 2008, pp. 249-256
doi https://doi.org/10.52842/conf.ecaade.2008.249
summary This paper presents an approach to creating an online real time rendering environment, upon which a large-scale, urban 3D model can be produced as a collaborative effort between initial content creators and outside parties with an interest in simulation and visualization. In 2007, the City of Atlanta, Georgia organized a taskforce to provide recommendations on the future development and mobility along the city’s signature street, Peachtree Street. To aid in the visualization of this area, datasets were converted into low polygon textured 3D models for the entire study area. This content will serve as the foundation of a collaborative effort to complete a high quality real time environment. The process for this project will be described and the means to extend the boundaries, maintain, and collaborate with this content will be proposed.
keywords 3D model, collaborative design, real time, visualization, training
series eCAADe
email
last changed 2022/06/07 07:58

_id ijac20075212
id ijac20075212
authors Papagiannakis, George; Magnenat-Thalmann, Nadia
year 2007
title Mobile Augmented Heritage: Enabling Human Life in Ancient Pompeii
source International Journal of Architectural Computing vol. 5 - no. 2, pp. 396-415
summary We propose a new methodology for real-time mobile mixed reality systems that feature realistic simulations of animated virtual human actors (clothes, body, skin, face) who augment real environments and re-enact staged storytelling dramas. Although initially targeted at Cultural Heritage Sites, the paradigm is by no means limited to such subjects. The abandonment of traditional concepts of static cultural artifacts or rigid geometrical and 2D textual augmentations with 3D, interactive, augmented historical character-based event representations in a mobile and wearable setup, is the main contribution of the described work as well as the proposed extensions to AR Enabling technologies: a VR/AR character simulation kernel framework with character to object interaction, a markerless camera tracker specialized for non-invasive geometrical registration on heritage sites and a PRT mixed reality illumination model for more consistent real-virtual real-time rendering. We demonstrate a real-time case study on the actual site of ancient Pompeii.
series journal
last changed 2007/08/29 16:23

_id ijac20075203
id ijac20075203
authors Pavlidis, George; Tsiafakis, Despoina; Tsioukas, Vassilios; Koutsoudis, Anestis; Arnaoutoglou, Fotis; Chamzas, Christodoulos
year 2007
title Preservation of Architectural Heritage Through 3D Digitization
source International Journal of Architectural Computing vol. 5 - no. 2, pp. 222-237
summary Continuity and relation to the past are inherent in human nature. The remains of the past constitute culture and cultural heritage. Preservation and dissemination of cultural heritage appear to be, nowadays, a universal priority. Historic/architectural monuments are among the most significant categories of cultural heritage and their 3D digitization appears to be a chief way towards that direction. 3D digitization of architectural heritage is a very specific problem in the digitization domain. Since size, budget and applicability are some of the most important factors in choosing an appropriate digitization method, and since there is not an all-in-one solution in digitization, this problem cannot be always addressed by using one technique. In this paper we review methods that are available for 3D digitization of architectural heritage and we present two case studies of real-world digitization projects involving monuments and urban areas.
series journal
last changed 2007/08/29 16:23

_id caadria2007_289
id caadria2007_289
authors Sawasratanathon, Putthinun; Pinyo Jinuntuya
year 2007
title Collaborative Cooling Load Analysis Software for Public Participation on Energy Conservation
source CAADRIA 2007 [Proceedings of the 12th International Conference on Computer Aided Architectural Design Research in Asia] Nanjing (China) 19-21 April 2007
doi https://doi.org/10.52842/conf.caadria.2007.x.o0s
summary This article is part of a research on developing cooling load analysis software for energy conservation. This research focuses on developing the system of Collaborative Design and Public Participation System which allows property owners, architects, engineers as well as others outside the field, to contribute to design process based on the concept of energy conservation within the collaborative virtual environment. The combination of the two ideas between collaborative virtual environment and Analysis Engine of cooling load calculation changes the traditional working processes in which architects and engineers work separately. From the traditional process where both architects and engineer redevelop the whole project from the beginning when redesigning is in need, this new collaborative process requires less time and energy from both parties due to the simultaneous participation of architects, engineers as well as other contributors. In this research, Microsoft© Direct3D® - API based Virtools® is used to develop Real-Time Simulation and its internal script in the calculation process. Through the implementation process, the study aims to develop the 3 components of 1) urban area database illustrating simulating maps for users 2) Graphic User Interface (GUI) connected to other software modules for further expansion and 3) Virtual Network Environment allowing multiple users to log in and use the programme at the same period of time.
series CAADRIA
type normal paper
email
last changed 2022/06/07 07:50

_id bsct_senses
id bsct_senses
authors Senses, Nilufer
year 2007
title Foam Structures: A Comparative Structural Efficiency Analysis Based on the Building Case "Watercube"
source Vienna University of Technology; Building Science & Technology
summary Foam structure in macro-scale has arisen as a new type of large span building structure recently which is a product of cooperation of advanced structural design, radical architectural design approach, and computer and software technology, and efficiency of foam structure became an important question to answer which could help further structural improvements. This study analyses efficiency of large span foam structure relative to conventional large span building structures with a parametric simulation method. Space frames are a special case of conventional large span structures one compared with foam structures, because it satisfies criteria such as being lightweight and three-dimensional as foam structure. Analysis is based on the comparison of base cases of foam model and space frame model, which are developed on light of real projects the Water Cube and the Symbol Zone of Expo’70, based on the parameters structural depth, weight and displacement, and vertical and horizontal load cases. During the analysis structural behavior of base cases were simulated by using a special structural behavior simulation program. It was found that foam model is more efficient than space frame model in terms of structural depth which is an important issue for large span building structures from both architectural and engineering point of view. Capability of spanning large distance with significantly less structural depth makes foam structure a preferable, new generation, steel structure for large spans. Moreover, the development process of base case foam model demonstrated the critical importance of geometrical design concerns of foam structure. Structural behavior simulations were exposed that structural optimization is one of the vitally important process of structural design of the foam structure.
keywords Foam structure, space frame, geometrical optimization, structural optimization, structural behavior simulation
series thesis:MSc
email
more http://cec.tuwien.ac.at
last changed 2007/07/16 17:51

_id caadria2007_561
id caadria2007_561
authors Wang, Xiangyu
year 2007
title Agent-based Augmented Reality System for Urban Design: Framework and Experimentation
source CAADRIA 2007 [Proceedings of the 12th International Conference on Computer Aided Architectural Design Research in Asia] Nanjing (China) 19-21 April 2007
doi https://doi.org/10.52842/conf.caadria.2007.x.m0v
summary Urban design is traditionally regarded as a highly collaborative activity and its costly nature dictates that errors and oversights could easily induce budget overflow and time waste. Augmented Reality (AR) technology, the addition of virtual entities into the real world view, once complemented by the versatile nature of embodied intelligent agents, is envisaged to be promising for supporting design assessment and collaboration within design team. The paper presents a visualization and simulation framework for an intelligent agent-based AR system, called Augmented Reality-based Urban Designer (ARUDesigner), which could allow designers to assess virtual urban designs in a real and familiar workspace. The paper also presents the initial prototype of ARUDesigner and the experimental evaluation results from a pilot study.
series CAADRIA
email
last changed 2022/06/07 07:50

_id d481
id d481
authors Langley P, Derix C and Coates P
year 2007
title Meta-Cognitive Mappings: Growing Neural Networks for Generative Urbanism
source Generative Arts conference, Milan, 2007
summary This paper examines the use of dynamic learning systems and adaptive topologies within neural networks models, and their implications as a tool for architectural mappings. The principal investigation is the ability of such systems to identify/ map/ model/ represent flows within dynamic data sets and identify topological relationships between these flows. A growing neural network [GNN] model is proposed, able to map dynamic data inputs over time. It is based on Kohonen’s early self-organising feature maps [SOM] and takes as its starting point previous work by CECA with neural networks in an architectural context, as well as other examples of neural gases, and GNNs, in order to develop a model capable of ‘autopoietic’ behaviour and ‘meta – learning’. The principal investigation is the ability of such a system to identify/ map/ model/ represent flows within dynamic data sets and identify topological relationships between these flows.

As a case study, the proposed neural network model has been used to map ‘urban territory’, as part of an on going architectural research project, based in North London. The project takes the notion of ‘urban territories’ rather than ‘urban space’ as the field for interrogation, as a description of temporal spatial occupation space, rather than spatial physical permanence. Furthermore, the GNN may be used to identify the relationships between unused and vacant sites along the street. In this way, the GNN may become a means of proposing architectural interventions for these spaces, so that the territories of those that occupy it and the negotiations between them are not lost.

keywords neural networks, adaptive topology, urban planning, generative design
series other
type normal paper
email
more http://www.generativeart.com/
last changed 2012/09/24 19:38

_id ascaad2007_009
id ascaad2007_009
authors Ryan, R. and M. Donn
year 2007
title 3 dimensional, digital, interactive, multilayered information models for enhancing decision making by two end-user groups within the Urban Planning industry: A Case Study to quantify the benefit or otherwise over alternative 2 dimensional systems
source Em‘body’ing Virtual Architecture: The Third International Conference of the Arab Society for Computer Aided Architectural Design (ASCAAD 2007), 28-30 November 2007, Alexandria, Egypt, pp. 95-110
summary This research investigates the potential of 3 dimensional (3D), digital, interactive, multilayered information models, to enhance users’ understanding of sets of geographic and building information, allowing them to make quicker and more informed decisions, than when using alternative 2D methods. The research aims to quantify the benefit or otherwise of 3D methods of information interrogation over 2D methods by developing a test based around the decision making of two widely disparate user-groups within the Urban Planning industry. The underlying purpose of the research is to examine the human ability to interact with and understand datasets of information which are represented in the digital world. This paper specifically focuses on the methodology by which a robust test is developed to be carried out, thus proving or disproving the advantages of 3D display of information when compared to 2D. The ability to apply this same test to additional case studies in the future is a major consideration in the research design. There is a specific focus on integrating and testing a range of research instruments to best establish “language” of the industry and user groups within it, before conducting the major case study. The final research approach adopted is develop and present functional prototype models in a focus group scenario, involving hands-on interactive comparable 2D and 3D tasks, individual feedback surveys and group discussions.
series ASCAAD
email
last changed 2008/01/21 22:00

_id ddss2008-01
id ddss2008-01
authors Viejo García, Pablo; Christian Keim
year 2008
title Simulation model of heat and power demand in aGerman region until 2030Stuttgart Metropolitan Region as case study
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 Energy demand is a major concern for the future of European Cities. Resource availability and costs, climate change, and their consequences are directly related with the energy consumption in our cities. In 2007 already more than half of the world population live in cities, and cities are the main consumers of energy. The model presented in this paper explores the possibility of estimate the demand of end energy (heat and power) by simulating with a cellular automaton land use changes in a German region, in this case, Stuttgart Metropolitan Region. Several approaches deal with problems due to data availability, non-spatial information sources, aggregation levels, quality and consistence of data, among others. This case study shows that a non-deterministic simulation model of energy demand related to urban growth is already feasible, with several constraints. Otherwise, the energy demand calculations differ in great manner depending on consumption sectors (residential, commercial, industrial, transport) and all these calculation models should be further improved. Software and hardware constraints have been as well identified, and stressed in the conclusions.
keywords Complex systems, Self-organisation, Cellular automata, Geographical information systems, land-use change, end energy demand, energy planning systems
series DDSS
last changed 2008/09/01 17:06

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