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 557

_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 caadria2007_633
id caadria2007_633
authors Maravelea, Kalliopi; M. Grant
year 2007
title The Creation of Urban Form: A Normative Approach to Modelling
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.t8k
summary The aim of this research project is to develop a methodological process that allows the designer to assemble and create various scenarios representing an urban environment through the utilization of economical computer based methods. During the last decade different techniques have been developed to address the needs of visualisation of urban areas many being based on photographic and photogrammetric systems. The demand for 3-D urban models continues to grow and although new technologies have undoubtedly reduced the time needed for the construction of a 3D model, there are still some remaining problems related to data quality and the level of the dimensional accuracy. On the basis that these problems are primarily related to software and hardware constraints and in conjunction with the fact that the richness and complexity of an urban space is difficult to represent in a 3D context, there is a growing interest in the modelling of the urban fabric which is not dependant on heavily capitalised technology for its data. The core principle of the current research project is summarised in the process of deploying a mechanism, which will allow the visualisation of urban form without loosing its quality and architectural characterisation. This technique suggests that a selection of various building types can be collected and described by their architectural elements, textures, scale and dimensions. From each group of buildings a library of fragmented architectural components can be then derived. The accomplishment of this methodology is the formulation of a 'grammar' comprised of a characteristic ‘syntax’ and its associated ‘vocabulary’. Therefore the expected outcome of this research is an approach that would allow the designer to create easily and quickly not only any desired building but additionally any imaginary cityscape.
series CAADRIA
last changed 2022/06/07 07:50

_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 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 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_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 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 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 ascaad2007_011
id ascaad2007_011
authors Reichrath, M. and P. Zeile
year 2007
title Illumination of urban space using digital simulation methods: Exemplified on the UNESCO World Heritage Site of Bamberg
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. 127-140
summary The photorealistic visualisation of lighting-scenarios with the help of virtual 3d city models is gaining importance as a tool, helping to make decisions in the process of planning. This form of presentation makes sense to every spectator very quickly and in a definite way, thus it makes collaboration easy especially in interdisciplinary planning teams. Moreover the light-planner has the possibility to check his design in a virtual surrounding and therefore gain additional reliability for his planning. The displayed, exemplary, workflow and the techniques belonging to it, allow to show situations during the course of planning and to present the current state of planning realistically. Hence the quality of planning can be enduringly improved, through experimental use of new materials and ideas. Moreover alternative planning that does not show the right results can be eliminated very early in planning process, with not need for special investments to do so.
series ASCAAD
email
last changed 2008/01/21 22:00

_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 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 acadia10_327
id acadia10_327
authors Vassigh, Shahin; Herrera, Silvana
year 2010
title Interactive Teaching through Simulation Environments
source ACADIA 10: LIFE in:formation, On Responsive Information and Variations in Architecture [Proceedings of the 30th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-1-4507-3471-4] New York 21-24 October, 2010), pp. 327-332
doi https://doi.org/10.52842/conf.acadia.2010.327
summary Spurring new and innovative building design will be critical to the urban energy and economic future of the nation. The operation of completed buildings account for 48% of the nation’s annual greenhouse gas emissions, and 76% of all electricity generated by U.S. power plants goes to supply the building sector. Therefore developing and applying new and innovative sustainable building design will have a measurable impact on the environment. Recent studies show sustainable building design is closely linked to system integration, where various components of a building work in confluence to produce synergetic benefits. As a result, a critical component of sustainable design involves a clear understanding of building systems operation, interaction, and the selection parameters. A consideration of suitable building systems, gauging their interaction, and proposing well integrated systems can lead to producing efficient models of sustainable buildings with minimal impact on the environment. The following paper outlines the progress on a project entitled “Building Literacy: the Integration of Building Technology and Design in Architectural Education.” The project develops a digital tool for teaching/learning architectural technology from an integrated systems perspective. The project attempts to immerse students in a simulated environment that is based on the real life practice of architecture. The project accomplishes this by harnessing the capabilities of simulation and dynamic modeling programs, as well as the state of art graphic media, to create compelling and rewarding reasons for students’ engagement in the lear ning process. The project involves a multidisciplinary team of faculty from Florida International University, University at Buffalo the State University of New York, and Iowa State University and is funded by the US Department of Education for the period of 2007-2011.
keywords educational software, interactive learning, interactive teaching, simulation programs, building performance, building integrated systems,
series ACADIA
type normal paper
email
last changed 2022/06/07 07:58

_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

_id ascaad2007_012
id ascaad2007_012
authors Zeile, P.; F. Farnoudi and B. Streich
year 2007
title Fascination google earth – use in urban and landscape design
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. 141-148
summary Virtual 3D-City-and Architecture models, Virtual Globe systems like NASA World Wind and Google Earth as well as new attempts of immersive technologies become more important, not only among experts in spatial planning, but also many private users are interested in these new tools. These developments cause powerful impacts in the general social, cultural and everyday life. Given the dynamic development of Google Earth, the discussion about the representation and the use of geodata for a wide user group - beyond the planning disciplines - reaches new heights. According to expert's opinion, Google Earth with its computer language KML (Keyhole Markup Language) becomes a 3D-GIS-Standard [Rush in 2006]. By the easy and quick representation of three-dimensional (city) structures and single buildings, Google Earth will significantly influence all groups of society. User groups which have not been acquainted with geodata or highly specified and complex GIS-Systems [Dworschak in 2006], discover that working with this data by using Google Earth is great fun. They recognize, that with the help of generally understandable and easily recognizable visualisation of these data, mediation of knowledge becomes very easy. In addition, it is acknowledged that geodata has great potential to add value, in disciplines such as the academics, the financial sector or personal use.
series ASCAAD
email
last changed 2008/01/21 22:00

_id c2f9
id c2f9
authors Friedrich E, Derix C and Hannah S
year 2007
title Emergent Form from Structural Optimisation of the Voronoi Polyhedra Structure
source Proceedings of the Generative Arts conference, Milan, 2007
summary In the course of the exploration of computational means in the architectural design process, in order to investigate more complex, adaptive geometries, the Voronoi diagram has recently gained some attention, being a three-dimensional space-filling structure which is modular but not repetitive. The project looks at the Voronoi diagram as a load-bearing structure, and whether it can be useful for structural optimisation. Hereby the edges of the Voronoi polyhedra are regarded as structural members of a statical system, which then is assessed by structural analysis software. Results seem to indicate that the Voronoi approach produces a very specific structural as well as spatial type of order. Through the dislocation of the Voronoi cells, the statical structure becomes more complex through emergent topology changes, and the initially simple spatial system becomes much more complex thorough emerging adjacencies and interconnections between spaces. The characteristics of the emerging form, however, lie rather in the complexity how shifted spaces and parts are fitted together, than in a radical overall emergent geometry. Spatially as well as a structurally, the form moves from a simple modular repetitive system towards a more complex adaptive one, with interconnected parts which cannot stand alone but rather form an organic whole.
keywords complex geometry, emergence, adaptive topology, voronoi diagram
series other
type normal paper
email
more http://www.generativeart.com/
last changed 2012/09/20 18:25

_id ascaad2007_057
id ascaad2007_057
authors Menges, A.
year 2007
title Computational Morphogenesis: Integral Form Generation and Materialization Processes
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. 725-744
summary Natural morphogenesis, the process of evolutionary development and growth, derives polymorphic systems that obtain their complex form, organisation and versatility from the interaction of system intrinsic material capacities and external environmental influences and forces. One striking aspect of natural morphogenesis is that formation and materialisation processes are always inherently and inseparably related. In stark contrast to these integral development processes of material form, architecture as a material practice is mainly based on design approaches that are characterised by a hierarchical relationship that prioritises the definition and generation of form over its subsequent materialisation. This paper will present an alternative approach to design that entails unfolding morphological complexity and performative capacity without differentiating between form generation and materialisation processes. Based on an understanding of material systems not as derivatives of standardized building systems and elements but rather as generative drivers in the design process this approach seeks to develop and employ computational techniques and digital fabrication technologies to unfold innate material capacity and specific latent gestalt. Extending the concept of material systems by embedding their material characteristics, geometric behaviour, manufacturing constraints and assembly logics within integral computational models promotes an understanding of form, material and structure not as separate elements, but rather as complex interrelations in polymorphic systems resulting from the response to varied input and environmental influences and derived through the logics and constraints of advanced manufacturing processes. These processes will be explained along 8 research projects.
series ASCAAD
email
last changed 2008/01/21 22:00

_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

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