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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_id sigradi2017_002
id sigradi2017_002
authors Pereira, Vinícius; Luiz Fresl
year 2017
title A Alteridade Digital no Processo de Criação em Arquitetura [The digital otherness in the architectural design process]
source SIGraDi 2017 [Proceedings of the 21th Conference of the Iberoamerican Society of Digital Graphics - ISBN: 978-956-227-439-5] Chile, Concepción 22 - 24 November 2017, pp.21-25
summary An instrument with high data-processing capacity capable of developing design solutions not previously viewed by the human intellect, should not be seen as a mere design tool. In a world encoded by the virtualization of human relations and the definitive change in the relationship between subject and object, it is the role of the architect to understand what would be his true positioning in a shared design process with a computing device. This article intends to be the beginning of a comprehensive research between theoretical and pratical aspects on the relations established between the agents involved in an algorithmic process of creation in architecture.
series SIGRADI
email
last changed 2021/03/28 19:59

_id sigradi2018_1788
id sigradi2018_1788
authors Perelli S., Bruno; Soza R., Pedro
year 2018
title Design of fiduciary markers for its implementation in the urban area
source SIGraDi 2018 [Proceedings of the 22nd Conference of the Iberoamerican Society of Digital Graphics - ISSN: 2318-6968] Brazil, São Carlos 7 - 9 November 2018, pp. 932-936
summary The mediation by Augmented Reality, allows to add layers of virtual information to reality in natural and intuitive ways, guaranteeing interactions in real time and generating new perceptual stimuli not necessarily remitted exclusively to the field of vision. Interaction devices such as fiduciary markers are resources generally associated with RA experience, however these markers of paper-usually turn out to be ephemeral when implementation is done in open spaces and high traffic. The following work presents results in the analysis of materials that guarantee to be ideal for the permanent implementation of markers in pedestrian urban routes.
keywords  Augmented Reality; Fiduciary Markers; Visual Impairment; Computer Vision
series SIGRADI
email
last changed 2021/03/28 19:59

_id ecaadesigradi2019_462
id ecaadesigradi2019_462
authors Perelli Soto, Bruno and Soza Ruiz, Pedro
year 2019
title CoDesign Spaces - Experiences of EBD research at an industrial design makerspace
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 1, University of Porto, Porto, Portugal, 11-13 September 2019, pp. 417-422
doi https://doi.org/10.52842/conf.ecaade.2019.1.417
summary During the last years, insertion of technology accelerates its incursion both in the design process and in the teaching-learning process. Design education has gone through different visions: Some hold the vision of education in design with a look at professional training. Others, have chosen to study the roots and problems of the training process, the ultimate goal is to generate experts in future designers. An element that - consistently - is often absent from such discussions is the role played by prototypes in the teaching-learning process. This research reviews the role that the prototype has played, as a central element, in the process of collecting evidence, with a view to informing the decision making during the development of Project Design. The paper discusses the role that prototypes - from the standpoint of CoDesign, Evidence Design, and evolutionary design - have played in the teaching experiences of the last four semesters within a Computer Lab for students of Industrial Design. The systematization of information extracted from the research experiences has evolved from the Lab model to the Maker-space experience.
keywords Prototype; FSB Framework; Makerspace; Industrial Design
series eCAADeSIGraDi
email
last changed 2022/06/07 08:00

_id sigradi2018_1758
id sigradi2018_1758
authors Peres Ricca, Diego Enéas; de Toledo Sanjar Mazzilli, Clice
year 2018
title Use of digital technology in museums: the knowledge construction about art mediated by artificial intelligence
source SIGraDi 2018 [Proceedings of the 22nd Conference of the Iberoamerican Society of Digital Graphics - ISSN: 2318-6968] Brazil, São Carlos 7 - 9 November 2018, pp. 923-931
summary This paper aims to identify usability aspects arising from the interaction of museum visitors - with content mediation artifacts that use digital technology - in order to perceive design guidelines aimed at enhancing the visitor’s construction of knowledge. This was analyzed by the observation – in an audio and video survey - of fifteen users interacting with artificial intelligence as a guide to the museum experience on the project A Voz da Arte in the Pinacoteca de São Paulo museum.
keywords Museum; Technology; Artificial Intelligence; Human-Computer Interaction; Activity Theory
series SIGRADI
email
last changed 2021/03/28 19:59

_id sigradi2018_1755
id sigradi2018_1755
authors Peres Ricca, Diego Enéas; de Toledo Sanjar Mazzilli, Clice
year 2018
title Content mediation and digital technology in museums: design strategies to enrich the visitor’s experience
source SIGraDi 2018 [Proceedings of the 22nd Conference of the Iberoamerican Society of Digital Graphics - ISSN: 2318-6968] Brazil, São Carlos 7 - 9 November 2018, pp. 914-922
summary This paper aims to identify design strategies that integrate digital computational technologies to artifacts and installations for the interaction of museum visitors. Elements that enable the visitation experience to be satisfactory are identified through a recognition study of proposals for content mediating artifacts in museums based on theoretical aspects relevant to the understanding of human interaction with technology. It generates a classification of relevant design techniques from the cases listed on the analysis.
keywords Museum; Technology; Human-Computer Interaction; Cybernetics
series SIGRADI
email
last changed 2021/03/28 19:59

_id sigradi2016_770
id sigradi2016_770
authors Pereyra Bonifácio, Paulo Adhemar; Echavarría Terradas, Ximena; Flores, Luis; Meirelles, Lucía
year 2016
title Relacionamiento Entre los Talleres de Arquitectura y el Laboratorio de Fabricación Digital [Relationship Between Academic Architectural Workshops and Digital Fabrication Laboratory]
source SIGraDi 2016 [Proceedings of the 20th Conference of the Iberoamerican Society of Digital Graphics - ISBN: 978-956-7051-86-1] Argentina, Buenos Aires 9 - 11 November 2016, pp.266-271
summary This article develops the relationship between academic architectural workshops with digital fabrication laboratory. We understand that it is essential to implement informatics to design, especially the case of digital manufacturing, as an active tool in the design process and project representation.
series SIGRADI
email
last changed 2021/03/28 19:59

_id 396e
authors Pereyra, N., Azubel, R., Torroja, A., López Coronel, J.P. and Muñoz, P.
year 1999
title Do Intelligent Objects Need Programmed Users?
source III Congreso Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings] Montevideo (Uruguay) September 29th - October 1st 1999, pp. 52-55
summary Intelligent objects for daily use offer greater advantages than electromechanical products. However, they need a user whose life is more methodical, programmed and predictable. As de number of services offered in such products increase, their restrictions in their flexibility of use arise. Finally, users adapt themselves to habits that these objects suggest (for better) or prescribe (for worse). However, a paradox exists. What is controversial for a standard user: the increasing passivity justified in the eternal pursuit of comfort, for a disabled person means achieving independence and autonomy. In order to accomplish the revolutionary equity that computer science claims, the possibility of being excluded for economic reasons should not exist. If not, it will increase the fracture between coexistent realities in the same territory. For these reasons, assuming the risk of being considered naive and idealist, we believe that in order to build a better future it is necessary to promote policies that guarantee the access to new technologies for people with low economic means. Together with the consciousness users gain -related to product selection-, it would break the premature discouragement that the markets try to impose, resigning us to an unjustified idea of weakness and submission.
series SIGRADI
email
last changed 2016/03/10 09:57

_id sigradi2022_278
id sigradi2022_278
authors Pereyra, Paulo; Fontana, Juan José; Pineyro Rodriguez, Marina
year 2022
title Pertinence and possibility(s) of ontological approaches in parametric digital design procedures.
source Herrera, PC, Dreifuss-Serrano, C, Gómez, P, Arris-Calderon, LF, Critical Appropriations - Proceedings of the XXVI Conference of the Iberoamerican Society of Digital Graphics (SIGraDi 2022), Universidad Peruana de Ciencias Aplicadas, Lima, 7-11 November 2022 , pp. 283–294
summary A research article is presented that seeks to reflect on the relevance and possibility(s) of the incorporation of ontological approaches in the methodological articulation of parametric procedures in architectural design, having as object of study the algorithmic modeling for the digital fabrication of a laminar roof materialized with wood by sub-products from the production of national industries. Such methodological implementation makes possible, as research results, a conceptualization -through a taxonomic structuring supported by relevance- and a systematization by means of a meta-script framed in the universe of possibilities of the ontological approach. The debate problematizes the question of critical appropriation (the convening topic of the present edition of the Sigradi Congress) of methodologies that, arising in realities different from the Ibero-American one, have quickly had an impact in our environment to conclude on the need to emphasize the context parameter in the conceptualization of specific meta-scripts.
keywords Parametric Analysis, Ontologies, Digital Design, Digital Fabrication, Algorithmic Design
series SIGraDi
email
last changed 2023/05/16 16:55

_id acadia04_162
id acadia04_162
authors Perez, Santiago R.
year 2004
title The Synthetic Sublime
source Fabrication: Examining the Digital Practice of Architecture [Proceedings of the 23rd Annual Conference of the Association for Computer Aided Design in Architecture and the 2004 Conference of the AIA Technology in Architectural Practice Knowledge Community / ISBN 0-9696665-2-7] Cambridge (Ontario) 8-14 November, 2004, 162-175
doi https://doi.org/10.52842/conf.acadia.2004.162
summary The distinction between the artificial and the natural has been increasingly challenged as a result of advances in genetics, microbiol¬ogy, and robotics. Beginning with the molecular assemblage of organic systems into complex micro-surfaces and structures, and expanding into the realm of the macro landscape, our understanding of the term Synthetic must be revised. What is the relationship between the component (or part) and the whole, when confronted with the Synthetic? Digitally mediated fabrication technologies, combined with a renewed interest in topology and (bio)logical form, serve to challenge our preconceived notions of space and form. This inquiry will attempt to explore the relationship between traditional assemblies produced by hand, and the production of complex forms through digital rapid prototyping. The impact of D'Arcy Thompson's On Growth and Form will be considered both as a historical juncture and a contemporary source of knowledge for the exploration of new assemblages inspired by topology and biology. In particular, the organic micro-surfaces depicted in France Bourély's Hidden Beauty will be explored, in comparison with the mathematical development of organic forms inspired by Periodic Minimal Surfaces. The analysis of emerging forms and assemblages based on the notion of the Synthetic will be compared with the Organic, and considered within the context of twentieth century art and sculpture. An attempt will be made to establish new modes of inquiry for combining digital and physical explorations of space and form, influenced by advances in micro-scale structures, complex surfaces, and the history of organic form in art.
keywords landscape, form, surface, assemblage
series ACADIA
email
last changed 2022/06/07 08:00

_id sigradi2011_209
id sigradi2011_209
authors Peronti Santiago, Rodrigo
year 2011
title Jogos e Processos de Projeto: Diálogos Possíveis [Games and Design Processes: Possible Dialogues]
source SIGraDi 2011 [Proceedings of the 15th Iberoamerican Congress of Digital Graphics] Argentina - Santa Fe 16-18 November 2011, pp. 503-506
summary With the background of the reflections of the philosopher Vilém Flusser about games on contemporary culture, and the mathematical theory of Constructionism of the educator Seymour Papert, the subject of this work, a doctoral research in progress, relates to the use of a new programming language in the development of design processes in architecture. Intends to examine and explore the similarity of this language with the definition of "open game" by Flusser, whose use seems to favor so-called participatory methods and collaborative work, in which the role of the individual project gives rise to an activity shared by several actors.
series SIGRADI
email
last changed 2016/03/10 09:57

_id sigradi2016_729
id sigradi2016_729
authors Peronti, Gabriela Gonzalez; Silva, Adriane Almeida Borda da; Veiga, Mônica
year 2016
title A representaç?o do espaço de arquitetura por meio de dispositivos táteis: uma revis?o conceitual e tecnológica [The representation of architectural space through haptic devices: a conceptual and technological review]
source SIGraDi 2016 [Proceedings of the 20th Conference of the Iberoamerican Society of Digital Graphics - ISBN: 978-956-7051-86-1] Argentina, Buenos Aires 9 - 11 November 2016, pp.561-566
summary This study presents preliminary results of an experiment of production and use of tactile models to explain the form of an architectural space for visually impaired people. As part of a literature review, it explores the digital manufacturing technologies such as laser cutting and 3D printing to generate representations. The review uses a case study representing a house-museum and the experiments are based on a partnership with a school for a visually impaired people. The collaborative process has contributed to learning and explanation of multi-sensory characteristics of the constructed spaces and reinforced the need for a revision of educational processes for the architectural project regarding the habit of prioritizing essentially the aesthetic and visual aspects. The universal design concept gives grounds for each action.
series SIGRADI
email
last changed 2021/03/28 19:59

_id 098a
authors Perron, Richard and Miller, Deron
year 1991
title Landscape of the Mind
source Reality and Virtual Reality [ACADIA Conference Proceedings / ISBN 1-880250-00-4] Los Angeles (California - USA) October 1991, pp. 71-86
doi https://doi.org/10.52842/conf.acadia.1991.071
summary The focus of this article is the exploration of landscape and the question of representation, more specifically how landscape principles can be represented through computation. It is a quest for essential qualities, through an application of philosophical questioning, and a response to a human perception of reality. Reality, as an invention of the human mind, is often thought of as a set of accepted conventions and constructs. Such a reality has an inherent dependency upon cognition where spatial and temporal principles may be defined within the natural and built environment, and further embraced within a cultural context. However, there also exist rules or relations that are neither invented nor formulated by the participants understanding. In effect these relations may not have been effectively articulated, a result perhaps of unfamiliar cues. Therefore, to the participant, these relations reside in the realm of the unknown or even the mystic. The aesthetic often resides in the realm of the mystic. The discovery of the aesthetic, is often an experience that comes from encountering physical and essential beauty where it has been produced through unconscious relations, perceived, yet transcending human understanding. The aspects of space and time, spatial and temporal properties and relations of things and events, are generally accepted conventions. Yet, the existence of a time order, is often not perceived. An understanding of spatial temporal properties may involve a temporal detachment from convention, allowing the release of previously unknown patterns and relations. Virtual realities are well constructed simulations of our environments, yet they may lack the embedded essential qualities of place. Virtual reality should transcend human perception and traditional modes of understanding, and most importantly our limited notions of the temporal nature of our environment. A desire to reach beyond the limits of perceived time order, may take us beyond existing sets of cultural values, and lead to the realization of new spatial/temporal conventions with the assistance of the computer.
series ACADIA
last changed 2022/06/07 08:00

_id 1f68
authors Perrone, Alessandro
year 2002
title Agent-Based Design Modelling Using the Visual Swarm Builder
source Gero JS and Brazier FMT (eds) (2002) Agents in Design 2002. Key Centre of Design Computing and Cognition, University of Sydney, pp. 153-164
summary In this paper we describe a new product written to simplify the construction of Agent based simulations called Visual Swarm Builder. VSB is an integrated environment for the design and realization of simulations using Swarm libraries, based on menudriven and graphic selections of objects like graphs, "standard agents", etc. This paper is divided into three sections. It commences with an introduction about the need of an instrument like VSB, then there are parts dedicated to the simulation environment, Swarm, and finally there's the last parts in which there's described the package, with all the present and future features, and a short example designed with VSB.
series other
email
last changed 2003/05/10 10:16

_id acadia10_305
id acadia10_305
authors Perry, Chris
year 2010
title Anticipatory Architecture | Extrapolative Design
source ACADIA 10: LIFE in:formation, On Responsive Information and Variations in Architecture [Proceedings of the 30th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-1-4507-3471-4] New York 21-24 October, 2010), pp. 305-312
doi https://doi.org/10.52842/conf.acadia.2010.305
summary The instrumental and aesthetic implications of architecture’s engagement with science and technology has a long history, part of which includes the period following the Second World War when the rapid technological advances of the Industrial Revolution merged with a general cultural mindset characterized by themes of progress and futurism. For postwar thinkers like Reyner Banham, this interest in a futurist architecture suggested an approach to design rooted less in architectural precedent than technological extrapolation. While a precedent based approach might be viewed as more disciplinary in nature, technological extrapolation suggests an inclination towards interdisciplinarity. Thus, Banham’s concept of extrapolation encouraged architects to look beyond the limits of their own discipline as a means of discovering new forms of knowledge and expertise. Indeed Banham was engaged in taking stock of the technological advances particular to his time while simultaneously anticipating the implication of these advancements for the future. To this extent, the postwar period and its inherent futurism provides a useful and poignant lens through which to take stock of our own technological climate. Given the equally revolutionary advances in computer technology in the last twenty years, our contemporary moment can be seen as having many parallels with the postwar period, and not unlike the postwar generation of architects and thinkers, contemporary designers are inevitably faced with the challenge of engaging new technological advances and their implications for architecture. In our current age of digital and biological technologies, these advances are both rapid and widespread, and include LED and fiber-optic lighting systems, motion sensing, interface design, solar tracking photovoltaic skins and wind harnessing technologies, magnetic levitation, and robotics. This paper begins with an examination of design work and criticism from the postwar period and proceeds to utilize that examination as an historical framework for addressing issues of contemporary design and 21st Century technological advancement.
keywords Architecture, Anticipatory, Technology, Science
series ACADIA
type normal paper
email
last changed 2022/06/07 08:00

_id caadria2022_472
id caadria2022_472
authors Perry, Gabriella and Garcia del Castillo y Lopez, Jose Luis
year 2022
title Droop ‚ An Iterative Design Tool for Material Draping
source Jeroen van Ameijde, Nicole Gardner, Kyung Hoon Hyun, Dan Luo, Urvi Sheth (eds.), POST-CARBON - Proceedings of the 27th CAADRIA Conference, Sydney, 9-15 April 2022, pp. 283-292
doi https://doi.org/10.52842/conf.caadria.2022.2.283
summary Advances in large-scale 3D printing technology have opened up explorations on novel non-solid, non-layered 3D printing techniques such as spatial lattices and material draping. These new printing techniques have potential to reduce the wasted material from printing support structures and optimize overall material use. However, due to the inherent material unpredictability of many of these systems, they are often difficult to approximate with digital tools, often requiring simple trial and error to achieve a specific result, with the consequent waste of time and resources. Droop is a work in progress material-informed simulation environment that serves as an iterative design tool for material draping fabrication processes. Droop explores the material potential of thermoplastics through the fabrication process of robotic draping to achieve complex linked catenary forms. This bespoke simulation environment approximates the spatial form of a material draping process and serves as a useful iterative design tool that allows designers to better understand and predict how a 2D pattern translates into a 3D droop form. The simulation also reduces the amount of wasted material produced by trial-and-error material draping processes. In this paper, we present the digital simulation framework, discuss methods for material-informed calibration, and show a set of experiments produced with this tool.
keywords Material Draping, Physics Simulation, Additive Manufacturing, Robotic Fabrication, Catenary Geometry, SDG 12
series CAADRIA
email
last changed 2022/07/22 07:34

_id d0f5
authors Persson, Lars
year 1991
title TO CO-OPERATE WITH DWELLERS IN A FULL-SCALE MOCKUP
source Proceedings of the 3rd European Full-Scale Modelling Conference / ISBN 91-7740044-5 / Lund (Sweden) 13-16 September 1990, pp. 31-33
summary Since 3 years we are rebuilding a district called Fröslunda. Fröslunda is a district of Eskilstuna containing 1800 apartments. Fröslunda was built during the late 1940s and the beginning of the 50s. Today it is a well known and popular district. Side by side the inhabitants and buildings have grown old. Primarily the residents are elderly. The need of elevators and other arrangements primarily for the elderly have increased. Buildings are now technically in bad condition. Big efforts are needed to adjust them to the standard of today. All this needed a radical rebuilding programme.
keywords Full-scale Modeling, Model Simulation, Real Environments
series other
type normal paper
more http://info.tuwien.ac.at/efa
last changed 2004/11/25 16:19

_id sigradi2018_1469
id sigradi2018_1469
authors Pestana Junior, João Luiz; Barbosa Vilas Boas, Naylor; Cury Paraízo, Rodrigo
year 2018
title Between the Cloud and the Concrete: The Data Center as a cybernetic Heterotopia
source SIGraDi 2018 [Proceedings of the 22nd Conference of the Iberoamerican Society of Digital Graphics - ISSN: 2318-6968] Brazil, São Carlos 7 - 9 November 2018, pp. 74-79
summary The imminence of the Information Era brings with it profound changes in the society, and in Architecture field, new challenges are presented practically in all its dimensions. It has changed ways of think and practice, and new demands appears as new questions to the architects. In this paper, we analysis the Data Center as an Architectural problem, considering its existence in a functional and symbolic way, which represents, with its materiality, the visible face of the ethereal "Cloud" where all the modern society is supported.
keywords Heterotopia; Data Center; Cloud; Society; Internet
series SIGRADI
email
last changed 2021/03/28 19:59

_id ecaade2018_325
id ecaade2018_325
authors Peteinarelis, Alexandros and Yiannoudes, Socrates
year 2018
title Parametric Models and Algorithmic Thinking in Architectural Education
source Kepczynska-Walczak, A, Bialkowski, S (eds.), Computing for a better tomorrow - Proceedings of the 36th eCAADe Conference - Volume 2, Lodz University of Technology, Lodz, Poland, 19-21 September 2018, pp. 401-410
doi https://doi.org/10.52842/conf.ecaade.2018.2.401
summary Part of our research and teaching agenda at the School of Architecture of the Technical University of Crete focuses on algorithmic design with parametric models, its methodological characteristics and the study of applied and theoretical work that defined this architectural design thinking. Our work challenges architectural design processes, through the systematic study of parametric models. This paper presents three projects from the undergraduate elective course "Special Topics in Architectural Design", which took place during the spring semester of 2017, that investigated parametric models for a given architectural problem, inspired, to some extent, by precedents in 20th century architecture where students traced algorithmic design thinking. Although students understood well the concept and function of parametric models and in many cases applied them successfully for their design objectives, several of them did not fully assimilate some critical aspects of computation. This allowed us to determine areas of improvement and points of complete reevaluation in our educational strategy approach.
keywords algorithmic thinking; parametric model; computational thinking; architectural education; Frei Otto
series eCAADe
email
last changed 2022/06/07 08:00

_id ascaad2016_004
id ascaad2016_004
authors Peteinarelis, Alexandros; Socrates Yiannoudes
year 2016
title Algorithmic Thinking in Design and Construction - Working with parametric models
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. 19-28
summary This paper examines the parametric model in algorithmic design processes, using the outcome of an educational digital design and fabrication course as a case study. In its long history, algorithmic design as a form-finding method, allowed designers to manage complex non-standard associative geometries, suggesting a shift from the digital representation of form, to its systematic representation into a parametric model through code. Rather than a style or a tool, the parametric model is best defined in mathematical terms; in practice it incorporates the organizational logic of the form and the topological associations of its parts, so that a change in its constitutive parameters will invoke a concerted update of the entire model, and, iteratively, formal and structural variations. In a series of design experiments that took place at the School of Architecture of the Technical University of Crete in the spring of 2015, we used parametric models represented into visual code, from the initial conceptual stage to fabrication. From the experience and outcome of this course, we deduced that, compared to other digital formation methods, parametric models allow the designer to constantly interact with the model through the code, producing discreet variations without losing control of the design intentions, by “searching” into a wide range (albeit finite) of virtual results. This suggested a shift in culturally embedded patterns of modernist design thinking.
series ASCAAD
email
last changed 2017/05/25 13:13

_id ecaade2014_145
id ecaade2014_145
authors Peter Búš, Lukáš Kurilla and Henri Achten
year 2014
title Emergent articulation field in existing urban context - Computational typologies with emergent matter
source Thompson, Emine Mine (ed.), Fusion - Proceedings of the 32nd eCAADe Conference - Volume 1, Department of Architecture and Built Environment, Faculty of Engineering and Environment, Newcastle upon Tyne, England, UK, 10-12 September 2014, pp. 181-189
doi https://doi.org/10.52842/conf.ecaade.2014.1.181
wos WOS:000361384700018
summary The main purpose of this research is to introduce and verify selected advanced computational methodologies operating with agent-oriented approach that are applicable within the framework of emergent urban design strategies in early stages of zoning proceedings. The aim is to demonstrate that speculative matter of the phenomenon of emergence in terms of design thought driven by computational models can also be applicable within real existing urban conditions. The research concurs previous researches in the field of urban pre-reconfigurations in the selected city environments. It concentrates on developing a simulation model as an analytical and generative instrumental platform for architects in early phases of urban design and synthetizes accumulated computational advancements based on agent-oriented approach.
keywords Emergence; agent-oriented modelling; urban agency; colonial growth; bottom-up strategy
series eCAADe
email
last changed 2022/06/07 08:00

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