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 297

_id ddss2008-33
id ddss2008-33
authors Charlton, James A.; Bob Giddings and Margaret Horne
year 2008
title A survey of computer software for the urban designprocess
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 Urban design is concerned with the shape, the surface and the physical arrangement of all kinds of urban elements, the basic components that make up the built environment, at the level of buildings, spaces and human activities. It is also concerned with the non-visual aspects of the environment, such as noise, wind and temperature and humidity. The city square is a particular urban element which can take many forms and its geometrical relationships such as maximum dimensions, ratio of width to length and building height to length have been analysed for centuries (Alberti 1475), (Vitruvius 1550), (Sitte 1889), (Corbett 2004). Within the current urban design process there are increasing examples of three dimensional computer representations which allow the user to experience a visual sense of the geometry of city squares in an urban landscape. Computer-aided design and Virtual Reality technologies have recently contributed to this visual assessment, but there have been limited attempts at 3D computer representations which allow the user to experience a greater sense of the urban space. This paper will describe a survey of computer tools which could support a more holistic approach to urban design and which could be used to simulate a number of urban texture and urban quality aspects. It will provide a systematic overview of currently available software that could support the simulation of building density, height, colour and style as well as conditions relating to noise, shading, heat, natural and artificial light. It will describe a methodology for the selection and filtering of appropriate computer applications and offer an initial evaluation of these tools for the analysis and representation of the three-dimensional geometry, urban texture and urban quality of city centre spaces. The paper is structured to include an introduction to the design criteria relating to city centre spaces which underpins this research. Next the systematic review of computer software will be described, and selected tools will undergo initial evaluation. Finally conclusions will be drawn and areas for future research identified.
keywords Urban design, Software identification, 3D modelling, Pedestrian modelling, Wind modelling, Noise mapping, Thermal comfort, VR Engine
series DDSS
last changed 2008/09/01 17:06

_id ascaad2016_027
id ascaad2016_027
authors Cocho-Bermejo, Ana
year 2016
title Time in Adaptable Architecture - Deployable emergency intelligent membrane
source Parametricism Vs. Materialism: Evolution of Digital Technologies for Development [8th ASCAAD Conference Proceedings ISBN 978-0-9955691-0-2] London (United Kingdom) 7-8 November 2016, pp. 249-258
summary The term "Parametricism" widespread mainly by Patrick Schumacher (Schumacher, 2008) is worthy of study. Developing the concept of Human Oriented Parametric Architecture, the need of implementing time as the lost parameter in current adaptive design techniques will be discussed. Morphogenetic processes ideas will be discussed through the principle of an adaptable membrane as a case study. A model implementing a unique Arduino[i] on the façade will control its patterns performance through an Artificial Neural Network that will understand the kind of scenario the building is in, activating a Genetic Algorithm that will optimize the insulation performance of the ETFE pillows. The system will work with a global behavior for façade pattern performance and with a local one for each pillow, giving the option of individual sun-shading control. Machine learning implementation will give the façade the possibility to learn from the efficacy of its decisions through time, eliminating the need of a general on-off behavior.
series ASCAAD
email
last changed 2017/05/25 13:31

_id sigradi2008_180
id sigradi2008_180
authors Vincent, Charles
year 2008
title Gulliver in the land of Generative Design
source SIGraDi 2008 - [Proceedings of the 12th Iberoamerican Congress of Digital Graphics] La Habana - Cuba 1-5 December 2008
summary The current trend in architectural design towards architectural computing has been treated both from a philosophical standing point and as an operational systems’ problem, in a quest for explications which could at last break ground for a more broad development and adoption of design tools. As Kostas Terzidis (2007) puts it, the intuitiveness that architects have put on so high a pedestal seems to be the central issue to be dealt with by both views. There seems to be no apparent shortcut toward the reconciliation between traditional practice and new media and most certainly it is not only a problem of interface design, but one of design method clarification and reinterpretation of those methods into computing systems. Furthermore, there’s no doubt left as to whether computing systems can generate such new patterns as to impact our own understanding of architecture. But even if computer algorithms can make possible the exploration of abstract alternatives to an abstract initial idea, as in Mathematica and Processing, the issue of relating abstract and geometric representations of human centered architecture lays in the hands of architects, programmers or, better yet, architect-programmers. What seems now to be the relevant change is that architectural design might escape from the traditional sequence embedded in the need – program – design iterations – solution timeline, substituted by a web of interactions among differing experimental paths, in which even the identification of needs is to be informed by computing. It is interesting to note that the computational approach to architectural design has been praised for the formal fluidity of bubbles and Bezier shapes it entails and for the overcoming of functionalist and serialization typical of modern architecture. That approach betrays a high degree of canonic fascination with the tools of the trade and very little connection to the day to day chores of building design. On the other hand, shall our new tools and toys open up new ways of thinking and designing our built landscape? What educational issues surface if we are to foster wider use of the existing technologies and simultaneously address the need to overtake mass construction? Is mass customization the answer for the dead end modern architecture has led us to? Can we let go the humanist approach begun in Renascence and culminated in Modernism or shall we review that approach in view of algorithmic architecture? Let us step back in time to 1726 when Swift’s ‘Travels into Several Remote Nations of the World by Lemuel Gulliver’ was first published. In Swift’s fierce critic of what seemed to him the most outrageous ideas, he conceived a strange machine devised to automatically write books and poetry, in much the same generative fashion that now, three centuries later, we begin to cherish. “Every one knew how laborious the usual method is of attaining to arts and sciences; whereas by his contrivance, the most ignorant person at a reasonable charge, and with a little bodily labour, may write books in philosophy, poetry, politicks, law, mathematics and theology, without the least assistance from genius or study. He then led me to the frame, about the sides whereof all his pupils stood in ranks. It was twenty foot square, placed in the middle of the room. The superficies was composed of several bits of wood, about the bigness of a dye, but some larger than others. They were all linked together by slender wires. These bits of wood were covered on every square with paper pasted on them; and, on these papers were written all the words of their language in their several moods, tenses, and declensions, but without any order. The professor then desired me to observe, for he was going to set his engine at work. The pupils at his command took each of them hold of an iron handle, whereof there were forty fixed round the edges of the frame; and giving them a sudden turn, the whole disposition of words was entirely changed. He then commanded six and thirty of the lads to read the several lines softly as they appeared upon the frame; and where they found three or four words together that might make part of a sentence, they dictated to the four remaining boys who were scribes. This work was repeated three or four times, and at every turn the engine was so contrived, that the words shifted into new places, as the square bits of wood moved upside down.” (Jonathan Swift, Gulliver’s Travels, A Voyage to Balnibarbi) What astonishing forecast did Swift show in that narrative that, in spite of the underlying incredulity and irony, still clarifies our surprise when faced to what might seem to some of us just an abandonment of all that architects and designers have cherished: creativeness and inventiveness. Yet, we could argue that such a radical shift in paradigm occurred once when master builders left the construction ground and took seat at drafting boards. The whole body of design and construction knowledge was split into what now seem to us just specialties undertaken by more and more isolated professionals. That shift entailed new forms of representation and prediction which now each and all architects take for granted. Also, Cartesian space representation turned out to be the main instrument for professional practice, even if one can argue that it is not more than the unfolding of stone carving techniques that master builders and guilds were so fond of. Enter computing and all its unfolding, i.e. DNA coding, fractal geometry, generative computing, nonlinear dynamics, pattern generation and cellular automata, as a whole new chapter in science, and compare that to conical perspective, descriptive and analytical geometry and calculus, and an image begins to form, delineating a separation between architect and digital designer. In previous works, we have tried approaching the issues regarding architects education in a more consensual way. But it seems now that the whole curricular corpus might be changed as well. The very foundations upon which we prepare future professionals shall change, not only in College, but in High School as well. In this paper, we delve further into the disconnect between current curricula and digital design practices and suggest new disciplinary grounds for a new architectural education.
keywords Educational paradigm; Design teaching; Design methods;
series SIGRADI
email
last changed 2016/03/10 10:02

_id acadia08_478
id acadia08_478
authors Yan, Wie
year 2008
title Environment-Behavior Simulation: From CAD to BIM and Beyond
doi https://doi.org/10.52842/conf.acadia.2008.478
source Silicon + Skin: Biological Processes and Computation, [Proceedings of the 28th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) / ISBN 978-0-9789463-4-0] Minneapolis 16-19 October 2008, 478-485
summary This paper describes our research on environment-behavior simulation and focuses on the modeling of built environments using Computer-Aided Design (CAD) and Building Information Modeling (BIM). Our environment-behavior simulation addresses the problem of predicting and evaluating the impacts of built environments on their human inhabitants. We present simulation systems comprising an agent-based virtual user model and building models created with CAD and BIM tools. We compare the use of CAD vs. BIM with two case studies for environment-behavior simulation, and describe the essential parts of modeling buildings for the simulation, including geometry modeling—how the building components are shaped, semantic modeling—what the building components are, and pattern modeling—how the building components are used by users. We conclude that a new extensible and pattern-embedded BIM system will be necessary to facilitate environment-behavior simulation.
keywords Behavior; BIM; Environment; Information; Simulation
series ACADIA
last changed 2022/06/07 07:57

_id cdc2008_117
id cdc2008_117
authors Parthenios, Panos
year 2008
title Analog vs. Digital: why bother?
source First International Conference on Critical Digital: What Matters(s)? - 18-19 April 2008, Harvard University Graduate School of Design, Cambridge (USA), pp. 117-128
summary Architects take advantage of a broad palette of tools and media for design, analog and digital, because each tool has its own strengths and weaknesses and provides an additional value—an added level of vision—to the architect. This closely relates to the notion of Critical Points for Change (CPC) a contribution this study makes towards a better understanding of the uniqueness of the conceptual design process. CPC are crucial moments when the architect suddenly becomes able to “see” something which drives him to go back and either alter his idea and refine it or reject it and pursue a new one. They are crucial parts of the design process because they are a vital mechanism for enhancing design. The right choice and smooth combination of design tools, analog and digital, is critical for the design outcome. Using multiple tools allows the designer to overcome the possible influences and limitations imposed by a single tool. The current and evolving landscape is illustrated by coexistence, complementing and evolution of tools. The answer to the pseudo-dilemma of analog or digital is both.
keywords Conceptual design, design process, tool, analog, digital
email
last changed 2009/01/07 08:05

_id ecaade2008_084
id ecaade2008_084
authors Alaçam Aslan, Sema; Çagdas, Gülen
year 2008
title An Interface Proposal for Collaborative Architectural Design Process
doi https://doi.org/10.52842/conf.ecaade.2008.319
source Architecture in Computro [26th eCAADe Conference Proceedings / ISBN 978-0-9541183-7-2] Antwerpen (Belgium) 17-20 September 2008, pp. 319-324
summary The aim of this paper is to explore how new technological opportunities affect approaches of designers during collaborative architectural design process. Which factors affect the communication and the quality of interaction? The study is based on two phases: the data input by the designer via devices to the computer environment and the transformation of data into design product in the software by scripting addition. Input devices that are used are 3D mouse, graphic tablet as a tangible interface and implementation of second mouse besides a standard mouse and keyboard. The potential usage of these interfaces in collaborative architectural design process is discussed and proposals are developed in 3ds max scripting environment.
keywords Collaborative design, human-computer interaction, user participation in design
series eCAADe
type normal paper
email
last changed 2022/06/07 07:54

_id asanowicz02_paper_eaea2007
id asanowicz02_paper_eaea2007
authors Asanowicz, Aleksander; Katarzyna Asanowicz
year 2008
title The Dynamic Perception of Digitally Created Abstract Urban Space
source Proceedings of the 8th European Architectural Endoscopy Association Conference
summary Sigmund Freud in his book has used a City as a Metaphor of human Psyche. According to him City is not only images of the forms given us in the process of perception but all invisible and nowadays not existing forms (buildings) too. This way of representing historical sequences is possible thanks to ability of our mind to parallel consideration of different spatial meanings. Aldo Rossi called it - “analogous City” – a city which includes the existing buildings, buildings which was existed in the same place in the past and imaginary buildings (our visions of future development of the city). As a result – City is a place where real and virtual meet. Aldo Rossi presents an “analogous city” as a mental map which includes real and unreal forms representing, at the same time, remembered and imagined events. He has written: “When we back to the place after long absence we not only recognize it, but at the same time start remembering events which has happened at this place in the past. Peter Eisenman in “The City of Artificial Excavation” has analyzed the city as an archaeologist, who excaved forgotten buildings and showed us unknown connections and meanings.
keywords city perception, emotions, digital composition
series EAEA
email
more http://info.tuwien.ac.at/eaea
last changed 2008/04/29 20:46

_id caadria2008_62_session6a_510
id caadria2008_62_session6a_510
authors Diniz, Nancy
year 2008
title Body tailored space: Configuring Space through Embodiment
doi https://doi.org/10.52842/conf.caadria.2008.510
source CAADRIA 2008 [Proceedings of the 13th International Conference on Computer Aided Architectural Design Research in Asia] Chiang Mai (Thailand) 9-12 April 2008, pp. 510-517
summary With this project I propose that embodiment can be more emphasized and better supported in space-design frameworks. This paper presents background on several theories of embodiment since the beginning of the twentieth century to recent developments of the concept in tangible and social computing and anticipate that this reveals pathways for designing new embodiment framework systems for architecture. I suggest that architecture and interactive computing can share a common theoretical foundation in embodied interaction. The main thesis is for designers to use the body as an interface to understand how the interaction between a person and his/her surroundings arises and how our embodiment reveals other rich spatial qualities during the conception phase of design. This paper proposes a conceptual framework for embodied interaction based on the creation of real-time systems in order to instigate a framework for interactive processes that can help designers understand architecture phenomena and the performance of space. I present a design experiment on embodied performance space entitled “Body Tailored Space” where the boundaries of the human body are metaphorically extended into surrounding membranes.
keywords Embodiment; embodied interaction; interactive architecture; phenomenology; second order cybernetics
series CAADRIA
email
last changed 2022/06/07 07:55

_id caadria2008_1_session1a_014
id caadria2008_1_session1a_014
authors Fukuda, Tomohiro; Atsuko Kaga, Yosuke Takada
year 2008
title Development and evaluation of a representation method of 3DCG pre-rendering animation for environmental symbiosis design
doi https://doi.org/10.52842/conf.caadria.2008.014
source CAADRIA 2008 [Proceedings of the 13th International Conference on Computer Aided Architectural Design Research in Asia] Chiang Mai (Thailand) 9-12 April 2008, pp. 14-21
summary As a method of dissemination of environmental symbiosis design towards environmental problem solutions, 3DCG pre-rendering animation (3DCGPRA) which has a high quality of representation and has a powerful appeal, is expected to be particularly effective. After arranging components required in an environmental symbiosis design, the representation targets which needed to be developed were clarified. In addition, representation methods of shade and shadow, grass, human activity, and symbiosis methods etc. were developed. In a real project, a 7’ 3DCGPRA was created applying these new methods, and its validity was evaluated.
keywords Environmental design; environmental symbiosis design; 3DCG pre-rendering animation; eco-village; natural elements
series CAADRIA
email
last changed 2022/06/07 07:50

_id ddss2008-30
id ddss2008-30
authors Hemmerling, Marco
year 2008
title Digital MaterialPerception, Interaction and Immersion in Virtual Environments
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 outlines two major aspects of virtual environments for architectural design. On the one hand it focusses on how to use virtual reality as an extended tool to generate spatial design by building up and interacting with a three-dimensional digital model. On the other hand it describes - based on a case study - the relation between perception, interaction and immersion in virtual environments. Both approaches can be interconnected to a continues design process, that allows the designer to create, manipulate, visualize and decide on spatial concepts in a holistic three-dimensional simulation.
keywords Virtual Environment, Digital Architecture, Immersion, Perception, Human-Computer Interaction
series DDSS
last changed 2008/09/01 17:06

_id ddss2008-21
id ddss2008-21
authors Horeni, Oliver; T.A. Arentze, H.J.P. Timmermans, and B.G.C. Dellaert
year 2008
title INTERVIEW TECHNIQUES FOR MEASURINGINDIVIDUALS’ MENTAL REPRESENTATIONSSPACE-TIME CHOICESAn outline of three IT-based survey methods
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 A better exploration of human decision making is a necessary condition to understand individual activity-travel choices. With the advent of mental model theory a conceptual framework of individuals’ causal knowledge of the environment and its links to the behavioural choice outcome was available. Accordingly, interview techniques had been developed in order to elicit mental representations from individuals’ mind. Although these techniques delivered reliable and useful results, it turned out quickly, that they could not be applied to large-scale surveys. Hence, this paper will report on the development of three IT-based interview techniques, which are promising avenues to measure mental representations in an efficient and flexible way.
keywords Activity-travel choice, Mental representations, Electronic surveying
series DDSS
last changed 2008/09/01 17:06

_id kasyanov02_paper_eaea2007
id kasyanov02_paper_eaea2007
authors Kasyanov, Nikolai
year 2008
title Study of Architectural Shape Formation in Comparison with Natural Morphogenesis Using Computer Simulation
source Proceedings of the 8th European Architectural Endoscopy Association Conference
summary Geometric accuracy of architectural computer models allows to percept and to analyze the three-dimensional spatial compositions using computer images. The concepts and methodology of modern interdisciplinary science, in particular fractal geometry, have already been successfully applied in the various scientific fields, as astronomy, physics, chemistry, biology. Modern ecological paradigm does not separate human life and anthropogenic world from the natural environment considering all as unitary nonlinear ecosystem. The analysis of the architectural shape formation is a part of the study of morphogenesis in such different worlds, as non-living and living nature and man-made forms – real as well as virtual architecture.
keywords morphogenesis, architectural landscape, computer simulations
series EAEA
email
more http://info.tuwien.ac.at/eaea
last changed 2008/04/29 20:46

_id acadia08_286
id acadia08_286
authors Khan, Omar
year 2008
title Reconfigurable Molds as Architecture Machines
doi https://doi.org/10.52842/conf.acadia.2008.286
source Silicon + Skin: Biological Processes and Computation, [Proceedings of the 28th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) / ISBN 978-0-9789463-4-0] Minneapolis 16-19 October 2008, 286-291
summary In The Architecture Machine (1970), Nicholas Negroponte postulates the development of design machines wherein the “design process, considered as evolutionary, can be presented to a machine, also considered as evolutionary, and a mutual training, resilience, and growth can be developed.” The book, dedicated to “the first machine that can appreciate the ges­ture,” argues for developing machines with human like quali­ties. This paper aims to develop an alternative trajectory to the “evolutionary” architecture machine, this time not towards anthropomorphism but responsiveness. The aim on one level is the same: to create machines that appreciate the gesture. However our approach is tied to more modest aims and means that bring current thinking on evolutionary processes and the forming of materials together. The reconfigurable mold (RCM) is an architecture machine that produces parts that can be combined to create more complex organizations. The molds are simple analog computers that employ various continuous scales like volume, weight and heat to develop their unique components. Parametric alterations are made possible by affecting these measures in the process of fabrication. An underlying material that is instrumental in the molds is rub­ber, whose variable elasticity provides unique possibilities for indexing the gesture that remains elusive for industrial pro­cesses.
keywords Casting; Digital Fabrication; Generative; Material; Morphogenesis
series ACADIA
last changed 2022/06/07 07:52

_id acadia08_192
id acadia08_192
authors Lee, Charles
year 2008
title The Thermal Organism And Architecture
doi https://doi.org/10.52842/conf.acadia.2008.192
source Silicon + Skin: Biological Processes and Computation, [Proceedings of the 28th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) / ISBN 978-0-9789463-4-0] Minneapolis 16-19 October 2008, 192-199
summary Throughout the history of architectural discourse the concept of metabolic function in a building and a buildings relationship to its creators is expressed by keen designers who understand the subtle linkage. Organistic homeostasis is a biological function found in all mammals including humans. The interior generation of heat classifies man as endothermic. Endothermic heat generation allows for a very controlled equilibrium and is a characteristic of more complex organisms. The body has produced highly evolved surface systems to help efficiently manage the flow of heat energy in and out of the body. I suggest building envelopes represent the human being projecting itself outwards in a prosthetic extension of the skin. Inherent in this projection are the same demands of envelope put forth in the body. In my research of anatomy I have found one system that has evolved to help facilitate endothermic heat regulation in mammals at the skin level, which is hair. How does hair transcribe into architecture? An analysis into the function of hair and its adaptable morphologies is studied. Hair is a thermal regulating system, its building equivalent are forms of thermal insulation and radiant barriers. Hairs goal is homeostatic equilibrium which has its architectural counterpoint known as the balance point. Hair is an adjustable system that mitigates between internal and external heat loading which is the goal of a building envelope. In conclusion the paper explores these issues and more in new building systems and design tactics that originate from the function of hair.
keywords Biology; Biomimetics; Design; Environment; Responsive
series ACADIA
last changed 2022/06/07 07:51

_id ddss2008-40
id ddss2008-40
authors Marin, Ph.; J.C. Bignon, H. Lequay
year 2008
title Integral evolutionary design, integrated to early stageof architectural design processGenerative exploration of architectural envelope responding tosolar passive qualities
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 tackles the exploration of generative digital tools in the field of architectural design. Evolutionary mechanisms are expected to help the designer and to support his creativity. Our purpose is to implement a digital tool based on a genetic algorithm, which uses environmental parameters and human interplay to evolve an architectural form. The analysis of design processes and CAD use lead us to mark a transformation of design process at a cognitive level.
keywords Genetic algorithm, generative architectural design process, environmental parameters
series DDSS
last changed 2008/09/01 17:06

_id caadria2008_58_session6a_479
id caadria2008_58_session6a_479
authors Matsushima, Shiro; Rie Takenaka, Daisuke Sasaki
year 2008
title Study on Application of Motion Capture to Design Methodology for Generating New Geometry: Coupling Computer and Human Performance Using Motion Capture Technology for New Architectural Form and Space
doi https://doi.org/10.52842/conf.caadria.2008.479
source CAADRIA 2008 [Proceedings of the 13th International Conference on Computer Aided Architectural Design Research in Asia] Chiang Mai (Thailand) 9-12 April 2008, pp. 479-486
summary This research aims to develop fundamental design methodologies for human space and product design by motion capture of human activity. It is intended to generate new geometry using a motion capture system as design input device and then to develop it to design interior space and products such as furniture from data extracted from human motion. In order to produce a ubiquitous and comfortable environment, performance modeling focusing on the relationships between space and physical motion is needed. Making an object of complex shape is thought to be a new application of motion capture technology. This research proves that the numeric data of body actions can be transferred and developed to object shapes.
keywords Motion Capture: Inclusive Design; Ergonomics; Design Process; New Geometry
series CAADRIA
email
last changed 2022/06/07 07:58

_id caadria2008_23_session3a_185
id caadria2008_23_session3a_185
authors Merrick, Kathryn; Mary Lou Maher, Rob Saunders
year 2008
title Achieving adaptable behaviour in intelligent rooms using curious supervised learning agents
doi https://doi.org/10.52842/conf.caadria.2008.185
source CAADRIA 2008 [Proceedings of the 13th International Conference on Computer Aided Architectural Design Research in Asia] Chiang Mai (Thailand) 9-12 April 2008, pp. 185-192
summary Multiple devices, both hardware and software, may come and go at any time in a given room. Software controlling the behaviour of these devices must be able to adapt to encompass new devices or the removal of existing devices. This paper presents a model for curious, supervised learning agents that address the issue of adaptability at a behavioural level in an intelligent room. Curious, supervised learning agents comprise a curiosity module and a supervised learning algorithm. The curiosity module identifies interesting devices on which to focus the agent’s learning. The supervised learning component realises behaviours by observing, modelling and mimicking human actions. Our framework is demonstrated in a virtual meeting room in Second Life. We show that the curious learning agent can adapt its behaviour to identify new learning goals in response to new devices and activities. 
keywords Curiosity, Supervised learning, Agent, Intelligent room
series CAADRIA
email
last changed 2022/06/07 07:58

_id caadria2008_000
id caadria2008_000
authors Nakapan, Walaiporn; Ekkachai Mahaek, Komson Teeraparbwong, Piyaboon Nilkaew (Eds.)
year 2008
title CAADRIA 2008: Beyond Computer-Aided Design
doi https://doi.org/10.52842/conf.caadria.2008
source Proceedings of the 13th International Conference on Computer Aided Architectural Design Research in Asia (ISBN 978-974-672-290-2/ Chiang Mai, Thailand) 9-12 April 2008, 669 p.
summary In the Twenty-First Century, advanced digital technologies play a significant role in almost every aspect of our life. Many believe we are living in parallel space between the physical and the so-called ‘Digital World’ where alternative visualization and simulation seamlessly bridge these worlds. Many argue that advanced digital technologies improve human living condition as in the case of architectural design through the use of computer-generation can predict an outcome of better built environments. In cases of health, digital imaging tools improve the ability to diagnose and treat illness while in cases of entertainment, creates more visually stimulating effects. Yet, it provokes us to rethink aspects of culture and sense of belonging as well as to question the way we perceive, conceive, and represent the world we are living in.
series CAADRIA
email
last changed 2022/06/07 07:49

_id sigradi2020_549
id sigradi2020_549
authors Rodríguez-Velásquez, Maribel
year 2020
title Socio-technical interactions in the relationship between social movements and internet: a review of the state of the art and the theoretical framework
source SIGraDi 2020 [Proceedings of the 24th Conference of the Iberoamerican Society of Digital Graphics - ISSN: 2318-6968] Online Conference 18 - 20 November 2020, pp. 549-554
summary The paper recognizes the relationship between social movements and internet how new practices of resistance through technological appropriation (Castells, 2012). This social interaction mediated by technology, understood as socio-technical interaction, establish new dynamics between human-technology-human and other heterogeneous actants (Latour, 2008), such as power and counter-power institutions that also connect to the socio-technical network. Therefore, the studies about digital interaction of the instrumental line are expanded, towards an understanding of socio-technical interactions, from the dynamics of design/use interconnected with cultural, political and economic contexts (Scolari, 2004, 2019), because the technology must satisfy social needs.
keywords Socio-technical interaction, Social movements, Internet, Human-Computer Interaction, Socio- technical network
series SIGraDi
email
last changed 2021/07/16 11:52

_id cdc2008_267
id cdc2008_267
authors Rojas, Francisca M.; Kristian Kloeckl and Carlo Ratti
year 2008
title Dynamic City: Investigations into the sensing, analysis and application of real-time, location-based data
source First International Conference on Critical Digital: What Matters(s)? - 18-19 April 2008, Harvard University Graduate School of Design, Cambridge (USA), pp. 267-278
summary Over the past decade, our cities have been blanketed with digital bits. Unlike the old electromagnetic, unidirectional waves, these bits are bidirectional – they communicate – and are thus tied to human activities. Our hypothesis is that by analyzing these bits we can gain an augmented, fine-grained understanding of how the city functions - socially, economically and yes, even psychologically. Some preliminary results from different projects recently carried out at MIT senseable city lab are discussed below.
email
last changed 2009/01/07 08:05

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