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 16541

_id 6a78
authors Chastain, Thomas and Elliott, Ame
year 1998
title Cultivating Design Competence: Online Support for the Beginning Design Studio
doi https://doi.org/10.52842/conf.acadia.1998.290
source Digital Design Studios: Do Computers Make a Difference? [ACADIA Conference Proceedings / ISBN 1-880250-07-1] Québec City (Canada) October 22-25, 1998, pp. 290-299
summary A primary lesson of a beginning design studio is the development of a fundamental design competence. This entails acquiring skills of integration, projection, exploration, as well as critical thinking–forming the basis of thinking “like a designer.” Plaguing the beginning architectural design student as she develops this competence are three typical problems: a lagging visual intelligence, a linking of originality with creativity, and the belief that design is an act of an individual author instead of a collaborative activity. We believe that computation support for design learning has particular attributes for helping students overcome these problems. These attributes include its inherent qualities for visualization, for explicitness, and for sharing. This paper describes five interactive multi-media exercises exploiting these attributes which were developed to support a beginning design studio. The paper also reports how they have been integrated into the course curriculum.
series ACADIA
email
last changed 2022/06/07 07:55

_id ijac201614207
id ijac201614207
authors Chaszar, Andre and Sam Conrad Joyce
year 2016
title Generating freedom: Questions of flexibility in digital design and architectural computation
source International Journal of Architectural Computing vol. 14 - no. 2, 167-181
summary Generative processes and generative design approaches are topics of continuing interest and debate within the realms of architectural design and related fields. While they are often held up as giving designers the opportunity (the freedom) to explore far greater numbers of options/alternatives than would otherwise be possible, questions also arise regarding the limitations of such approaches on the design spaces explored, in comparison with more conventional, human-centric design processes. This article addresses the controversy with a specific focus on parametric-associative modelling and genetic programming methods of generative design. These represent two established contenders within the pool of procedural design approaches gaining increasingly wide acceptance in architectural computational research, education and practice. The two methods are compared and contrasted to highlight important differences in freedoms and limitations they afford, with respect to each other and to ‘manual’ design. We conclude that these methods may be combined with an appropriate balance of automation and human intervention to obtain ‘optimal’ design freedom, and we suggest steps towards finding that balance.
keywords Design space exploration, parametric-associative modelling, genetic programming, mixed-initiative methods
series journal
last changed 2016/06/13 08:34

_id caadria2013_220
id caadria2013_220
authors Chaszar, André and José Nuno Beirão
year 2013
title Feature Recognition and Clustering for Urban Modelling – Exploration and Analysis in GIS and CAD
doi https://doi.org/10.52842/conf.caadria.2013.601
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. 601-610
summary In urban planning exploration and analysis assist the generation, measurement, interpretation and management of the modelled urban environments. This frequently involves categorisation of model elements and identification of element types. Such designation of elements can be achieved through attribution (e.g. ‘tagging’ or ‘layering’) or direct selection by model users. However, for large, complex models the number and arrangement of elements makes these approaches impractical in terms of time/effort and accuracy. This is particularly true of models which include substantial numbers of elements representing existing urban fabric, rather than only newly generated elements (which might be automatically attributed during the generation process). We present methods for identification and categorisation of model elements in models of existing and proposed urban agglomerations. We also suggest how these methods can enable exploration of models, discovery of identities and relationships not otherwise obvious, and acquisition of insights to the models’ structure and contents which are not captured, and may even be obscured, by manual selection or automated pre-attribution.  
wos WOS:000351496100059
keywords City information modelling, Data mining, Feature recognition, Geometric-content-based-search, Urban typologies 
series CAADRIA
email
last changed 2022/06/07 07:55

_id caadria2024_312
id caadria2024_312
authors Chatterjee, Shamik Sambit and Sanatani, Rohit Priyadarshi
year 2024
title Micro-Spatial Elements and Their Impact on Socio-Spatial Behaviour: A Study in Virtual Reality
doi https://doi.org/10.52842/conf.caadria.2024.3.449
source Nicole Gardner, Christiane M. Herr, Likai Wang, Hirano Toshiki, Sumbul Ahmad Khan (eds.), ACCELERATED DESIGN - Proceedings of the 29th CAADRIA Conference, Singapore, 20-26 April 2024, Volume 3, pp. 449–458
summary In the Global South, complex and multilayered urban public spaces rarely allow for an empirical understanding of the role of small, micro-spatial elements (such as raised thresholds, plinths etc) in social uses of public space. However, through the use of Virtual Reality (VR) systems and virtual environments, combinations of such elements can be tested and analysed with users to ascertain their relative ease of allowing socio-spatial interactions. Using a VR simulation of a public space in Delhi, the study examines the inter-relations of micro spatial urban elements on optional and social activities, and also assesses the relative importance of these elements in contributing to a person’s ability to pause in a public space. The study documents socio-spatial interaction in a commercial neighbourhood market space through timelapse videography and identifies spatial patterns of congregation and the elements contributing to such. The space is then re-created as a 3D virtual environment, and different micro-spatial configurations are assessed by participants. Through a quantitative and qualitative analysis of such assessments, the research attempts to reveal how these elements may be used in combination to design robust and socially resilient public spaces.
keywords Micro-Spatial Elements, Social Interaction, Urban modelling, Virtual Environments
series CAADRIA
email
last changed 2024/11/17 22:05

_id acadia11_186
id acadia11_186
authors Chaturvedi, Sanhita; Colmenares, Esteban; Mundim, Thiago
year 2011
title Knitectonics
doi https://doi.org/10.52842/conf.acadia.2011.186
source ACADIA 11: Integration through Computation [Proceedings of the 31st Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA)] [ISBN 978-1-6136-4595-6] Banff (Alberta) 13-16 October, 2011, pp. 186-195
summary The project Knitectonics aims at exploring digital fabrication systems that facilitate optimized, adaptive and specific integrated architectural solutions (Male-Alemany 2010). It is inspired by the beauty of nature systems with their inherent efficiency and performance. The research explored on-site fabrication of monocoques shells, integrating skin and structure along with services and infrastructure, using a simple household technique. It thus embodies a self organized micro system of textures and a macro system of structures. This paper elaborates how the numeric aspects of a textile technique were used, first to digitally imitate the process of assembly and further exploited to develop and visualize a novel fabrication system, based on material research and technical experimentation.
series ACADIA
type normal paper
email
last changed 2022/06/07 07:55

_id caadria2020_012
id caadria2020_012
authors Chatzi, Anna-Maria and Wesseler, Lisa-Marie
year 2020
title OGOS+ - A Tool to Visualize Densification potential
doi https://doi.org/10.52842/conf.caadria.2020.1.773
source D. Holzer, W. Nakapan, A. Globa, I. Koh (eds.), RE: Anthropocene, Design in the Age of Humans - Proceedings of the 25th CAADRIA Conference - Volume 1, Chulalongkorn University, Bangkok, Thailand, 5-6 August 2020, pp. 773-782
summary OGOS+ is a GIS data-based tool, which would offer urban planners, architects, and researchers visualisations of potential building mass in the form of 3D models. It compares the height of existing buildings to the maximum permitted height by German zoning law and calculates the potential building mass. To ensure minimum building footprints it only calculates the densification potential on top of existing buildings. It summarises information of the building potential for future utilisation. The goal is an increase of urban density achieved with micro interventions.
keywords Urban densification; City Information Modeling and GIS; Big Data and Analytics in Architecture
series CAADRIA
email
last changed 2022/06/07 07:55

_id ecaade2018_227
id ecaade2018_227
authors Chatzitsakyris, Panagiotis
year 2018
title EventMode - A new computational design tool for integrating human activity data within the architectural design workflow
doi https://doi.org/10.52842/conf.ecaade.2018.1.649
source Kepczynska-Walczak, A, Bialkowski, S (eds.), Computing for a better tomorrow - Proceedings of the 36th eCAADe Conference - Volume 1, Lodz University of Technology, Lodz, Poland, 19-21 September 2018, pp. 649-656
summary Architectural designers are currently depending on a multitude of elaborate computational tools in order to explore, manipulate and visualize the geometric form of their building projects. However, if architecture can be perceived as the manipulation of geometric form in direct relation to human activities and events that take place inside it, then it is evident that such design parameters are not sufficiently represented in the currently available modeling software. Would it be possible to introduce the human activity element in the aforementioned computational tools in a way that informs the design process and improves the final building product? This paper attempts to answer this question by introducing a new experimental design tool that enables the creation of parametric human activity envelopes within three-dimensional digital models. The novel approach is that this tool enables the parametric interaction of these components with the actual building geometry and generates novel visual and data representations of the 3D model. The goal is to improve the decision-making process of architects as well as their clients by enabling them to evaluate and iterate their designs based not only on the building's form but also on the human spatial events that take place inside it. A prototype implementation demonstrates the tool's practical application through three design examples.
series eCAADe
email
last changed 2022/06/07 07:55

_id ecaade2018_187
id ecaade2018_187
authors Chatzivasileiadi, Aikaterini, Hosney Lila, Anas M., Lannon, Simon and Jabi, Wassim
year 2018
title The Effect of Reducing Geometry Complexity on Energy Simulation Results
doi https://doi.org/10.52842/conf.ecaade.2018.2.559
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. 559-568
summary Accuracy and time are metrics inherently associated with the design process and the energy performance simulation of buildings. The accurate representation of the building is an essential requirement for energy analysis, which comes with the expense of time; however, this is in contrast with the need to minimise the simulation time in order to make it compatible with design times. This is a particularly interesting aspect in the case of complex geometries, which are often simplified for use in building energy performance simulation. The effects of this simplification on the accuracy of simulation results are not usually reported. This paper explored these effects through a systematic analysis of several test cases. The results indicate that the use of orthogonal prisms as simplified surrogates for buildings with complex shapes presents a worst-case scenario that should be avoided where possible. A significant reduction of geometry complexity by at least 50% can also be achieved with negligible effects on simulation results, while minimising the time requirements. Accuracy, however, deteriorates rapidly below a critical threshold.
keywords Building performance simulation; Energy analysis; Geometry simplification
series eCAADe
email
last changed 2022/06/07 07:55

_id ecaade2018_268
id ecaade2018_268
authors Cheang, Jeremy Jenn Ren and Loh, Paul
year 2018
title FOAM - Custom Single Task Construction Robot
doi https://doi.org/10.52842/conf.ecaade.2018.1.157
source Kepczynska-Walczak, A, Bialkowski, S (eds.), Computing for a better tomorrow - Proceedings of the 36th eCAADe Conference - Volume 1, Lodz University of Technology, Lodz, Poland, 19-21 September 2018, pp. 157-164
summary This paper discusses the design and fabrication of a novel in-situ fabrication system for building cladding envelope. The construction industry has utilised automation in onsite construction for many decades. This research examines how through the automation process, different construction techniques can be combined to generate a new system that is both performance and design lead. Through abstracting generative effects through the design process, the results are feedback into the fabrication process to construct a more meaningful dialogue between form, material and fabrication procedure. Using electronic prototyping, the researchers tested the system through large-scale prototypes. The paper concludes by discussing the interaction between material and design. We examine how this is evident in the machine workflow. The article addresses the theme of the conference through examining a revision of tool in design that embodied research knowledge for a more sustainable environment.
keywords Digital Fabrication, Design workflow, Automation
series eCAADe
email
last changed 2022/06/07 07:55

_id 4435
authors Cheatham, Th.E., Townley, J.A. and Holloway, G.H.
year 1979
title A System for Program Refinement
source 1979. pp. 53-62. includes bibliography
summary The Program Development System (PDS) is a programming environment, an integrated collection of interactive tools that support the process of program definition, testing, and maintenance. The PDS is intended to aid the development of large programs, especially program families whose members must be maintained in synchrony. The system facilitates implementation by stepwise refinement, and it keeps a refinement history that allows program modifications made at a high level of abstraction to be reflected efficiently and automatically in the corresponding low level code. Analysis tools are used both to support program validation and to guide program refinement
keywords user interface, software, systems, programming, tools
series CADline
last changed 2003/06/02 14:41

_id caadria2019_354
id caadria2019_354
authors Cheddadi, Mohammed Aqil, Hotta, Kensuke and Ikeda, Yasushi
year 2019
title An Urban Form-Finding Parametric Model Based on the Study of Spontaneous Urban Tissues
doi https://doi.org/10.52842/conf.caadria.2019.2.181
source M. Haeusler, M. A. Schnabel, T. Fukuda (eds.), Intelligent & Informed - Proceedings of the 24th CAADRIA Conference - Volume 2, Victoria University of Wellington, Wellington, New Zealand, 15-18 April 2019, pp. 181-190
summary This research paper investigates the peculiarities of unplanned urban fabrics known for developing in a spontaneous way. By studying the characteristics of their urban form, a set of rules, functions, and objectives used for an experimental urban form-finding model are explored. Based on these features, the development of a parametric model seeks to grasp certain characteristics of spontaneous urban tissues in old Islamic cities and incorporate them into an experimental social housing proposal. By the use of genetic algorithms, the model aims to offer better adaptability and more diversification which will be to while still keeping a degree of preservation to the distinctive aspects that define those settlements. The use of a genetic solver is expected to be a problem-solving method that can simulate and offer a wide range of objective-based spatial that are considerably adaptive to particular urban contexts. In this study, we discuss the defining aspects and constituents of the urban form of these settings before interpreting them into algorithmic components to be incorporated in a parametric model.
keywords Spontaneous Urban tissues; Urban form-finding; Genetic algorithms; Islamic cities; Multiple-objective optimization
series CAADRIA
email
last changed 2022/06/07 07:55

_id caadria2018_156
id caadria2018_156
authors Chee, Ryan Wei Shen, Tan, Wei Lin, Goh, Wei Hern, Amtsberg, Felix and Dritsas, Stylianos
year 2018
title Locally Differentiated Concrete by Digitally Controlled Injection
doi https://doi.org/10.52842/conf.caadria.2018.1.195
source T. Fukuda, W. Huang, P. Janssen, K. Crolla, S. Alhadidi (eds.), Learning, Adapting and Prototyping - Proceedings of the 23rd CAADRIA Conference - Volume 1, Tsinghua University, Beijing, China, 17-19 May 2018, pp. 195-204
summary This paper presents a digital fabrication process for concrete which may be deployed for surface texturing, volumetric modification of material properties and 2D and 3D forming. We process concrete in its slurry state by locally injecting chemicals in solution which cause vigorous effervescent reaction to take place. By precise and controlled dispensing, using computer software and robotic hardware developed, we produce local differentiation in the finally set concrete artefacts. Our work contributes to additive and subtractive 3D manufacturing as well as functionally graded materials fabrication.
keywords Digital Fabrication; Additive Manufacturing; Functionally Graded Materials; Architectural Robotics.
series CAADRIA
email
last changed 2022/06/07 07:55

_id caadria2006_565
id caadria2006_565
authors CHEN CHIEN TUNG
year 2006
title DESIGN ON SITE: Portable, Measurable, Adjustable Design Media
doi https://doi.org/10.52842/conf.caadria.2006.x.b7f
source CAADRIA 2006 [Proceedings of the 11th International Conference on Computer Aided Architectural Design Research in Asia] Kumamoto (Japan) March 30th - April 2nd 2006, 565-567
summary Space designers usually look for information on site before proceeding design. They image any possibilities of design, while they are on site. Restricted to traditional design media, if they want to develop their ideas further, they have to go back to desks. This kind of design process can capture only part of information of the site. Why not do some developments directly when designers are on the site? That is the starting point of this paper. The whole situation of site is very complicated, so it is very difficult discussing all the possibilities. In order to understand how to design on site, reducing the variations is needed. Tsai and Chang (2005) proposed a prototype about design on site, which focuses on land forming. So I chose interior as the site to reduce the variation and have more controllable factors. Still there are many factors effecting design on site, scale is very unique and very important factor of them. Beginners are difficult to really feel how long it is on the plan drawing, and even most advanced VR equipment still can’t fully present the rich information on the site. To experience the site though body, the main idea is how to propose a portable device that can support space designer to do design on site directly, with intuitional body movement and precise scale, and get feedback immediately.
series CAADRIA
email
last changed 2022/06/07 07:49

_id caadria2013_100
id caadria2013_100
authors Chen Kian Wee, Patrick Janssen and Arno Schlueter
year 2013
title A Design Method for Multicriteria Optimisation of Low Exergy Architecture
doi https://doi.org/10.52842/conf.caadria.2013.117
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. 117-126
summary This paper proposes a design method for the exploration of holistic low exergy design strategies which factor in limitations and constraints of both passive and active systems. A design method that consists of a two loop structure is proposed. The inner loop consists of an automated workflow that includes three main components: a developmental procedure for generating design variants; evaluation procedures for evaluating design variants; and an optimisation procedure for optimising populations of design variants. The outer loop consists of a manual workflow that has two main components: a schema formulation process for defining the inputs to the automated workflow and a data analysis process for analysing the data produced by the automated workflow. A case study is presented that demonstrates the proposed method.  
wos WOS:000351496100012
keywords Low exergy design, Parametric design, Evolutionary design, Integrated design process, Performance driven design 
series CAADRIA
email
last changed 2022/06/07 07:55

_id cf2011_p135
id cf2011_p135
authors Chen Rui, Irene; Schnabel Marc Aurel
year 2011
title Multi-touch - the future of design interaction
source Computer Aided Architectural Design Futures 2011 [Proceedings of the 14th International Conference on Computer Aided Architectural Design Futures / ISBN 9782874561429] Liege (Belgium) 4-8 July 2011, pp. 557-572.
summary The next major revolution for design is to bring the natural user interaction into design activities. Graphical User Interfaces (GUI) brought a new approach that was more effective compared to their conventional predecessors. In recent years, Natural User Interfaces (NUI) have advanced user experiences and multi-touch and gesture technologies provide new opportunities for a variety of potential uses in design. Much attention has been paid to leverage in the design of interactive interfaces. The mouse input and desktop screen metaphors limit the information sharing for multiple users and also delayed the direct interaction for communication between each other. This paper proposes the innovative method by integrating game engine ‘Unity3D’ with multi-touch tangible interfaces. Unity3D provides a game development tool as part of its application package that has been designed to let users to focus on creating new games. However, it does not limit the usage of area to design additional game scenarios since the benefits of Unity3D is allowing users to build 3D environments with its customizable and easy to use editor, graphical pipelines to openGL (http://unity3d.com/, 2010 ). It creates Virtual Reality (VR) environments which can simulates places in the real world, as well as the virtual environments helping architects and designers to vividly represent their design concepts through 3D visualizations, and interactive media installations in a detailed multi-sensory experience. Stereoscopic displays advanced their spatial ability while solving issues to design e.g. urban spaces. The paper presents how a multi-touch tabletop can be used for these design collaboration and communication tasks. By using natural gestures, designers can now communicate and share their ideas by manipulating the same reference simultaneously using their own input simultaneously. Further studies showed that 3Dl forms are perceived and understood more readily through haptic and proprioceptive perception of tangible representations than through visual representation alone (Gillet et al, 2005). Based on the authors’ framework presented at the last CAADFutures, the benefits of integrating 3D visualization and tactile sensory can be illustrated in this platform (Chen and Wang, 2009), For instance, more than one designer can manipulate the 3D geometry objects on tabletop directly and can communicate successfully their ideas freely without having to waiting for the next person response. It made the work more effective which increases the overall efficiency. Designers can also collect the real-time data by any change they make instantly. The possibilities of Uniy3D make designing very flexible and fun, it is deeply engaging and expressive. Furthermore, the unity3D is revolutionizing the game development industry, its breakthrough development platform for creating highly interactive 3D content on the web (http://unity3d.com/ , 2010) or similar to the interface of modern multimedia devices such as the iPhone, therefore it allows the designers to work remotely in a collaborative way to integrate the design process by using the individual mobile devices while interacting design in a common platform. In design activities, people create an external representation of a domain, often of their own ideas and understanding. This platform helps learners to make their ideas concrete and explicit, and once externalized, subsequently they reflect upon their work how well it sits the real situation. The paper demonstrates how this tabletop innovatively replaces the typical desktop metaphor. In summary, the paper addresses two major issues through samples of collaborative design: firstly presenting aspects of learners’ interactions with physical objects, whereby tangible interfaces enables them constructing expressive representations passively (Marshall, 2007), while focussing on other tasks; and secondly showing how this novel design tool allows designers to actively create constructions that might not be possible with conventional media.
keywords Multi-touch tabletop, Tangible User Interface
series CAAD Futures
email
last changed 2012/02/11 19:21

_id 90dc
authors Chen, C.
year 1999
title Information Visualisation and Virtual Environments
source Springer
summary Information Visualisation is a fast growing research field and an industry with tremendous potential. Virtual environments provide a unique medium for people to communicate and interact over computer networks. Information Visualisation and Virtual Environments links the two areas together and presents the latest research and development, highlighting the potential of information visualisation as an enabling technology in the design of new generations of virtual environments. This book will be an invaluable source of reference for courses in Information Visualisation, User Interface Design, Virtual Environments, HCI, and Information Retrieval, as well as being a useful resource for consultants and practitioners. The book contains 144 wonderful colour images of intriguing and influential works in information visualisation.
series other
last changed 2003/04/23 15:14

_id acadia18_386
id acadia18_386
authors Chen, Canhui; Burry, Jane
year 2018
title (Re)calibrating Construction Simplicity and Design Complexity
doi https://doi.org/10.52842/conf.acadia.2018.386
source ACADIA // 2018: Recalibration. On imprecisionand infidelity. [Proceedings of the 38th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-0-692-17729-7] Mexico City, Mexico 18-20 October, 2018, pp. 386-393
summary Construction simplicity is crucial to cost control, however design complexity is often necessary in order to meet particular spatial performance criteria. This paper presents a case study of a semi-enclosed meeting pod that has a brief that must contend with the seemingly contradictory conditions of the necessary geometric complexities imperative to improved acoustic performance and cost control in construction. A series of deep oculi are introduced as architectural elements to link the pod interior to the outside environment. Their reveals also introduce sound reflection and scattering, which contribute to the main acoustic goal of improved speech privacy. Represented as a three-dimensional funnel like shape, the reveal to each opening is unique in size, depth and angle. Traditionally, the manufacturing of such bespoke architectural elements in many cases resulted in lengthy and costly manufacturing processes. This paper investigates how the complex oculi shape variations can be manufactured using one universal mold. A workflow using mathematical and computational operations, a standardized fabrication approach and customization through tooling results in a high precision digital process to create particular calculated geometries, recalibrated at each stage to account for the paradoxical inexactitudes and inevitable tolerances.
keywords work in progress,tolerance, developable surface, form finding, construction simplicity, material behavior
series ACADIA
type paper
email
last changed 2022/06/07 07:55

_id caadria2024_78
id caadria2024_78
authors Chen, Chao-Nien and Hsu, Pei-Hsien
year 2024
title Design Optimization Through CFD-ABMS Integration for Controlling Virus Spread
doi https://doi.org/10.52842/conf.caadria.2024.1.475
source Nicole Gardner, Christiane M. Herr, Likai Wang, Hirano Toshiki, Sumbul Ahmad Khan (eds.), ACCELERATED DESIGN - Proceedings of the 29th CAADRIA Conference, Singapore, 20-26 April 2024, Volume 1, pp. 475–484
summary In the wake of the pandemic, the interplay between humans, architecture, and viruses has emerged as a critical area of study. Aerosol transmission particularly within indoor environments is a key factor contributing to infections. However, contemporary research frequently isolates individual strategies such as ventilation, crowd control, protective measures, and emergency protocols, often overlooking a more comprehensive perspective. To bridge this gap, we introduce an integrated design framework for parametric environment that synergizes Computational Fluid Dynamics (CFD) and Agent-based Modeling (ABM). Furthermore, compared to large-scale environments such as cities, there is also less understanding of infection control in interior spaces. This study employs simulations to track the movement of viral particles in airflow and model spatial occupancy by workflow, providing insights into both overall particle transmission trend and spatial occupancy trends. The integration of these dual aspects facilitates a thorough assessment of transmission dynamics. Our findings, based on this integrated approach, offer recommendations for optimizing circulation patterns and spatial zoning, aiming to provide adaptability and flexibility in architectural design.
keywords computational fluid dynamics (CFD), agent-based modeling (ABM), infection control, post-pandemic design, design integration, design optimization
series CAADRIA
email
last changed 2024/11/17 22:05

_id caadria2009_174
id caadria2009_174
authors Chen, Chiung-Hui
year 2009
title A Prototype Using Multi-Agent Based Simulation in Spatial Analysis and Planning
doi https://doi.org/10.52842/conf.caadria.2009.513
source Proceedings of the 14th International Conference on Computer Aided Architectural Design Research in Asia / Yunlin (Taiwan) 22-25 April 2009, pp. 513-521
summary Pedestrian’s movements and spatial cognition in urban environments are main issues for urban designers in urban spatial planning and analysis. This paper aims to study interactions between a behavioural model of pedestrians and urban spaces. The pedestrians can be represented by an agent program, and behavioural reactions of walking agents under different stimulus can be further simulated. Thus, this study suggests that, a correlation study on pedestrian behaviours and spatial environments become the criterion for urban designers in order to help them create better flows.
keywords Spatial analysis, multi-agent, behaviour, simulation
series CAADRIA
email
last changed 2022/06/07 07:55

_id cf2009_833
id cf2009_833
authors Chen, Chiung-Hui
year 2009
title An agent-based street simulator
source T. Tidafi and T. Dorta (eds) Joining Languages, Cultures and Visions: CAADFutures 2009, PUM, 2009, pp. 833- 846
summary This paper aims to study interactions between a behavioral model of pedestrians and urban spaces, and regards micro-scale urban spaces as its target. This paper suggests constructing and analyzing a pedestrian behavioral model using the “Attention Theory”, and introducing the rules and attributes of agent behavior oriented simulation. Based on the validation of actual street cases, the findings show that the pedestrians can be represented by an agent program, and behavioral reactions of walking agents under different stimulus can be further simulated.
keywords Agent, attention, behavior, simulation
series CAAD Futures
email
last changed 2009/06/08 20:53

For more results click below:

this is page 0show page 1show page 2show page 3show page 4show page 5... show page 827HOMELOGIN (you are user _anon_255631 from group guest) CUMINCAD Papers Powered by SciX Open Publishing Services 1.002