CumInCAD is a Cumulative Index about publications in Computer Aided Architectural Design
supported by the sibling associations ACADIA, CAADRIA, eCAADe, SIGraDi, ASCAAD and CAAD futures

PDF papers
References

Hits 1 to 20 of 144

_id caadria2018_134
id caadria2018_134
authors Kawabe, Akihiro and Watanabe, Shun
year 2018
title An Analysis of Mixed Land Use Toward Designing the Compact City
source T. Fukuda, W. Huang, P. Janssen, K. Crolla, S. Alhadidi (eds.), Learning, Adapting and Prototyping - Proceedings of the 23rd CAADRIA Conference - Volume 2, Tsinghua University, Beijing, China, 17-19 May 2018, pp. 493-502
doi https://doi.org/10.52842/conf.caadria.2018.2.493
summary Applying the method of "Land-Use Mix" (Amindabari et al. (2013)) and Focusing on changes in highly mixed land use areas within an extensive survey area and detailed analytical unit, the analysis in this study revealed some trends of distribution of mixed land use areas and their declining patterns in the eastern part of Saitama Prefecture, Japan. For example, among the changing land use patterns of Highly-Mixed-Points-as-of-1994, the pattern that a decreasing mixture index was associated with increasing residential land and decreasing commercial land occurred most often, and the points that changed with that pattern accounted for about 32% of all the Highly Mixed Points, and about 51% of the decrease in mixture index points.
keywords Metropolitan Form Analysis; Land-Use Mix; GIS; Mixed land use; Compact City
series CAADRIA
email
last changed 2022/06/07 07:52

_id ecaade2013r_010
id ecaade2013r_010
authors Pinto, Guilherme; Vieira, Andrea P.; Neto, Pedro L.
year 2013
title Parametric urbanism as digital methodology. An urban plan in Beijing
source FUTURE TRADITIONS [1st eCAADe Regional International Workshop Proceedings / ISBN 978-989-8527-03-5], University of Porto, Faculty of Architecture (Portugal), 4-5 April 2013, pp. 121-132
summary Evolution and innovation in architecture are intensely related to the rise and developments of technology. Within this context, it is possible to recognize how in recent decades this milieu has fostered the development of new methodologies for urban design and architectural practice, as is, for example, the Parameterization. This paper is focused on the subject of Parametric Urbanism: discussing / questioning the emergence of this new architectural methodology; addressing the factors that contributed to its appearance; and seeking to understand whether the parametric approach has benefits and whether it may or may not be a solution or of assistance to urban planning. The paper provides a brief literature review focused on parametric urbanism and then it presents a practical case study of parametric urbanism: an Urban Plan in Beijing, developed in an academic context, at the University École Polytechnique Fédérale de Lausanne in 2012. Having as base diverse examples of parametric urbanism, it is tried to identify/justify decisions defining principles and application guidance for this project. The conclusion presents the final considerations based on opposing the case study with the theoretical approach, seeking to clarify whether this new kind of urban design methodology, Parametric Urbanism, is or not viable.
keywords Parametric Urbanism; urban design; urban design methods; sustainability urbanism; Parametric digital tools
email
last changed 2013/10/07 19:08

_id caadria2021_044
id caadria2021_044
authors Wu, Shaoji
year 2021
title 3D Space Resilience Analysis of Commercial Complex - Beijing APM as an Example
source A. Globa, J. van Ameijde, A. Fingrut, N. Kim, T.T.S. Lo (eds.), PROJECTIONS - Proceedings of the 26th CAADRIA Conference - Volume 2, The Chinese University of Hong Kong and Online, Hong Kong, 29 March - 1 April 2021, pp. 457-466
doi https://doi.org/10.52842/conf.caadria.2021.2.457
summary Commercial complexes have played an increasingly important role in contemporary cities. Due to the occurrence of crowded people or equipment overhauls, some paths in a commercial complex may become impassable, which can be seen as disruptions to its spatial system. This paper provides a practical method to quantify the spatial resilience of a commercial complex taking Beijing APM as an example. This study can be divided into the following three steps. First, transforming the realistic spatial path system to a directed network model. Second, using topological, metric, and angular distance as edge weight to calculate the centrality and present its distribution. Third, using two disruption processes, randomized and attractor-guided strategy, evaluates the spatial networks resilience. There are three conclusions from this study. The first one is the process of disruption is non-linear, and there is a phase transition process when it reaches the critical threshold. The second one is the most efficient disruption method is the topological BC attractor-guided strategy. The last one is the resilience of a commercial complex, whose 3D spatial networks resilience is lower than the 2D spatial networks resilience by comparison with Duan and Lus (2013) study.
keywords Resilience; Robustness; Network Secience; Commercial Complex
series CAADRIA
email
last changed 2022/06/07 07:57

_id acadia23_v3_19
id acadia23_v3_19
authors Dickey, Rachel
year 2023
title Material Interfaces
source ACADIA 2023: Habits of the Anthropocene: Scarcity and Abundance in a Post-Material Economy [Volume 3: Proceedings of the 43rd Annual Conference for the Association for Computer Aided Design in Architecture (ACADIA) ISBN 979-8-9891764-1-0]. Denver. 26-28 October 2023. edited by A. Crawford, N. Diniz, R. Beckett, J. Vanucchi, M. Swackhamer 24-32.
summary Based on our current daily rate, 85,410 hours is the average amount of time that an adult in the United States will spend on their phone in a lifetime (Howarth 2023). This is time spent texting, tweeting, emailing, snapping, chatting, posting, and interacting with an interface which each of us carry in our pocket. Kelly Dobson explains, “We psychologically view the cell phone as an extension of our bodies, which is why when you accidentally forget it or leave it behind you feel you have lost apart of yourself” (2013). In reality, this device is just one of many technologies which affect our relationship with our bodies and the physical world. Additionally, Zoom meetings, social media networks, on-line shopping, and delivery robots, all increasingly detach our bodies and our senses from our everyday experiences and interactions. In response to digital culture, Liam Young writes, “Perhaps the day will come when we turn off our target ads, navigational prompts, Tinder match notifications, and status updates to find a world stripped bare, where nothing is left but scaffolds and screens” (2015). Make no mistake; the collection of projects shared in these field notes is intended to be a counterpoint to such a prophesied future. However, the intent is not to try to compete with technology, but rather, to consider the built environment itself as an interface, encouraging interaction through feedback and responsivity directly related to human factors, finding ways to re-engage the body through design.
series ACADIA
type field note
email
last changed 2024/04/17 13:59

_id acadia13_129
id acadia13_129
authors Farahi Bouzanjani, Behnaz; Leach, Neil; Huang, Alvin; Fox, Michael
year 2013
title Alloplastic Architecture: The Design of an Interactive Tensegrity Structure
source ACADIA 13: Adaptive Architecture [Proceedings of the 33rd Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-1-926724-22-5] Cambridge 24-26 October, 2013), pp. 129-136
doi https://doi.org/10.52842/conf.acadia.2013.129
summary This paper attempts to document the crucial questions addressed and analyze the decisions made in the design of an interactive structure. One of the main contributions of this paper is to explore how a physical environment can change its shape to accommodate various spatial performances based on the movement of the user’s body. The central focus is on the relationship between materials, form and interactive systems of control.Alloplastic Architecture is a project involving an adaptive tensegrity structure that responds to human movement. The intention is to establish a scenario whereby a dancer can dance with the structure such that it reacts to her presence without any physical contact. Thus, three issues within the design process need to be addressed: what kind of structure might be most appropriate for form transformation (structure), how best to make it adaptive (adaptation) and how to control the movement of the structure (control). Lessons learnt from this project, in terms of its structural adaptability, language of soft form transformation and the technique of controlling the interaction will provide new possibilities for enriching human-environment interactions.
keywords tools and interfaces, choreography in space, dynamic tensegrity structure, smart material, SMA, kinect
series ACADIA
type Normal Paper
email
last changed 2022/06/07 07:55

_id acadia13_179
id acadia13_179
authors Geiger, Jordan
year 2013
title An Adaptive Architecture for Refugee Urbanism: Sensing, Play, and Immigration Policy
source ACADIA 13: Adaptive Architecture [Proceedings of the 33rd Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-1-926724-22-5] Cambridge 24-26 October, 2013), pp. 179-182
doi https://doi.org/10.52842/conf.acadia.2013.179
summary Now more than ever, architecture’s entanglement with human-computer interaction (HCI) is conditioned by a host of global forces: telecommunications networks and their infrastructures in satellites and subsea fiber-optic cables, but also international legal and financial mechanisms, climate events and other forces that amalgamate rapidly and recast the ways that the built environment responds. These affect the architecture and HCI of air travel, of agriculture, of high-speed trading and more. Further, they place the formation and experience of architecture in between scales; between the handheld device and the satellite. An adaptive architecture in this context is one that deploys familiar HCI protocols and technologies but reasserts the subjective figure and its space. The project currently in progress, Beau-Fleuve, is an attempt at such an adaptive architecture.Addressing the novel phenomenon that is “refugee urbanism”, this mobile play structure hosts immigrant and refugee youth, revisits some of the tracking that attended their global migration and mines wireless transcriptions of their recorded input. Data from those recordings subsequently build an online map to which participants can return and discover some of the invisible legal mechanisms that enabled their movements. The structure’s responsiveness is therefore conditioned socially and physically, but also legally.
keywords TOOLS and INTERFACES: human-computer interfaces
series ACADIA
type Normal Paper
email
last changed 2022/06/07 07:51

_id cf2013_256
id cf2013_256
authors Lyu, Junchao; Bauke de Vries, and Chengyu Sun
year 2013
title Towards a Computational Spatial Knowledge Acquisition Model in Architectural Space
source Global Design and Local Materialization[Proceedings of the 15th International Conference on Computer Aided Architectural Design Futures / ISBN 978-3-642-38973-3] Shanghai, China, July 3-5, 2013, pp. 256-266.
summary Existing research which is related to spatial knowledge acquisition often shows a limited scope because of the complexity in the cognition process. Research in spatial representation such as space syntax presumes that vision drives movement. This assumption is only true under certain conditions and makes these models valid only in specific scenarios. Research in human spatial cognition field suggests that the spatial information perceived by the individual is not equal to the visual appearance of the space, a straightforward way to represent this cognition process quantitatively is lacking. Research in wayfinding usually assumes a certain degree of familiarity of the environment for the individual, which ignores the fact that the individual sequentially perceives information during wayfinding and the familiarity of the environment changes during the wayfinding process. In this paper, a conceptual spatial knowledge acquisition model for architectural space is presented based on the continuous spatial cognition framework. Three types of local architectural cues are concluded to relate common architectural elements to the continuous spatial cognition framework. With all relations in the proposed conceptual model quantitatively described, a computational model can be developed to avoid the aforementioned limitations in spatial representation models, human spatial cognition models and wayfinding models. In this way, our computational model can assist architects evaluate whether their designed space can be well perceived and understood by the users. It can help enhance the way-finding efficiency and boost the operational efficiency of many public buildings.
keywords local architectural cues, spatial knowledge, human cognition framework
series CAAD Futures
email
last changed 2014/03/24 07:08

_id caadria2013_207
id caadria2013_207
authors Narahara, Taro
year 2013
title Adaptive Growth Using Robotic Fabrication
source Open Systems: Proceedings of the 18th International Conference on Computer-Aided Architectural Design Research in Asia (CAADRIA 2013) / Singapore 15-18 May 2013, pp. 65-74
doi https://doi.org/10.52842/conf.caadria.2013.065
wos WOS:000351496100007
summary This paper studies computational methods for adaptive growth seen in human design processes, such as development of spontaneous settlements, by highlighting the contrast with conventional plan execution approaches. The paper speculates as to the possibilities of open frameworks for design using computational methods through a relatively simple yet explicit example in the context of robotic fabrication. The proposed experiment uses an industrial robot arm to pro-duce structures by stacking unit bricks without hard-coded instructions (“blueprints”) from the outset. The paper further speculates about how such implementations can be applied to architectural design.  
keywords Generative design, Robotic fabrication, Adaptable design 
series CAADRIA
email
last changed 2022/06/07 07:58

_id ecaade2013_165
id ecaade2013_165
authors Simeone, Davide; Kalay, Yehuda E.; Schaumann, Davide and Hong, Seung Wan
year 2013
title Modelling and Simulating Use Processes in Buildings
source Stouffs, Rudi and Sariyildiz, Sevil (eds.), Computation and Performance – Proceedings of the 31st eCAADe Conference – Volume 2, Faculty of Architecture, Delft University of Technology, Delft, The Netherlands, 18-20 September 2013, pp. 59-67
doi https://doi.org/10.52842/conf.ecaade.2013.2.059
wos WOS:000340643600005
summary In this paper, we propose a new approach to simulating users’ behavior in yet un-built buildings. For this purpose, we have developed a model that connects two different representations: a formal representation of the building use, by means of a method borrowed from Business Process Modeling and Notation (BPMN) approach; and a game-engine based 3D virtual environment, where this process is effectively simulated and integrated with some autonomous behaviour of users/agents. The model has been applied to two test cases, where the activities of doctors, nurses, patients, and visitors in different hospitals were tracked, simulated, and reviewed by medical professionals for validation.
keywords Building use simulation; human behaviour modelling; BPMN; activity-based modelling; building performances prediction.
series eCAADe
email
last changed 2022/06/07 07:56

_id caadria2013_151
id caadria2013_151
authors Simeone, Davide; Yehuda E. Kalay and Davide Schaumann
year 2013
title Using Game-Like Narrative to Simulate Human Behaviour in Built Environments
source Open Systems: Proceedings of the 18th International Conference on Computer-Aided Architectural Design Research in Asia (CAADRIA 2013) / Singapore 15-18 May 2013, pp. 199-208
doi https://doi.org/10.52842/conf.caadria.2013.199
wos WOS:000351496100020
summary Predicting future users’ behaviour and their activities in a building is a highly complex task that designers have to face during the design process. Despite its importance, few methods exist that can predict and help evaluate this type of building performance during the design process itself. Simulative approaches are gradually overcoming this shortcoming, but at present their application is limited to the representation of specific occurrences and behavioural performance aspects, such as emergency egress. Based on current developments in the video game industry, our research aims to establish a new approach to human behaviour simulation in built environments, based on a clear and reliable representation of the use processes occurring in a building. At its core is simulation based on the notion of events, defined as active entities on their own, comprised of space, people, and activities. These events entities are structured into collections called narratives, which represent and allow the simulation of the step-by-step performing of activities by users in a built environment.  
keywords Human behaviour simulation, Building-user interaction, Prediction and evaluation, Event model, Game narrative  
series CAADRIA
email
last changed 2022/06/07 07:56

_id ecaade2013_001
id ecaade2013_001
authors Stouffs, Rudi and Sariyildiz, Sevil (eds.)
year 2013
title Computation and Performance, Volume 2
source Proceedings of the 31st International Conference on Education and research in Computer Aided Architectural Design in Europe, Faculty of Architecture, Delft University of Technology, Delft, The Netherlands, 18-20 September 2013, 738 p.
doi https://doi.org/10.52842/conf.ecaade.2013.1
summary This is the second volume of the conference proceedings of the 31st eCAADe conference, held from 18-20 September 2013 at the Faculty of Architecture of Delft University of Technology in Delft, the Netherlands. Both volumes together contain 150 papers that were submitted and accepted to this conference.The theme of the 31st eCAADe conference is the role of computation in the consideration of performance in planning and design. Since long, a building no longer simply serves to shelter human activity from the natural environment. It must not just defy natural forces, carry its own weight, its occupants and their possessions, it should also functionally facilitate its occupants’ activities, be aesthetically pleasing, be economical in building and maintenance costs, provide temperature, humidity, lighting and acoustical comfort, be sustainable with respect to material, energy and other resources, and so forth. Considering all these performance aspects in building design is far from straightforward and their integration into the design process further increases complexity, interdisciplinarity and the need for computational support.One of the roles of computation in planning and design is the measurement and prediction of the performances of buildings and cities, where performance denotes the ability of buildings and cities to meet various technical and non-technical requirements (physical as well as psychological) placed upon them by owners, users and society at large.This second volume contains 75 papers grouped under eleven subthemes that vary from Simulation, Prediction and Evaluation over Models of Computation: Human Factors to Languages of Design.
series eCAADe
email
last changed 2022/06/07 07:49

_id ecaade2013_000
id ecaade2013_000
authors Stouffs, Rudi and Sariyildiz, Sevil (eds.)
year 2013
title Computation and Performance, Volume 1
source Proceedings of the 31st International Conference on Education and research in Computer Aided Architectural Design in Europe, Faculty of Architecture, Delft University of Technology, Delft, The Netherlands, 18-20 September 2013, 726 p.
doi https://doi.org/10.52842/conf.ecaade.2013.2
summary This is the first volume of the conference proceedings of the 31st eCAADe conference, held from 18-20 September 2013 at the Faculty of Architecture of Delft University of Technology in Delft, the Netherlands. Both volumes together contain 150 papers that were submitted and accepted to this conference.The theme of the 31st eCAADe conference is the role of computation in the consideration of performance in planning and design. Since long, a building no longer simply serves to shelter human activity from the natural environment. It must not just defy natural forces, carry its own weight, its occupants and their possessions, it should also functionally facilitate its occupants’ activities, be aesthetically pleasing, be economical in building and maintenance costs, provide temperature, humidity, lighting and acoustical comfort, be sustainable with respect to material, energy and other resources, and so forth. Considering all these performance aspects in building design is far from straightforward and their integration into the design process further increases complexity, interdisciplinarity and the need for computational support.One of the roles of computation in planning and design is the measurement and prediction of the performances of buildings and cities, where performance denotes the ability of buildings and cities to meet various technical and non-technical requirements (physical as well as psychological) placed upon them by owners, users and society at large.This first volume contains 75 papers grouped under eleven subthemes that vary from Design Decision-Making over Spatial Performance and Space Syntax to Digital Fabrication.
series eCAADe
email
last changed 2022/06/07 07:49

_id ecaade2013_257
id ecaade2013_257
authors Trento, Armando and Fioravanti, Antonio
year 2013
title Human Activity Modelling Performed by Means of Use Process Ontologies
source Stouffs, Rudi and Sariyildiz, Sevil (eds.), Computation and Performance – Proceedings of the 31st eCAADe Conference – Volume 2, Faculty of Architecture, Delft University of Technology, Delft, The Netherlands, 18-20 September 2013, pp. 385-394
doi https://doi.org/10.52842/conf.ecaade.2013.2.385
wos WOS:000340643600039
summary Quality, according to Pirsig’s universal statements, does not belong to the object itself, nor to the subject itself, but to both and to their interactions. In architecture it is terribly true as we have a Building Object and Users that interact with it.The problem we approach here, renouncing at the impossible task of modelling the actor’s “libero arbitrio”, focuses on defining a set of occurrences, which dynamically happen in the built environment. If organized in a proper way, use process knowledge allows planners/designers to represent usage scenario, predicting activity inconsistencies and evaluating the building performance in terms of user experience.With the aim of improving both, the quality of buildings and the user experience, this research explores a method for linking process and product ontologies, formalized to support logic synchronization between software for planning functional activities and software for authoring design of infrastructures.
keywords Design knowledge modelling; process ontology; knowledge management.
series eCAADe
email
last changed 2022/06/07 07:57

_id ecaade2013_096
id ecaade2013_096
authors Achten, Henri
year 2013
title Buildings with an Attitude
source Stouffs, Rudi and Sariyildiz, Sevil (eds.), Computation and Performance – Proceedings of the 31st eCAADe Conference – Volume 1, Faculty of Architecture, Delft University of Technology, Delft, The Netherlands, 18-20 September 2013, pp. 477-485
doi https://doi.org/10.52842/conf.ecaade.2013.1.477
wos WOS:000340635300050
summary In order to achieve interactive architecture it is necessary to consider more than the technological components of sensors, controllers, and actuators. The interaction can be focused to different interaction activities: instructing, conversing, manipulating, and exploring (we propose to call this the interaction view). Additionally, the purpose of the building may range from performing, sustaining, servicing, symbolising, to entertaining (we propose to call this the world view). Combined, the interaction view and world view establish 20 different attitudes, which are flavours of behaviour for the interactive building. Through attitudes interaction profiles can be established and criteria derived for the design of interactive buildings.
keywords Interactive architecture; design theory; Human-Computer Interaction; augmented reality; mixed reality.
series eCAADe
email
last changed 2022/06/07 07:54

_id caadria2013_030
id caadria2013_030
authors Adamantidis, Ermis; Madhav Kidao and Marios Tsiliakos
year 2013
title Siphonophore – A Physical Computing Simulation of Colonial Intelligence Organisms
source Open Systems: Proceedings of the 18th International Conference on Computer-Aided Architectural Design Research in Asia (CAADRIA 2013) / Singapore 15-18 May 2013, pp. 355-364
doi https://doi.org/10.52842/conf.caadria.2013.355
wos WOS:000351496100035
summary This paper sets out to document the procedural design and implementation of “Siphonophore” a multisensory digital ecology, mimicking colonial-ordered behaviour systems. The exploration of the notion of “self” in a complex system of highly integrated individuals with reference to the emergence of behaviours from the human-machine-context interaction, is engaged by this open system’s hierarchical articulation of electronics, Arduino boards, sensors and programming routines. User interaction and recorded statistics from the system’s core algorithm are assessed, in relation to the capacity of this prototype to provide an alternative methodology of describing collective intelligence, while presenting a non-standard perspective of body-space interaction and design as entertaining art. The overall impact is discussed in relation to the examined observations, towards a potential advancement to a system of superior contextual understanding.  
keywords Colonial intelligence, Multisensory installation, Physical computing, Spatial sensing, Human-machine interaction 
series CAADRIA
email
last changed 2022/06/07 07:54

_id caadria2013_262
id caadria2013_262
authors Alston, Mark E.
year 2013
title Space Emergent Field
source Open Systems: Proceedings of the 18th International Conference on Computer-Aided Architectural Design Research in Asia (CAADRIA 2013) / Singapore 15-18 May 2013, pp. 715-724
doi https://doi.org/10.52842/conf.caadria.2013.715
wos WOS:000351496100070
summary Architecture has always been founded upon ideologies. However could the influence of human interactions create a new perspective for space form evolution? To create a spatial adaptive system, to the influence of culture and behaviour of human being? The output of this spatial system is the determination of optimised values for spatial configurations by biomolecular, self-assembly computation for emergent spatial forms.  
keywords Spatial, Adaptive, Biomolecular computations, Self-assembly 
series CAADRIA
email
last changed 2022/06/07 07:54

_id ecaadesigradi2019_449
id ecaadesigradi2019_449
authors Becerra Santacruz, Axel
year 2019
title The Architecture of ScarCity Game - The craft and the digital as an alternative design process
source Sousa, JP, Xavier, JP and Castro Henriques, G (eds.), Architecture in the Age of the 4th Industrial Revolution - Proceedings of the 37th eCAADe and 23rd SIGraDi Conference - Volume 3, University of Porto, Porto, Portugal, 11-13 September 2019, pp. 45-52
doi https://doi.org/10.52842/conf.ecaade.2019.3.045
summary The Architecture of ScarCity Game is a board game used as a pedagogical tool that challenges architecture students by involving them in a series of experimental design sessions to understand the design process of scarcity and the actual relation between the craft and the digital. This means "pragmatic delivery processes and material constraints, where the exchange between the artisan of handmade, representing local skills and technology of the digitally conceived is explored" (Huang 2013). The game focuses on understanding the different variables of the crafted design process of traditional communities under conditions of scarcity (Michel and Bevan 1992). This requires first analyzing the spatial environmental model of interaction, available human and natural resources, and the dynamic relationship of these variables in a digital era. In the first stage (Pre-Agency), the game set the concept of the craft by limiting students design exploration from a minimum possible perspective developing locally available resources and techniques. The key elements of the design process of traditional knowledge communities have to be identified (Preez 1984). In other words, this stage is driven by limited resources + chance + contingency. In the second stage (Post-Agency) students taking the architects´ role within this communities, have to speculate and explore the interface between the craft (local knowledge and low technological tools), and the digital represented by computation data, new technologies available and construction. This means the introduction of strategy + opportunity + chance as part of the design process. In this sense, the game has a life beyond its mechanics. This other life challenges the participants to exploit the possibilities of breaking the actual boundaries of design. The result is a tool to challenge conventional methods of teaching and leaning controlling a prescribed design process. It confronts the rules that professionals in this field take for granted. The game simulates a 'fake' reality by exploring in different ways with surveyed information. As a result, participants do not have anything 'real' to lose. Instead, they have all the freedom to innovate and be creative.
keywords Global south, scarcity, low tech, digital-craft, design process and innovation by challenge.
series eCAADeSIGraDi
email
last changed 2022/06/07 07:54

_id ecaade2013_062
id ecaade2013_062
authors Bittermann, Michael S. and Ciftcioglu, Ozer
year 2013
title Ambient Surveillance by Probabilistic-Possibilistic Perception
source Stouffs, Rudi and Sariyildiz, Sevil (eds.), Computation and Performance – Proceedings of the 31st eCAADe Conference – Volume 2, Faculty of Architecture, Delft University of Technology, Delft, The Netherlands, 18-20 September 2013, pp. 345-353
doi https://doi.org/10.52842/conf.ecaade.2013.2.345
wos WOS:000340643600035
summary A method for quantifying ambient surveillance is presented, which is based on probabilistic-possibilistic perception. The human surveillance of a scene through observing camera sensed images on a monitor is modeled in three steps. First immersion of the observer is simulated by modeling perception of the scene from the camera locations using probabilistic perception approach. The perceptions are thereafter combined by means of probabilistic union, simulating simultaneous watching of the scene from multiple viewing positions. As third step the combined perceptions are converted to a possibility using triangular possibility density function. The latter step accounts for the fact that surveillance takes place via monitor depiction and not directly as perception of the actual physical scene. The method is described and demonstrated by means of an ambient surveillance application involving three cameras. The resulting possibility of perception is compared to the case of using two cameras, quantifying the added value of additional camera as to surveillance.
keywords Perception; possibility; ambient intelligence; surveillance.
series eCAADe
email
last changed 2022/06/07 07:52

_id ecaade2013_007
id ecaade2013_007
authors Canavezzi de Abreu, Sandro
year 2013
title Permeability Regimes between Man and Interactive Spaces
source Stouffs, Rudi and Sariyildiz, Sevil (eds.), Computation and Performance – Proceedings of the 31st eCAADe Conference – Volume 1, Faculty of Architecture, Delft University of Technology, Delft, The Netherlands, 18-20 September 2013, pp. 449-457
doi https://doi.org/10.52842/conf.ecaade.2013.1.449
wos WOS:000340635300047
summary In this paper we will present the permeability regimes: concepts conceived to contribute with the understanding of the new roles and necessary skills for the architect and designer to design performative and interactive spaces. This contribution, as will be shown here, is based on theoretical and empirical bases that will address a specific context: the methods for introducing and making tangible the relation between information, human and space for architecture students. Therefore, we will describe the dynamics of an interactive installation developed by undergraduate students, relating it to the permeability regimes.
keywords Digitalization; interface; mapping; hibridization; permeability.
series eCAADe
email
last changed 2022/06/07 07:54

_id ecaade2013_158
id ecaade2013_158
authors Cohen, Itai; Turrin, Michela; Heinzelmann, Florian and Welzner, Ivo
year 2013
title The Human Factor – Introducing Game Mechanics to Computerized Home Automation Systems
source Stouffs, Rudi and Sariyildiz, Sevil (eds.), Computation and Performance – Proceedings of the 31st eCAADe Conference – Volume 1, Faculty of Architecture, Delft University of Technology, Delft, The Netherlands, 18-20 September 2013, pp. 175-184
doi https://doi.org/10.52842/conf.ecaade.2013.1.175
wos WOS:000340635300017
summary A method of integration of game mechanics and game dynamics into a user interface for a home automation system as means of reducing the inhabitant’s environmental footprint is described and detailed up to the point of proof of concept. In detail, the paper describes the game framework and the method in which the competitive game could be balanced between different dwellings to ensure a fair game. A unique and intuitive method of control via smartphone is described that aims at making the interaction with the device and game more intrusive and friendly. This method is prototyped and tested to the stage of proof of concept.
keywords Gamification; domotics; user interface; domestic energy reduction; layered reality.
series eCAADe
email
last changed 2022/06/07 07:56

For more results click below:

this is page 0show page 1show page 2show page 3show page 4show page 5... show page 7HOMELOGIN (you are user _anon_404122 from group guest) CUMINCAD Papers Powered by SciX Open Publishing Services 1.002