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 490

_id ecaade2008_147
id ecaade2008_147
authors Gil, Jorge; Pinto Duarte, Jose
year 2008
title Towards an Urban Design Evaluation Framework
doi https://doi.org/10.52842/conf.ecaade.2008.257
source Architecture in Computro [26th eCAADe Conference Proceedings / ISBN 978-0-9541183-7-2] Antwerpen (Belgium) 17-20 September 2008, pp. 257-264
summary The ‘City Induction’ research project aims to develop an urban design framework at the scale of site planning consisting of three modules: formulation, generation and evaluation. This paper presents the start of the on-going research on the evaluation module with the aim of identifying and discussing the assumptions behind its development. The evaluation module will be driven by sustainable urban development principles, which determine the design analysis criteria and benchmarks, and it will be structured around selected urban analysis and design methodologies. We discuss the challenges of bringing these two domains together, and propose to incorporate techniques of interaction and video game design towards a more meaningful and inspirational design experience.
keywords Parametric urban design, sustainable development, public space evaluation, design support tools, interaction design
series eCAADe
email
last changed 2022/06/07 07:51

_id ecaade2008_039
id ecaade2008_039
authors Indraprastha, Aswin; Shinozaki, Michihiko
year 2008
title Constructing Virtual Urban Environment Using Game Technology
doi https://doi.org/10.52842/conf.ecaade.2008.359
source Architecture in Computro [26th eCAADe Conference Proceedings / ISBN 978-0-9541183-7-2] Antwerpen (Belgium) 17-20 September 2008, pp. 359-366
summary Recent game technology ascends development of low-cost virtual environment to the next level in two domains : reality representation and user interaction or engagement. In architecture and urban design realm, realistic 3D representation become more important in such way of conceptualizing ideas and analyzing the context of design problem. This research will present development of virtual urban environment using game engine technology. Aim of this research is to promote game engine as a tool for visual representation, visual analysis and further basic tool for urban design study. At the end, we point out potentials as well as constraints both in technical and design method issues in game technology based on the research findings.
keywords Game engine: virtual urban environment, design study, visual representation, visual analysis
series eCAADe
email
last changed 2022/06/07 07:50

_id ecaade2008_181
id ecaade2008_181
authors Koehler, Tanja; Dieckmann, Andreas; Russell , Peter
year 2008
title An Evaluation of Contemporary Game Engines
doi https://doi.org/10.52842/conf.ecaade.2008.743
source Architecture in Computro [26th eCAADe Conference Proceedings / ISBN 978-0-9541183-7-2] Antwerpen (Belgium) 17-20 September 2008, pp. 743-750
summary The paper deals with a close examination of several contemporary game engines regarding their usability for architectural visualisation that was conducted by third to fifth year students in a seminar context. The study examines the technology of these game engines with the main focus on graphic quality and adaptability to architectural purpose. The evaluation included not only the workflow of importing the 3D model into the engine but also general handling of the software and its user interface. The documentation of the test process and the evaluation of the various engines have been documented in a wiki compiled and written by the students. The information therein and the cost-benefit analyses provided for every engine should assist future users to quickly find the most suitable game engine for their specific purposes.
keywords game engine, visualization, virtual reality, real-time graphic, 3d model
series eCAADe
email
last changed 2022/06/07 07:51

_id caadria2008_72_session7a_594
id caadria2008_72_session7a_594
authors Kosavinta, Satakhun
year 2008
title Collaborative Financial Feasibility With CAAD For Residential Development
doi https://doi.org/10.52842/conf.caadria.2008.594
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. 594-600
summary Computer Aided Architectural Design software is a necessary tool for the architectural design of a visible object or model. In residential development, an estimation of time/cost corresponding to the design is needed in order to complete its successful project. But available feasibility supporting tools usually lacks ability to share their information. To solve this limitation, this research proposes a design of Graphic User Interface (GUI) for collaborative financial feasibility through an architectural design process in housing project. The development of the GUI starts from collecting some information and requirement from National Housing Authority of Thailand. A heuristic decision making approach based on financial analysis are then designed for both design processes and feasibility processes of the project. Finally, design of the GUI is an integration of CAAD engines, design standards and financial feasibility analysis. Proposed GUI for collaborative financial feasibility is also tested and verified with some information from sample past projects of the National Housing Authority. From the experimental results, This GUI allows designers to improve the design of the project in real-time by inspecting the result of their design via the part of the architectural design-oriented GUI called myMonitoring and Scratch Pad. Together with planning, collaborative financial feasibility is focusing on the four main financial parameters which illustrated the possible chance of the project: Net Present Value (NPV), Benefit-Cost Ratio (B/C), Internal Rate of Return (IRR), and Payback Period. The core system was developed on Java Technology such as JSP and Swing empowered by 3D game engine. In addition, “Virtools” as an authoring tool was applied to improve interactive 3D virtual environment and explore rapid online system prototyping.
keywords Collaborative: Financial Feasibility; CAAD; Residential Development; Virtual Reality (VR)
series CAADRIA
email
last changed 2022/06/07 07:51

_id sigradi2008_103
id sigradi2008_103
authors Baltazar, Ana Paula; Maria Lucia Malard, Silke Kapp, Pedro Schultz
year 2008
title From physical models to immersive collaborative environments: testing the best way for homeless people to visualise and negotiate spaces
source SIGraDi 2008 - [Proceedings of the 12th Iberoamerican Congress of Digital Graphics] La Habana - Cuba 1-5 December 2008
summary This paper describes an experiment to investigate the best way for lay people to use representation to visualise and negotiate space. It was motivated by our observations in workshops for digital inclusion in the context of a housing project for a homeless association. Computers were used to make it easier for the community to understand and change the spaces in real time. The first workshops proved that our approach was efficient as an exercise but not certainly effective concerning the understanding of spatial qualities. So we have designed an experiment to compare the usability of different media in participatory design processes. For that we have adapted the ‘Usability’ methodology, which is fully described in the paper. We started with three main questions. The first concerned the effectiveness of different media to represent spatial quality; the second concerned the best way for novices to approach space, whether by refurbishing a pre-existing space or by starting from the scratch; and the third concerned the effectiveness of negotiation by means of discourse and by means of or action. We also had two main hypothesis: one coming from research on digital environments and stereo visualisation, indicating that the more people feel immersed in the represented environment the more they are able to correlate it with physical space; and the other coming from our own observations in the participatory design workshops, in which the collective decision-making was manipulated by those people with more advanced communication skills who use their ability in an authoritative way regardless of the relevance of what they have to say. This paper describes the whole experiment, which was an exercise of spatial negotiation in 5 versions. In the first version we provided fixed digital views of a room in plan and axonometry; for another two versions we provided a physical model of the room in 1:10 scale, with some pieces of the existing furniture in different scales. This was done to check if people were just playing with a puzzle or actually grasping the correspondence between representation and the object or the space represented. One version proposes refurbishment and the other starts from the scratch. And the last two versions repeated the same task made with the physical model, but this time using a 3D interactive digital model. People were required not only to organise the furniture in the space but also to build a full scale cardboard structure and organise the real furniture reproducing their proposed model. Their comments on the spaces they had built confronted with what they had imaged when working with the model has enabled us to compare the different models, as also the different ways of negotiating spaces. This paper describes this experiment in detail concluding that 3D digital interactive models are far more effective than physical models and 2D drawings; when negotiation happens by means of action it provides more creative results than when the discoursive practice prevails; people are more creative when they start something from scratch, though they spend more time. The results of this experiment led us to formulate a new hypothesis leading to the development of an immersive collaborative environment using stereoscopy.
keywords Visualisation, negotiation, immersive environment, digital interfaces, homeless people
series SIGRADI
email
last changed 2016/03/10 09:47

_id ijac20076204
id ijac20076204
authors Schlueter, Arno; Bonwetsch, Tobias
year 2008
title Design Rationalization of Irregular Cellular Structures
source International Journal of Architectural Computing vol. 6 - no. 2, pp. 197-211
summary Complex geometries found in nature are increasingly used as images and analogies for the creation of form and space in architectural design. To be able to construct the resulting complex building forms, strategies to handle the resulting production requirements are necessary. In the example of a design project for a Japanese noodle bar, a strategy for the realization of an irregular cellular spatial structure is presented. In order to represent its complex geometry, building principles relating to foam are applied to transform and optimize the design, which is based on hexagonal, cellular compartments defining the different interior spaces. The principles are converted into software code and implemented into a digital design toolbox to be used within a 3D-modelling environment. Utilizing the tools within the redesign process made a rationalization of the cellular structures possible without sacrificing the desired visual irregularity. The toolbox also enables the extraction of the cell geometry to support the generation of production documents. The result is the dramatic reduction of production effort to realize the complex cellular structures by keeping a maximum of design flexibility and desired visual appearance.
series journal
last changed 2008/10/01 21:49

_id caadria2008_32_session4a_263
id caadria2008_32_session4a_263
authors Kan, Jeff W.T.; John S Gero
year 2008
title Do computer mediated tools affect team design creativity?
doi https://doi.org/10.52842/conf.caadria.2008.263
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. 263-270
summary This paper presents the results of a quantitative analysis to measure the development of creative design ideas in design protocols. It presents a working definition of design creativity used in the analysis followed by the method of study. Five sets of video and audio data were collected from experiments that involved two designers designing similar tasks in three different settings: face-to-face, an Internet GroupBoard, and a 3D virtual world. The most creative pair was selected for qualitative and quantitative analysis. Our result shows that designers developed more design ideas in the face-to-face setting than in the 3D virtual world settings.
keywords Creativity, protocol analysis, collaborations, virtual world
series CAADRIA
email
last changed 2022/06/07 07:52

_id ecaade2017_202
id ecaade2017_202
authors Sollazzo, Aldo, Trento, Armando and Baseta, Efilena
year 2017
title Machinic Agency - Implementing aerial robotics and machine learning to map public space
doi https://doi.org/10.52842/conf.ecaade.2017.2.611
source Fioravanti, A, Cursi, S, Elahmar, S, Gargaro, S, Loffreda, G, Novembri, G, Trento, A (eds.), ShoCK! - Sharing Computational Knowledge! - Proceedings of the 35th eCAADe Conference - Volume 2, Sapienza University of Rome, Rome, Italy, 20-22 September 2017, pp. 611-618
summary The research presented in this paper is focused on proposing a new digital workflow, involving unmanned aerial vehicles (UAV) and machines learning systems, in order to detect and map citizen's behaviors in the context of public spaces.Novel machinic abilities can be implemented in the understanding of the human context, decoding, through computer visions and machine learning, complex systems into intelligible outputs (Olson, 2008), mapping the relationships of our reality. In this framework, robotic and computational strategies can be implemented in order to offer a new description of public spaces, bringing to light the hidden forces and multiple layers constituting the urban habitat. The presented study focuses on the development of a methodology turning video frames collected from cameras installed on drones into large datasets used to train convolutional networks and enable machines learning systems to detect and map pedestrians in public spaces.
keywords mapping; drones; machine learning; computer vision; city
series eCAADe
email
last changed 2022/06/07 07:56

_id ddss2008-19
id ddss2008-19
authors Varano, Sandro; J.C. Bignon and G. Halin
year 2008
title A three-dimensional map to help exploration andunderstanding of a buildingVisibility of the process of knowledge construction through traces
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 Through the use of existing digital tools, the research work consists of proposing a new 3D navigation mode based on systemic, practical and graphic assumptions. During the exploration of the Vianden Castle, we outline a graphic representation system as an aid to representation and memorization of archaeological and architectural knowledge. For this, we recompose some concepts related to video games, we materialize the “mental map” described by Patricia Marks Greenfield and we take into account the cognitive capacities of the learner.
keywords Archaeological and architectural heritage, 3D navigation, learning, video games, mental map
series DDSS
last changed 2008/09/01 17:06

_id cdc2008_129
id cdc2008_129
authors Breen, Jack and Julian Breen
year 2008
title The Medium Is the Matter: Critical Observations and Strategic Perspectives at Half-time
source First International Conference on Critical Digital: What Matters(s)? - 18-19 April 2008, Harvard University Graduate School of Design, Cambridge (USA), pp. 129-136
summary This paper critically re-views the professional impact and functionality of the pervasive digital ‘matter’ we have come to believe we can no longer do without. On the basis of a playful exploration of the first ‘half-century’ of our digital age, an attempt is made to draw new perspectives for the next ’level’ of our digital culture in a broader (multi)media perspective and more specifically: the domains of Architecture. To stimulate an open-minded ‘second-half’ debate, the paper puts forward some potentially promising (and hopefully provocative) conceptions and strategies for imaginative interface applications and game-based architectural study initiatives. Furthermore, the paper proposes the establishment of a new cultural platform for the exchange of Critical Digital hypotheses and the evolvement of visionary design concepts through creative digital innovation, with the (inter)active involvement of older and younger team-players…
email
last changed 2009/01/07 08:05

_id cdc2008_341
id cdc2008_341
authors Kotsopoulos, Sotirios
year 2008
title Games with(out) rules
source First International Conference on Critical Digital: What Matters(s)? - 18-19 April 2008, Harvard University Graduate School of Design, Cambridge (USA), pp. 341-348
summary Fifty years after the first attempts to introduce algorithmic methods in design we have reached a point where we might ask if design has become not a game in which the designers play with the notion of rule, but a game where they play according to rules.
email
last changed 2009/01/07 08:05

_id caadria2008_66_session6b_544
id caadria2008_66_session6b_544
authors Lowe, Russell
year 2008
title Beyond the boundary object: sketches, computer games and blogs facilitating design development
doi https://doi.org/10.52842/conf.caadria.2008.544
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. 544-551
summary Developing Frosts’ understanding of Leigh Star’s (Star 1989) concept of the boundary object this paper seeks to answer the question “would multiple boundary objects employed simultaneously facilitate design development?” The paper reflects on and critically reviews the design, implementation, and outcomes of a first year Architectural Design course that privileged architectural representation in the form of design sketches, blogs and contemporary computer gaming technology. The review process is supported by an in depth survey of students experiences both prior to and during the course. With a large number of students enrolled in the course (158) the findings from this survey can be seen to offer a statistical reliability which is in contrast to the more usual anecdotal approach.
keywords Boundary Object, Generalist, Specialist, Sketch, Computer Game, Blog
series CAADRIA
email
last changed 2022/06/07 07:59

_id caadria2008_78_session7b_642
id caadria2008_78_session7b_642
authors Moorapun, Chumporn
year 2008
title Methods for Validating The use of virtual simulation generated from a computer game for environment and behaviour research
doi https://doi.org/10.52842/conf.caadria.2008.642
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. 642-646
summary This paper shows that computer game technology can generate virtual environments for use as research settings in environment and behaviour research. It illustrates the development of a simulation of a retail shop generated by the game engine Counter-Strike. In addition, this paper suggests methods to interface with this virtual shop. Lastly, it proposes methods to assess the validity of the simulation of this virtual shop
keywords Computer simulation, validating virtual simulation, virtual environment, game technology
series CAADRIA
email
last changed 2022/06/07 07:58

_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 ecaade2008_126
id ecaade2008_126
authors Chin, Chi-Ping
year 2008
title Contextual Bricks
doi https://doi.org/10.52842/conf.ecaade.2008.913
source Architecture in Computro [26th eCAADe Conference Proceedings / ISBN 978-0-9541183-7-2] Antwerpen (Belgium) 17-20 September 2008, pp. 913-920
summary Based on the importance of human behavior analysis in HCI research, this paper discusses the property of interaction in sending/receiving direction with diverse cases. A unit of contextual bricks was created as research model continuing to discover the possible solution on the problem that how to merge the novel media and technology into our living space invisibly with the exhibition of appropriate information. The prototype of contextual bricks preserved the characteristic of stability with cellular hexagonal structure, and each unit was designed with communicable construction. The people could get the contextual information from other spaces as seeing through the walls. In the future study, the contextual bricks have good applied possibility and developments in each kind of areas.
keywords Context-aware, Ambient Intelligence, Context information interface, Interaction design, Communication design
series eCAADe
email
last changed 2022/06/07 07:55

_id ac21
id ac21
authors Giddings B, Horne M
year 2008
title The Changing Patterns of Architectural Design Education
source Architecture and Modern Information Technologies, Vol. 3, No. 4. ISSN-1998-4839
summary Digital technologies have been introduced to students of architecture for over two decades and at present it could be argued that students are producing some of the highest quality designs, and some of the most interesting forms ever to come from University Schools. The value of computer aided design (CAD) is also being demonstrated in architectural practice, with high profile, large budget, bespoke and iconic buildings designed by internationally renowned architects. This paper reviews the changing patterns of architectural design education and considers the contribution digital technologies could make to buildings with more commonplace uses. The study offers a perspective on different kinds of buildings and considers the influence that emerging technologies are having on building form. It outlines digital technologies, alongside students’ application for architectural design and considers the role they could play in the future, in developing a shared architectural language. It is suggested that some of the biggest opportunities for future research will be in the design of external spaces, often a neglected part of architectural design education.
keywords architectural design education, digital technologies
series other
type normal paper
email
more http://www.marhi.ru/AMIT
last changed 2008/11/02 20:38

_id cdc2008_007
id cdc2008_007
authors Giddings, Bob and Margaret Horne
year 2008
title The Changing Patterns of Architectural Design Education in the UK
source First International Conference on Critical Digital: What Matters(s)? - 18-19 April 2008, Harvard University Graduate School of Design, Cambridge (USA), pp. 7-16
summary Digital technologies have been introduced to students of architecture for over two decades and at present it could be argued that students are producing some of the highest quality designs, and some of the most interesting forms ever to come from University Schools. The value of computer aided design (CAD) is also being demonstrated in architectural practice, with high profile, large budget, bespoke and iconic buildings designed by internationally renowned architects. This paper reviews the changing patterns of architectural design education and considers the contribution digital technologies could make to buildings with more commonplace uses. The study offers a perspective on different kinds of buildings and considers the influence that emerging technologies are having on building form. It outlines digital technologies, alongside students’ application for architectural design and considers the role they could play in the future, in developing a shared architectural language. It is suggested that some of the biggest opportunities for future research will be in the design of external spaces, often a neglected part of architectural design education.
email
last changed 2009/01/07 08:05

_id ecaade2008_163
id ecaade2008_163
authors Hemmerling, Marco; Lemberski, David
year 2008
title Anaglyph Representation as Medium for Spatial Design
doi https://doi.org/10.52842/conf.ecaade.2008.209
source Architecture in Computro [26th eCAADe Conference Proceedings / ISBN 978-0-9541183-7-2] Antwerpen (Belgium) 17-20 September 2008, pp. 209-214
summary The paper discusses the use and possible applications of stereoscopic projection and anaglyph representation for the design-process and visualization of architectural spaces and three-dimensional objects. As the topic of stereoscopic vision is quiet broad and has a long tradition in various fields (photography, art, virtual reality) the paper focuses on the implementation of anaglyph representation in 3D-Modeling-Software as a tool to support spatial perception within the design process. Against this background and based on a test-series with 113 students the benefits and conditions of spatial perception, vision and sense using anaglyph representation are examined.
keywords stereoscopic vision, spatial perception, anaglyph representation
series eCAADe
email
last changed 2022/06/07 07:49

_id ecaade2008_157
id ecaade2008_157
authors Huang, Yinghsiu; Wang, Paoshu
year 2008
title The Comparisons of Interactive Demos and Cognitive Behaviors in the Virtual Environments for Representing 3D Artifacts
doi https://doi.org/10.52842/conf.ecaade.2008.375
source Architecture in Computro [26th eCAADe Conference Proceedings / ISBN 978-0-9541183-7-2] Antwerpen (Belgium) 17-20 September 2008, pp. 375-382
summary Digitization of three-dimensional sculptures is a well-developed technology for preserving antiquities. After digitizing they could be represented in various computerized spaces, virtually, such as in cyberspace, in virtual reality space, and in augmented reality…etc. However, contrary to physical demonstration of 3D sculptures in traditional museums or exhibitions, the virtual representation may lose some degrees of reality of sculptures or create various ways of interactions for viewing sculptures. In this research, there are three kinds of environments for re-presenting 3D sculptures: the physical reality (PA) in a space, virtual reality (VR) with a big screen, and augmented reality (AR) of Head-Mounted Display (HMD). By utilizing questionnaire to analyze users’ perceptions and requirements of viewing 3D sculptures, this research will compare several aspects, such as visualization, operational interactions, and psychological feelings in the experiment of three exhibition environments. Finally, based on the results from questionnaire, we attempt to propose a suitable environment for exhibiting the virtual 3D sculptures.
keywords Virtual exhibition, virtual reality, augmented reality, 3D digitalization, interaction in virtual world
series eCAADe
email
last changed 2022/06/07 07:50

_id ecaade2008_158
id ecaade2008_158
authors Kaga, Atsuko; Sugawara, Shihomi
year 2008
title Research on the Visualization for Analyzing City Changes
doi https://doi.org/10.52842/conf.ecaade.2008.939
source Architecture in Computro [26th eCAADe Conference Proceedings / ISBN 978-0-9541183-7-2] Antwerpen (Belgium) 17-20 September 2008, pp. 939-944
summary To perceive such changes of city space visually, a three-dimensional (3D) city space model is effective. The use of buildings in a city space is complex, reflecting the number of stories, and the number of stories in many cases. Furthermore, environmental parameters, such as opening a shop developed for conditions of the location, the existence of a building which is easy to divert to some other purpose, a managerial layer, and the whole country, is closely related to city change. A city change can be analyzed from various perspectives if such information can also be accumulated and displayed. If it is expressed in two dimensions, it will be restricted, but if expressed in 3D, the use situation of city space can be grasped quickly. Commercial 3D GIS software is useful for visualizing such a 3D city space model while referring to attribute information. However, such software is expensive and its use is restricted. For this study, highly extensible 3D modeling software is used to develop a technique for visualizing city spaces using its attribute information. Then the developed script is applied to an actual city model in Japan.
keywords City Analysis, Urban design, 3D-model, City Visualization
series eCAADe
email
last changed 2022/06/07 07:52

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