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

PDF papers
References

Hits 1 to 20 of 556

_id ecaade2007_143
id ecaade2007_143
authors Ulmer, Andreas; Halatsch, Jan; Kunze, Antje; Müller, Pascal; Gool, Luc Van
year 2007
title Procedural Design of Urban Open Spaces
source Predicting the Future [25th eCAADe Conference Proceedings / ISBN 978-0-9541183-6-5] Frankfurt am Main (Germany) 26-29 September 2007, pp. 351-358
doi https://doi.org/10.52842/conf.ecaade.2007.351
summary This paper presents a novel approach for the automatic creation of vegetation scenarios in real or virtual 3D cities in order to simplify the complex design process and time consuming modeling tasks in urban landscape planning. We introduce shape grammars as a practical tool for the rule-based generation of urban open spaces. The automatically generated designs can be used for pre-visualization, master planning, guided design variation and digital content creation in general (e.g. for the entertainment industry). In a first step, we extend the CGA shape grammar by Müller et al. (2006) with urban planning operations. In a second step, we employ the possibilities of shape grammars to encode design patterns (Alexander et al., 1977). Therefore, we propose several examples of design patterns allowing for an intuitive high-level placement of objects common in urban open spaces (e.g. plants). Furthermore, arbitrary interactions between distinct instances of the vegetation and the urban environment can be encoded. With the resulting system, the designer can efficiently vegetate landscape and city parks, alleys, gardens, patios and even single buildings by applying the corresponding shape grammar rules. Our results demonstrate the procedural design process on two practical example scenarios, each one covering a different scale and different contexts of planning. The first example illustrates a derivation of the Garden of Versailles and the second example describes the usage of high-level rule sets to generate a suburbia model.
keywords City modeling, design methodology, generative design, simulation, virtual environments
series eCAADe
email
last changed 2022/06/07 07:57

_id ecaade2008_055
id ecaade2008_055
authors Beirão, José; Duarte, José; Stouffs, Rudi
year 2008
title Structuring a Generative Model for Urban Design: Linking GIS to Shape Grammars
source Architecture in Computro [26th eCAADe Conference Proceedings / ISBN 978-0-9541183-7-2] Antwerpen (Belgium) 17-20 September 2008, pp. 929-938
doi https://doi.org/10.52842/conf.ecaade.2008.929
summary Urban Design processes need to adopt flexible and adaptive procedures to respond to the evolving demands of the contemporary city. To support such dynamic processes, a specific design methodology and a supporting tool are needed. This design methodology considers the development of a design system rather than a single design solution. It is based on patterns and shape grammars. The idea is to link the descriptions of each pattern to specific shape rules inducing the generation of formal solutions that satisfy the pattern. The methodology explores, from the urban designer point of view, the capacity of a shape grammar to codify and generate urban form (Duarte et al, 2007). This paper defines the ontology of urban entities to build on a GIS platform the topology describing the various components of the city structure. By choosing different sets of patterns the designer defines his vision for a specific context. The patterns are explicated into shape rules that encode the designer’s interpretation of the pattern, and operate on this ontology of urban entities generating solutions that satisfy the pattern’s concept. Some examples of the topological relations are shown.
keywords Patterns, shape grammars, ontology, generative urban design
series eCAADe
email
last changed 2022/06/07 07:54

_id ecaade2007_076
id ecaade2007_076
authors Coates, Paul S.; Derix, Cristian
year 2007
title Parsimonious Models of Urban Space
source Predicting the Future [25th eCAADe Conference Proceedings / ISBN 978-0-9541183-6-5] Frankfurt am Main (Germany) 26-29 September 2007, pp. 335-342
doi https://doi.org/10.52842/conf.ecaade.2007.335
summary This paper sets out an approach to urban modelling derived from early work with cellular automata and agglomeration models. In these cases the models are an example of distributed representation, where the rules built in to the model are replicated in all the discrete components of the model be they cells or agents. This is the classic AI. / AL paradigm of emergent systems. The paper describes the main structure of the models, and presents examples of the use of this modelling process in design education, pointing out the way dynamic models allow mapping on to interesting speculations about the dynamic of the city, and its social systems. The paper ends with a report on the use of such models as a design decision support system and how they will be used in planned work in master planning in the London Thames gateway area under the UK govt. sustainable communities initiative.
keywords Urban modeling, space syntax, agent based modeling, cellular automata
series eCAADe
email
last changed 2022/06/07 07:56

_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 ecaade2007_021
id ecaade2007_021
authors Mannan, Ashik Vaskor; Uddin, M. Saleh
year 2007
title Natural Behavior and Computational Logic for Optimization of Architectural Design
source Predicting the Future [25th eCAADe Conference Proceedings / ISBN 978-0-9541183-6-5] Frankfurt am Main (Germany) 26-29 September 2007, pp. 493-498
doi https://doi.org/10.52842/conf.ecaade.2007.493
summary In recent years much avant-garde architectural work has been dominated by a process based theoretical paradigm, inspired largely by various thinkers, critics, and philosophers. This particular ‘process practice’ attempts to address the paradox at the heart of contemporary production, by looking dialectically at the relationship between structure and ornament in nature with brainstorming and use of computer simulation. The goal of this paper is to develop a computer optimized system that can generate solutions for defining spaces involving a number of contextual relationships of activities. In particular, this research undertakes a pilot study (working team: Ashik Vaskor Mannan, Masrur Mamun Mithun, Lau Hon Yee Damien) on pattern and behavior in nature and implements the findings in to an architectural problem. The Initial Research focuses on Theory of emergence, Analysis of swarm behavior, and Analysis of ant system. Specific urban sites with different behavior patterns are chosen in Barcelona where this process is implemented to examine how they response to this course of action. This Bottom up method provides an optimum solution instead of a top down solution for an architectural problem
keywords Design optimization, computational logic, natural behavior
series eCAADe
email
last changed 2022/06/07 07:59

_id ecaade2007_115
id ecaade2007_115
authors Seifried, Philipp; Hoog, Jochen; Falkner, Christoph
year 2007
title Teaching 3D Generative Virtual Architecture with VIPA CONSTRICTOR
source Predicting the Future [25th eCAADe Conference Proceedings / ISBN 978-0-9541183-6-5] Frankfurt am Main (Germany) 26-29 September 2007, pp. 751-756
doi https://doi.org/10.52842/conf.ecaade.2007.751
summary CONSTRICTOR is a novel teaching and learning tool to introduce students of architecture to the fundamentals of computational design. It was developed within an EC funded e-learning project, VIPA (Virtual campus for virtual space design Provided for European Architects). In this paper, we describe the general structure and technology of CONSTRICTOR and its application within the course “Synthetic Constructions II”) that aims at familiarizing students with concepts like cellular automata, swarms, shape grammars, path finding etc. CONSTRICTOR allows students to observe simulations, navigate through them and change the parameters that define and control them, thereby developing an understanding for the rules that govern their virtual environments. They can also change the geometry used in the simulations and work with and export their results. Students can modify the simulations at code level, combine them or write entirely new simulations. Finally some of the student work performed during and after the course is described, and an outlook for future work and further developments around the VIPA courses and the constrictor software will be given.
keywords Blender, generative design, learning platform, virtual space design
series eCAADe
email
last changed 2022/06/07 07:56

_id ecaade2007_075
id ecaade2007_075
authors Theodore, Dounas
year 2007
title Generative Systems Based on Animation Tools: Shaping Alternatives to Structure and Form in Architectural Design
source Predicting the Future [25th eCAADe Conference Proceedings / ISBN 978-0-9541183-6-5] Frankfurt am Main (Germany) 26-29 September 2007, pp. 245-251
doi https://doi.org/10.52842/conf.ecaade.2007.245
summary Our system is based on computer animation tools, employed in the context of architectural synthesis. The pipeline of the tool consists of “time” and space design constraints of boundaries / objects affecting a given architectural design, with an output of alternative designs. The alternative designs vary from the original according to their temporal and/or spatial distance from the original object on the animation time-line. Specific tools [shape driven curves, speed and time-line functions,parent child relationships, boolean operations, arrays, lattices etc.] empower the designer with the ability to transform his original idea in almost every way the designer likes in a completely visual, interactive and straightforward manner. The solutions sets change according to time, speed, location, configuration of the objects and/or the constraints and rules the designer/user configures. Previous work on our tool stemmed from the rule based structure of shape grammars, but has evolved to a tool where the designer does not have to define a rule set beforehand but does so as his idea evolves during design. The animation tools used are form independent (that is the designer can use any two- or- three-dimensional form) and can represent structural decisions in a given design. The independence from form makes the tool suitable for almost every kind of architectural design, be it experimental, real or conventional while the ability to represent structural decisions and relations of parts in a design implicitly help the designer/user acquire a clear picture of each design and solution set. Finally the possibility of a structured graph representing each solution is discussed, where the designer can evaluate the merit of an individual solution in terms of conforming to the initial core idea or where alternative spatial configurations evolve in a different structure from the original design.
keywords Generative system, animation, geometry
series eCAADe
email
last changed 2022/06/07 07:58

_id caadria2007_467
id caadria2007_467
authors Varghese, Paul; Arif N. Merchant
year 2007
title Exploring the Interaction of Rules with Shapes and Their Boundaries
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.i3v
summary The interaction of rules and the generation and interaction of shapes and their boundaries is explored. The effects on the design processes especially in the shape grammar formalism are examined.
series CAADRIA
email
last changed 2022/06/07 07:50

_id caadria2007_611
id caadria2007_611
authors Arpornwicharnop, Kittisak; Pinyo Jinuntuya and Pizzanu Kanongchaiyos
year 2007
title Simulation Software Development for Urban Landscape Possibility Analysis
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.u9u
summary This research paper proposes a simulation software development for possibility analysis of urban landscape development project. Normally, analysis of land potentiality and feasibility study for investment are necessary pre-processed for supporting urban planning, developing and architectural designing. However, most available tools are usually tailor made for each process individually, causing difficulties in information interchange between each processes. In this research, we propose a policy making support system for urban planning project development providing several functions such as testing land use and its physical character which are important to urban expansion and architectural design based on impact analysis of urban comprehensive plan. The proposed integrated system consists of a topological analysis module, constraint checking module and geographical information processing module. First, Geographical information stored in 3D graphic file format is converted to object-oriented data model and stored in a database. With several constraint and regulations, the stored information is then checked in the landscape topological analysis module. In evaluation process, the developed software is tested with geographical information of Bangkok area under constraints and regulations of Building Control Act of Thailand. While controlling building properties, the software can model the buildings and generate urban physical character. The result is then checked by several urban landscape planning experts. Experimental result shows that proposed system provides flexibility in information interchanging with constraints and regulations updating without system reconfiguration. The system also provides internet accessing for public participation in the process of making urban comprehensive plan.
series CAADRIA
type normal paper
email
last changed 2022/06/07 07:50

_id caadria2007_301
id caadria2007_301
authors Barrow, Larry; Shaima Al Arayedh
year 2007
title Emerging Technololgy – Dilemma and Opportunities in Housing
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.d7c
summary Digital Technology has transformed industrial manufacturing and production; and an array of Industrial Design products provide increasing comfort and benefit to millions of global citizens via ergonomic and mass production/customization strategies. Yet, housing needs of a rapidly growing global population are rarely affected by digital technology. Shifts in societal demographics, from rural to urban city centres, and concurrently Global Warming and ecological changes are exacerbating the world housing situation. Millions are homeless, live in inadequate shelter, or as in the US Manufactured Housing (MH) market, live in nondurable poor quality “manufactured” houses that are detrimental to health, at best, or during extreme weather events, suffer catastrophic damages often resulting in death to occupants. Nevertheless, housing concepts and related living units have benefited very little when compared to architecture’s related manufacturing industries counter-parts (i.e. automotive, aerospace, marine industries, etc). While Technology has vividly expanded the shape language of architecture (i.e. Free-Form-Design), some may argue that Free-Form- Design buildings generally have beauty that is only “skin deep” and typically focus on providing signature statements for both the designer and elite clientele. In this paper, we will briefly review the role of the architect in the US Manufactured Housing industry; additionally, we will identify the major problems that plaque the US Manufactured Housing Industry. Further, we will review how architects and Industrial Designers use technology in their respective fields and draw larger designmanufacture principals for issues of global housing. Our findings and analysis suggest that an Industrial Design approach, applied in architecture for mass housing, offers a means of improving the architect’s role and technology in manufactured housing for the masses.
series CAADRIA
email
last changed 2022/06/07 07:50

_id ascaad2007_045
id ascaad2007_045
authors Bazlamit, R. and M. Verma
year 2007
title Nature Replay: An immersive installation
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. 571-586
summary This project aims at addressing playgrounds and their utilization in current urban scenarios, in developing and under-developed countries. It experiments with digital technology to re-create a play space wherein children can actively engage with each other and the space utilizing upon a unique medium of play. As playgrounds have traditionally always been situated within a natural habitat or environment, this further reinforces the concept of developing the idea- based on something closely related to nature. Working around notions related to nature, music and how can children play around them; conceptualized ‘Nature rePlay”; an immersive environment making use of interactive digital media in both real urban settings and performing arts.
series ASCAAD
email
last changed 2008/01/21 22:00

_id ecaade2007_215
id ecaade2007_215
authors Boytscheff, Constantin; Sfeir, Marilu Kanacri
year 2007
title Experimental Results in Immersive Virtual Reality (IVR): Searching Critical Design Factors within IVR to Increase Architectural Space Qualities
source Predicting the Future [25th eCAADe Conference Proceedings / ISBN 978-0-9541183-6-5] Frankfurt am Main (Germany) 26-29 September 2007, pp. 91-98
doi https://doi.org/10.52842/conf.ecaade.2007.091
summary The actual study in IVR (Immersive Virtual Reality) proposes a path which may provide meaningful information about the user’s behaviours and difficulties to articulate in immersive worlds. Beyond it, we are searching for parameters to improve design qualities in such an architectural space. Our interest is to use IVR as a medium to research the quality of spaces in particular the atmosphere of such spaces, on the basis of people’s interest and eagerness. Therefore it is important to comprehend the special conditions of the perception and the behaviour of the user in virtual spaces. The purpose is to understand the influence of an IVR environment upon the human being and to develop motivation for a personal use of virtual space as a learning environment. The aim of the analysis was to explore behaviour patterns in a simulated IVR environment. Moving from the dynamic of space, there arises a personal “space-time-system”.
keywords Urban planning, virtual reality, immersive, teaching
series eCAADe
email
last changed 2022/06/07 07:54

_id caadria2010_042
id caadria2010_042
authors Celento, David
year 2010
title Open-source, parametric architecture to propagate hyper-dense, sustainable urban communities: parametric urban dwellings for the experience economy
source Proceedings of the 15th International Conference on Computer Aided Architectural Design Research in Asia / Hong Kong 7-10 April 2010, pp. 443-452
doi https://doi.org/10.52842/conf.caadria.2010.443
summary Rapid developments in societal, technological, and natural systems suggest profound changes ahead if research in panarchical systems (Holling, 2001) is to be believed. Panarchy suggests that systems, both natural and man-made, rise to the point of vulnerability then fail due to disruptive forces in a process of ‘creative destruction.’ This sequence allows for radical, and often unpredictable, renewal. Pressing sustainability concerns, burgeoning urban growth, and emergent ‘green manufacturing’ laws, suggest that future urban dwellings are headed toward Gladwell’s ‘tipping point’ (2002). Hyper-dense, sustainable, urban communities that employ open-source standards, parametric software, and web-based configurators are the new frontier for venerable visions. Open-source standards will permit the design, manufacture, and sale of highly diverse, inter-operable components to create compact urban living environments that are technologically sophisticated, sustainable, and mobile. These mass-customised dwellings, akin to branded consumer goods, will address previous shortcomings for prefabricated, mobile dwellings by stimulating consumer desire in ways that extend the arguments of both Joseph Pine (1992) and Anna Klingman (2007). Arguments presented by authors Makimoto and Manners (1997) – which assert that the adoption of digital and mobile technologies will create large-scale societal shifts – will be extended with several solutions proposed.
keywords Mass customisation; urban dwellings; open source standards; parametric design; sustainability
series CAADRIA
email
last changed 2022/06/07 07:55

_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_af70
id sigradi2007_af70
authors Corona Martínez, Alfonso; Libertad Vigo; José R. Kós; Denise B. Pinheiro Machado
year 2007
title Archinet-MetaUniversity: Alfa Project phase3: The transversal integration [Archinet-MetaUniversidad: Proyecto ALFA en Fase3: La integración transversal]
source SIGraDi 2007 - [Proceedings of the 11th Iberoamerican Congress of Digital Graphics] México D.F. - México 23-25 October 2007, pp. 131-134
summary This paper presents the results of a workshop which took place in Rio de Janeiro and gathered Brazilian and international exchange students with tutors from eight universities located in Latin America and Europe. The design process highlighted the advantages and limitations of the communication between the tutors, educated with traditional tools and students who enter at the university already familiar with digital tools. The manipulation of images assumes a primary position, particularly in an environment based on several foreign languages. However, this process also exposed the limitations of images to represent the essence of the place.
keywords Theory & Education; Design & Communication; Multidisciplinary Transversal Disciplines; Sustainability & Urban Preservation; Colaborative & Teaching implementations
series SIGRADI
email
last changed 2016/03/10 09:49

_id b92c
id b92c
authors Derix, Christian
year 2012
title Digital Masterplanning: Computing Urban Design
source In Urban Design and Planning: Institution of Civil Engineers, Thomas Telford Publishers, ahead-of-print
summary The digital revolution has finally reached urban design as one of the last design communities not very familiar with computing. This is despite the city and geography being the natural fields for systems analogy and digital models of mathematical and statistical simulation were developed in the 60s and 70s for urban planning, much before industrial or architectural design. The recent arrival of urban design simulations is however not as innovative and radical as their 50 year old counterparts since they use computing solely for policy visualization, quantity evaluation or pattern generation. The Computational Design and Research Group [CDR] at Aedas|R&D started in 2007 to develop an open platform of lightweight applications – Digital Masterplanning – in collaboration with partners from academia and industry to provide methods for urban design, based on computational methods called meta-heuristic algorithms. An attempt to encode empirical knowledge and design assumptions into simulations is described where designers can assemble the resulting applications according to scales and brief into custom workflows.
keywords Spatial Planning, Urban Design, Meta-Heuristic Algorithms, Computational Design
series journal paper
type normal paper
email
more http://www.icevirtuallibrary.com/content/article/10.1680/udap.9.00041
last changed 2012/09/20 17:41

_id ecaade2007_223
id ecaade2007_223
authors Homma, Riken; Morozumi, Mitsuo; Onishi, Yasunobu; Murakami, Yuji
year 2007
title Map-Based Repository of Image System for Sharing the Photographs in Design Studio
source Predicting the Future [25th eCAADe Conference Proceedings / ISBN 978-0-9541183-6-5] Frankfurt am Main (Germany) 26-29 September 2007, pp. 151-157
doi https://doi.org/10.52842/conf.ecaade.2007.151
summary In the preparation of urban designs, it is important for the designer to understand the space feature of the project district and to obtain the design resource from the site. In our design studio, students take pictures of a point of interest (POI) in the project district and discuss the design concept of the district based on the photographs. To share the photographs obtained by the students during the field survey along with the attribute information and shooting positions, the present authors have developed a Web-based image archive system as an effective resource for a design studio. This system registers the photographs taken in the surveying district on GoogleMap and simultaneously displays the images on a three-dimensional city model. In this paper, we discuss the development of a Map-based Repository of Image (MRI) system to share the photographs of a city. Moreover, we attempt to evaluate its pedagogical effect in the design studio.
keywords WebGIS, GoogleMap, virtools, design studio
series eCAADe
email
last changed 2022/06/07 07:50

_id sigradi2007_af114
id sigradi2007_af114
authors Kobayashi, Yoshihiro; Wael Abdelhameed
year 2007
title Designmap - A framework for a design environment through networking [Designmap - Un marco para un diseño ambiental mediante redes]
source SIGraDi 2007 - [Proceedings of the 11th Iberoamerican Congress of Digital Graphics] México D.F. - México 23-25 October 2007, pp. 225-231
summary The research endeavors to investigate the approaches and applications made in areas of online communities and forums in order to benefit from. The research proceeds to present an innovative contribution that could be described as a visual design library, a visual design community, and a novel use of networking in designing. The fields investigated by the research are: Online Communities and Forums, Networking and Collaborative Design, and Online Design Environment. The research contribution includes introducing a computer program called DesignMap that masters and presents a massive number of visual designs in two and three dimensions. The introduced software through its functions not only serves main applications of design disciplines of architecture and urban planning, but also combines significances of the investigated fields. Three comprehensive goals are investigated and introduced through this research: First, the proposed program is a means of getting architects and urban planners, who typically work in the domain of computationally introducing the design environment, involved in the creation and exploration of their designated forms for enhancing objects and spaces. Second, the program provides a design map for any architect and urban planner to search, visualize, modify, and then add designs through a wide range of form categories based on formal properties of objects relationship. Each user can have access to any part or category in this design map. Third, the research introduces the DesignMap as a tool to form and build up a networking community by bringing architects and urban planners with an interest in design area together to share in designing and to create design series.
series SIGRADI
email
last changed 2016/03/10 09:54

_id ecaade2007_102
id ecaade2007_102
authors Lang, Silke Berit
year 2007
title Novel Approaches to City Modeling: Generation and Visualization of Dynamic Complex Urban Systems
source Predicting the Future [25th eCAADe Conference Proceedings / ISBN 978-0-9541183-6-5] Frankfurt am Main (Germany) 26-29 September 2007, pp. 343-350
doi https://doi.org/10.52842/conf.ecaade.2007.343
summary This year, for the first time in history more people are living in cities than in the country. This fact induced us to look at the topic of city modeling from different sides. In this paper we introduce novel approaches that contribute to the generation and visualization of dynamic complex urban systems. We distinguish reality-based and generic city models. On the one hand we look a three dimensional models of urban environments. On the other hand we are looking at the key challenges and trends that will shape future cities. We are drawing parallels to functional models of brain circuitry. City modeling as a case in point provides the basis for our research to arrive at a transdiciplinary theory of design and modeling.
keywords City modeling, generic modeling, reality-based modeling, mega- cities, sustainable cities
series eCAADe
email
last changed 2022/06/07 07:52

_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

For more results click below:

this is page 0show page 1show page 2show page 3show page 4show page 5... show page 27HOMELOGIN (you are user _anon_217944 from group guest) CUMINCAD Papers Powered by SciX Open Publishing Services 1.002