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

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Hits 1 to 20 of 3398

_id ef89
authors Fujii, Haruyuki and Nakai, Shoichi
year 1997
title A Mobile Agent Oriented Method of Simulating the Interaction Between a Built Environment and the Occupants' Action
source CAAD Futures 1997 [Conference Proceedings / ISBN 0-7923-4726-9] München (Germany), 4-6 August 1997, pp. 357-372
summary The thermal comfort of a built environment in question and the energy efficiency of the building providing the built environment is one of the aspects that plays an important role in the decision making in architectural design. However, it is not easy to deal with the interaction between a built environment and actions of occupants that change the environment in a conventional way of architectural environment simulation. Focusing on the interaction, the authors propose a method of mediating programs, which evaluate the quality of a building or simulate the performance from different aspects, in a Mobile Agent Oriented Community, so as to compose a module of the design support system.
series CAAD Futures
email
last changed 2003/05/16 20:58

_id caadria2005_b_5b_b
id caadria2005_b_5b_b
authors Dean Bruton, Arus Kunkhet
year 2005
title Grammatical Design and Crowd Behaviour: A study of factors that influence human movement in urban spaces
source CAADRIA 2005 [Proceedings of the 10th International Conference on Computer Aided Architectural Design Research in Asia / ISBN 89-7141-648-3] New Delhi (India) 28-30 April 2005, vol. 2, pp. 328-336
doi https://doi.org/10.52842/conf.caadria.2005.328x.g4r
summary Crowd behaviour in traffic and emergency situations has been recorded and documented since the early 1990s, often using digital representations of balls as an indicator of mass and movement. This paper reports the investigation of the factors that influence human movement in urban spaces and visualises the impact on human movements of changes to an urban design space. Using an agent-oriented approach is the common method for investigating the simulation of crowd behaviour. The relation of grammatical design to crowd behaviour is proposed as an important research area. This area developed since the technology for the advanced design visualisation of avatars or animated characters became available. The authors of the software used in Lord of the Rings and other well-known crowd movies have contributed to knowledge of the key issues in crowd behaviour in particular contexts and general situations. This paper relates experiments in teaching grammatical approaches to architectural design with digital media as a tool with three different implementations: a café, restaurant and gallery. Using a variety of design visualisation techniques gives different understandings of the use of a design space. By representing human movement in a design space in more complex visualisations we see more alternatives for better design more readily. Using notions of grammar, contingency and play to explore simple changes in design, the resulting crowd animations present an insightful early research stage experiment with the theories and models of crowd behaviour.
series CAADRIA
email
last changed 2022/06/07 07:49

_id ddss2006-hb-167
id DDSS2006-HB-167
authors Michael Balmer and Kai Nagel
year 2006
title Shape Morphing of Intersection Layouts Using Curb Side Oriented Driver Simulation
source Van Leeuwen, J.P. and H.J.P. Timmermans (eds.) 2006, Innovations in Design & Decision Support Systems in Architecture and Urban Planning, Dordrecht: Springer, ISBN-10: 1-4020-5059-3, ISBN-13: 978-1-4020-5059-6, p. 167-183
summary In a traffic network, capacities of parts of the network restrict the amount of transport that can be handled by this network. The capacity of a given traffic network element is not fixed, but influenced by parameters such as number of lanes, maximum speed, weather, view horizon, and so on. These parameters also define the maximum capacity of complicated intersections. Special shapes of intersections, particularly in urban regions, may further increase or decrease their capacity. This paper investigates an evolutionary algorithm to automatically improve the geometrical layout of parts of an urban network according to externally specified criteria. The paper consists of two main parts. In the first part, a simulation model is described which is able to produce realistically behaving vehicles only by using information about the curb side locations of the roads. This avoids the need to use lane connectivity, signal plans, etc. - which are details that would change during a change of the intersection layout. In the second part of the paper, the simulation changes the road and intersection layouts based on the behaviour of the vehicles. Using a feedback loop allows one to optimize the capacity of the modelled road system while its spatial extents are minimized. As a case study, a special roundabout is examined: 'Central' in downtown Zurich, Switzerland. The particularity of this roundabout is that it partially behaves like a roundabout but also contains two uncontrolled intersections. Due to its central position in the city, the roundabout is very busy with both individual cars and public transport vehicles.
keywords Agent simulation method, Intersection layout, Evolutionary algorithm
series DDSS
last changed 2006/08/29 12:55

_id d60a
authors Casti, J.C.
year 1997
title Would be Worlds: How simulation is changing the frontiers of science
source John Wiley & Sons, Inc., New York.
summary Five Golden Rules is caviar for the inquiring reader. Anyone who enjoyed solving math problems in high school will be able to follow the author's explanations, even if high school was a long time ago. There is joy here in watching the unfolding of these intricate and beautiful techniques. Casti's gift is to be able to let the nonmathematical reader share in his understanding of the beauty of a good theory.-Christian Science Monitor "[Five Golden Rules] ranges into exotic fields such as game theory (which played a role in the Cuban Missile Crisis) and topology (which explains how to turn a doughnut into a coffee cup, or vice versa). If you'd like to have fun while giving your brain a first-class workout, then check this book out."-San Francisco Examiner "Unlike many popularizations, [this book] is more than a tour d'horizon: it has the power to change the way you think. Merely knowing about the existence of some of these golden rules may spark new, interesting-maybe even revolutionary-ideas in your mind. And what more could you ask from a book?"-New Scientist "This book has meat! It is solid fare, food for thought . . . makes math less forbidding, and much more interesting."-Ben Bova, The Hartford Courant "This book turns math into beauty."-Colorado Daily "John Casti is one of the great science writers of the 1990s."-San Francisco Examiner In the ever-changing world of science, new instruments often lead to momentous discoveries that dramatically transform our understanding. Today, with the aid of a bold new instrument, scientists are embarking on a scientific revolution as profound as that inspired by Galileo's telescope. Out of the bits and bytes of computer memory, researchers are fashioning silicon surrogates of the real world-elaborate "artificial worlds"-that allow them to perform experiments that are too impractical, too costly, or, in some cases, too dangerous to do "in the flesh." From simulated tests of new drugs to models of the birth of planetary systems and galaxies to computerized petri dishes growing digital life forms, these laboratories of the future are the essential tools of a controversial new scientific method. This new method is founded not on direct observation and experiment but on the mapping of the universe from real space into cyberspace. There is a whole new science happening here-the science of simulation. The most exciting territory being mapped by artificial worlds is the exotic new frontier of "complex, adaptive systems." These systems involve living "agents" that continuously change their behavior in ways that make prediction and measurement by the old rules of science impossible-from environmental ecosystems to the system of a marketplace economy. Their exploration represents the horizon for discovery in the twenty-first century, and simulated worlds are charting the course. In Would-Be Worlds, acclaimed author John Casti takes readers on a fascinating excursion through a number of remarkable silicon microworlds and shows us how they are being used to formulate important new theories and to solve a host of practical problems. We visit Tierra, a "computerized terrarium" in which artificial life forms known as biomorphs grow and mutate, revealing new insights into natural selection and evolution. We play a game of Balance of Power, a simulation of the complex forces shaping geopolitics. And we take a drive through TRANSIMS, a model of the city of Albuquerque, New Mexico, to discover the root causes of events like traffic jams and accidents. Along the way, Casti probes the answers to a host of profound questions these "would-be worlds" raise about the new science of simulation. If we can create worlds inside our computers at will, how real can we say they are? Will they unlock the most intractable secrets of our universe? Or will they reveal instead only the laws of an alternate reality? How "real" do these models need to be? And how real can they be? The answers to these questions are likely to change the face of scientific research forever.
series other
last changed 2003/04/23 15:14

_id 2354
authors Clayden, A. and Szalapaj, P.
year 1997
title Architecture in Landscape: Integrated CAD Environments for Contextually Situated Design
source Challenges of the Future [15th eCAADe Conference Proceedings / ISBN 0-9523687-3-0] Vienna (Austria) 17-20 September 1997
doi https://doi.org/10.52842/conf.ecaade.1997.x.q6p
summary This paper explores the future role of a more holistic and integrated approach to the design of architecture in landscape. Many of the design exploration and presentation techniques presently used by particular design professions do not lend themselves to an inherently collaborative design strategy.

Within contemporary digital environments, there are increasing opportunities to explore and evaluate design proposals which integrate both architectural and landscape aspects. The production of integrated design solutions exploring buildings and their surrounding context is now possible through the design development of shared 3-D and 4-D virtual environments, in which buildings no longer float in space.

The scope of landscape design has expanded through the application of techniques such as GIS allowing interpretations that include social, economic and environmental dimensions. In architecture, for example, object-oriented CAD environments now make it feasible to integrate conventional modelling techniques with analytical evaluations such as energy calculations and lighting simulations. These were all ambitions of architects and landscape designers in the 70s when computer power restricted the successful implementation of these ideas. Instead, the commercial trend at that time moved towards isolated specialist design tools in particular areas. Prior to recent innovations in computing, the closely related disciplines of architecture and landscape have been separated through the unnecessary development, in our view, of their own symbolic representations, and the subsequent computer applications. This has led to an unnatural separation between what were once closely related disciplines.

Significant increases in the performance of computers are now making it possible to move on from symbolic representations towards more contextual and meaningful representations. For example, the application of realistic materials textures to CAD-generated building models can then be linked to energy calculations using the chosen materials. It is now possible for a tree to look like a tree, to have leaves and even to be botanicaly identifiable. The building and landscape can be rendered from a common database of digital samples taken from the real world. The complete model may be viewed in a more meaningful way either through stills or animation, or better still, through a total simulation of the lifecycle of the design proposal. The model may also be used to explore environmental/energy considerations and changes in the balance between the building and its context most immediately through the growth simulation of vegetation but also as part of a larger planning model.

The Internet has a key role to play in facilitating this emerging collaborative design process. Design professionals are now able via the net to work on a shared model and to explore and test designs through the development of VRML, JAVA, whiteboarding and video conferencing. The end product may potentially be something that can be more easily viewed by the client/user. The ideas presented in this paper form the basis for the development of a dual course in landscape and architecture. This will create new teaching opportunities for exploring the design of buildings and sites through the shared development of a common computer model.

keywords Integrated Design Process, Landscape and Architecture, Shared Environmentsenvironments
series eCAADe
email
more http://info.tuwien.ac.at/ecaade/proc/szalapaj/szalapaj.htm
last changed 2022/06/07 07:50

_id f5ee
authors Erhorn, H., De Boer, J. and Dirksmueller, M.
year 1997
title ADELINE, an Integrated Approach to Lighting Simulation
source Proceedings of Right Light 4, 4th European Conference on Energy-Efficient Lighting, pp.99-103
summary The use of daylighting and artificial lighting simulation programs to calculate complex systems and models in the design practice often is impeded by the fact that the operation of these programs, especially the model input, is extremely complicated and time-consuming. Programs that are easier to use generally do not show the calculation capabilities required in practice. A second obstacle arises as the lighting calculations often do not allow any statements regarding the interactions with the energetic and thermal building performance. Both problems are mainly due to a lacking integration of the design tools of other building design practitioners as well as due to insufficient user interfaces. The program package ADELINE (Advanced Daylight and Electric Lighting Integrated New Environment) being available since May 1996 as completely revised version 2.0 presents a promising approach to solve these problems. This contribution describes the approaches and methods used within the international project IEA Task 21 for a further development of the ADELINE system. Aim of this work is a further improvement of user interfaces based on the inclusion of new dialogs and on a portation of the program system from MS-DOS to the Windows NT platform. Additional focus is laid on the use of recent developments in the field of information technology and experiences gained in other projects on integrated building design systems, like for example EU-COMBINE, in a pragmatical way. An integrated building design system with open standardized interfaces is to be achieved inter alia by using ISOSTEP formats, database technologies and a consequent, object-oriented design.
series other
last changed 2003/04/23 15:50

_id e82c
authors Mahdavi, A., Mathew, P. and Wong, N.H.
year 1997
title A Homology-Based Mapping Approach to Concurrent Multi-Domain Performance Evaluation
source CAADRIA ‘97 [Proceedings of the Second Conference on Computer Aided Architectural Design Research in Asia / ISBN 957-575-057-8] Taiwan 17-19 April 1997, pp. 237-246
doi https://doi.org/10.52842/conf.caadria.1997.237
summary Over the past several years there have been a number of research efforts to develop integrated computational tools which seek to effectively support concurrent design and performance evaluation. In prior research, we have argued that elegant and effective solutions for concurrent, integrated design and simulation support systems can be found if the potentially existing structural homologies in general (configurational) and domain-specific (technical) building representations are creatively exploited. We present the use of such structural homologies to facilitate seamless and dynamic communication between a general building representation and multiple performance simulation modules – specifically, a thermal analysis and an air-flow simulation module. As a proof of concept, we demonstrate a computational design environment (SEMPER) that dynamically (and autonomously) links an object-oriented space-based design model, with structurally homologous object models of various simulation routines.
series CAADRIA
email
last changed 2022/06/07 07:59

_id diss_marsh
id diss_marsh
authors Marsh, A.J.
year 1997
title Performance Analysis and Conceptual Design
source School of Architecture and Fine Arts, University of Western Australia
summary A significant amount of the research referred to by Manning has been directed into the development of computer software for building simulation and performance analysis. A wide range of computational tools are now available and see relatively widespread use in both research and commercial applications. The focus of development in this area has long been on the accurate simulation of fundamental physical processes, such as the mechanisms of heat flow though materials, turbulent air movement and the inter-reflection of light. The adequate description of boundary conditions for such calculations usually requires a very detailed mathematical model. This has tended to produce tools with a very engineering-oriented and solution-based approach. Whilst becoming increasingly popular amongst building services engineers, there has been a relatively slow response to this technology amongst architects. There are some areas of the world, particularly the UK and Germany, where the use of such tools on larger projects is routine. However, this is almost exclusively during the latter stages of a project and usually for purposes of plant sizing or final design validation. The original conceptual work, building form and the selection of materials being the result of an aesthetic and intuitive process, sometimes based solely on precedent. There is no argument that an experienced designer is capable of producing an excellent design in this way. However, not all building designers are experienced, and even fewer have a complete understanding of the fundamental physical processes involved in building performance. These processes can be complex and often highly inter-related, often even counter-intuitive. It is the central argument of this thesis that the needs of the building designer are quite different from the needs of the building services engineer, and that existing building design and performance analysis tools poorly serve these needs. It will be argued that the extensive quantitative input requirement in such tools acts to produce a psychological separation between the act of design and the act of analysis. At the conceptual stage, building geometry is fluid and subject to constant change, with solid quantitative information relatively scarce. Having to measure off surface areas or search out the emissivity of a particular material forces the designer to think mathematically at a time when they are thinking intuitively. It is, however, at this intuitive stage that the greatest potential exists for performance efficiencies and environmental economies. The right orientation and fenestration choice can halve the airconditioning requirement. Incorporating passive solar elements and natural ventilation pathways can eliminate it altogether. The building form can even be designed to provide shading using its own fabric, without any need for additional structure or applied shading. It is significantly more difficult and costly to retrofit these features at a later stage in a project’s development. If the role of the design tool is to serve the design process, then a new approach is required to accommodate the conceptual phase. This thesis presents a number of ideas on what that approach may be, accompanied by some example software that demonstrates their implementation.
series thesis:PhD
more http://www.squ1.com/site.html
last changed 2003/11/28 07:33

_id cf2011_p016
id cf2011_p016
authors Merrick, Kathryn; Gu Ning
year 2011
title Supporting Collective Intelligence for Design in Virtual Worlds: A Case Study of the Lego Universe
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. 637-652.
summary Virtual worlds are multi-faceted technologies. Facets of virtual worlds include graphical simulation tools, communication, design and modelling tools, artificial intelligence, network structure, persistent object-oriented infrastructure, economy, governance and user presence and interaction. Recent studies (Merrick et al., 2010) and applications (Rosenman et al., 2006; Maher et al., 2006) have shown that the combination of design, modelling and communication tools, and artificial intelligence in virtual worlds makes them suitable platforms for supporting collaborative design, including human-human collaboration and human-computer co-creativity. Virtual worlds are also coming to be recognised as a platform for collective intelligence (Levy, 1997), a form of group intelligence that emerges from collaboration and competition among large numbers of individuals. Because of the close relationship between design, communication and virtual world technologies, there appears a strong possibility of using virtual worlds to harness collective intelligence for supporting upcoming “design challenges on a much larger scale as we become an increasingly global and technological society” (Maher et al, 2010), beyond the current support for small-scale collaborative design teams. Collaborative design is relatively well studied and is characterised by small-scale, carefully structured design teams, usually comprising design professionals with a good understanding of the design task at hand. All team members are generally motivated and have the skills required to structure the shared solution space and to complete the design task. In contrast, collective design (Maher et al, 2010) is characterised by a very large number of participants ranging from professional designers to design novices, who may need to be motivated to participate, whose contributions may not be directly utilised for design purposes, and who may need to learn some or all of the skills required to complete the task. Thus the facets of virtual worlds required to support collective design differ from those required to support collaborative design. Specifically, in addition to design, communication and artificial intelligence tools, various interpretive, mapping and educational tools together with appropriate motivational and reward systems may be required to inform, teach and motivate virtual world users to contribute and direct their inputs to desired design purposes. Many of these world facets are well understood by computer game developers, as level systems, quests or plot and achievement/reward systems. This suggests the possibility of drawing on or adapting computer gaming technologies as a basis for harnessing collective intelligence in design. Existing virtual worlds that permit open-ended design – such as Second Life and There – are not specifically game worlds as they do not have extensive level, quest and reward systems in the same way as game worlds like World of Warcraft or Ultima Online. As such, while Second Life and There demonstrate emergent design, they do not have the game-specific facets that focus users towards solving specific problems required for harnessing collective intelligence. However, a new massively multiplayer virtual world is soon to be released that combines open-ended design tools with levels, quests and achievement systems. This world is called Lego Universe (www.legouniverse.com). This paper presents technology spaces for the facets of virtual worlds that can contribute to the support of collective intelligence in design, including design and modelling tools, communication tools, artificial intelligence, level system, motivation, governance and other related facets. We discuss how these facets support the design, communication, motivational and educational requirements of collective intelligence applications. The paper concludes with a case study of Lego Universe, with reference to the technology spaces defined above. We evaluate the potential of this or similar tools to move design beyond the individual and small-scale design teams to harness large-scale collective intelligence. We also consider the types of design tasks that might best be addressed in this manner.
keywords collective intelligence, collective design, virtual worlds, computer games
series CAAD Futures
email
last changed 2012/02/11 19:21

_id 6d59
authors Papamichael, K., LaPorta, J. and Chauvet, H.
year 1997
title Building Design Advisor: automated integration of multiple simulation tools
source Automation in Construction 6 (4) (1997) pp. 341-352
summary The Building Design Advisor (BDA) is a software environment that supports the integrated use of multiple analysis and visualization tools throughout the building design process, from the initial, conceptual and schematic phases to the detailed specification of building components and systems. Based on a comprehensive design theory, the BDA uses an object-oriented representation of the building and its context, and acts as a data manager and process controller to allow building designers to benefit from the capabilities of multiple tools. The BDA provides a graphical user interface that consists of two main elements: the Building Browser and the Decision Desktop. The Browser allows building designers to quickly navigate through the multitude of descriptive and performance parameters addressed by the analysis and visualization tools linked to the BDA. Through the Browser the user can edit the values of input parameters and select any number of input and/or output parameters for display in the Decision Desktop. The Desktop allows building designers to compare multiple design alternatives with respect to multiple descriptive and performance parameters addressed by the tools linked to the BDA. The BDA is implemented as a Windows®-based application for personal computers. Its initial version is linked to a Schematic Graphic Editor (SGE), which allows designers to quickly and easily specify the geometric characteristics of building components and systems. For every object created in the SGE, the BDA activates a Default Value Selector (DVS) mechanism that selects `smart' default values from a Prototypes Database for all non-geometric parameters required as input to the analysis and visualization tools linked to the BDA. In addition to the SGE that is an integral part of its user interface, the initial version of the BDA is linked to a daylight analysis tool, an energy analysis tool, and a multimedia, Web-based Case Studies Database (CSD). The next version of the BDA will be linked to additional analysis tools, such as the DOE-2 (thermal, energy and energy cost) and RADIANCE (day/lighting and rendering) computer programs. Plans for the future include the development of links to cost estimating and environmental impact modules, building rating systems, CAD software and electronic product catalogs.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:23

_id 0ec6
authors Shih, Naai Jung
year 1997
title Image Morphing for Architectural Visual Studies
source CAADRIA ‘97 [Proceedings of the Second Conference on Computer Aided Architectural Design Research in Asia / ISBN 957-575-057-8] Taiwan 17-19 April 1997, pp. 397-406
doi https://doi.org/10.52842/conf.caadria.1997.397
summary The purpose of this paper is to suggest and demonstrate how image interpolation, as a tool, can facilitate architectural illustration of design content and process. This study emphasizes a design-oriented image transition process that is distinguished by two types of morphing: process and source. A morp model is presented with components of input, function, output and constraints. Based on a model’s definition, a matrix is used to illustrate the relationship between the two source images by referring to origin, reference plan, configuration, time, etc. Morphing contents emphasizes changes of pixel, outline (2D or 3D), and order. Possible applications in architectural visual studies include morphology study, comparison building renovation before and after, dynamic adjustment, quantitative measurement, dynamic image simulation, and model and image combination.
series CAADRIA
last changed 2022/06/07 07:56

_id ecaade2010_229
id ecaade2010_229
authors Aschwanden, Gideon D. P. A.; Wullschleger, Tobias; Müller, Hanspeter; Schmitt, Gerhard
year 2010
title Agent based Emission Evaluation of Traffic in Dynamic City Models
source FUTURE CITIES [28th eCAADe Conference Proceedings / ISBN 978-0-9541183-9-6] ETH Zurich (Switzerland) 15-18 September 2010, pp.717-726
doi https://doi.org/10.52842/conf.ecaade.2010.717
wos WOS:000340629400077
summary We present a simulation platform to evaluate procedurally generated 3d city models with a set of agents representing urban street actors and pedestrians towards greenhouse gas emissions from transportation. Our aim is to give architects and urban planners an empiric tool to analyze, predict and quantify traffic fluctuations over time, and define the number of occupants, individual traffic and public transport in a city. In this project we show that the allocation of functions within a city is an important factor for the appearanceof traffic. The occupant’s decisions where they want to go are defined by the allocation of functions – and the distance defines the mode of transportation. We simulate the decision processes and gain information about the path, the mode of transportation, and the emissions they produce, and individual experiences like stress and effort. The autonomous driving cars are equipped with an acceleration based emission model allowing us to evaluate the inpact of jammed streets on the emission of cars.
keywords Urban planning; Multi-agent system; Generative city model; Occupant movement; Traffic emission
series eCAADe
email
last changed 2022/06/07 07:54

_id ecaade2012_058
id ecaade2012_058
authors Bus, Peter
year 2012
title Emergence as a Design Strategy in Urban Development: Using Agent-Oriented Modelling in Simulation of Reconfiguration of the Urban Structure
source Achten, Henri; Pavlicek, Jiri; Hulin, Jaroslav; Matejovska, Dana (eds.), Digital Physicality - Proceedings of the 30th eCAADe Conference - Volume 1 / ISBN 978-9-4912070-2-0, Czech Technical University in Prague, Faculty of Architecture (Czech Republic) 12-14 September 2012, pp. 599-605
doi https://doi.org/10.52842/conf.ecaade.2012.1.599
wos WOS:000330322400062
summary Agent-oriented modelling is one of the simulation methods for emergent behavior of a complex system that could be considered for application of urban city structures. Using advanced script techniques, the behavior and evolution of structures in the bottom-up strategies for the development of environment could be simulated in architecture and urbanism as well. The paper presents a research subproject in the area of verifi cation of the processes of spatial and social interaction of the agents according to the logic of defined intrinsic rules of Swarm behavior in the simulation model of the selected area. The research builds mainly upon two selected requirements of the bottom-up strategy: the approach distances to places of interest and mutual standoff distances between urban elements.
keywords Emergence; simulation; self-organization process; agent-oriented modelling
series eCAADe
email
last changed 2022/06/07 07:54

_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

_id sigradi2022_145
id sigradi2022_145
authors Gulec Ozer, Derya; Erdil, Fatih; Kidis, Koray
year 2022
title A Pre-Evaluation Tool for Interior Designs of High-Rise Office Buildings by User Movement Simulation after Covid’19
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. 27–38
summary User movement optimization has become a more crucial design parameter in high-rise office interior design after the Covid’19 pandemic. This study aims to develop a pre-evaluation tool using vertical and horizontal user movement simulation in a high-rise building; to guide the pre-design phase of an office interior. Agent-based simulation software (AnyLogic v8.7.10) analyzes the relationship between circulation, design elements, and space. First, initial design which is created by the interior design team is evaluated by this simuation; later different interior design alternatives are simulated and tested to compare the results. Therefore, early design decisions taken by the design team are subject to change, reducing user intensity in specific locations throughout the day. This study concluded that the simulations' results can be integrated into the design decisions by the design team to develop effective interior designs led by new office design parameters after Covid’19.
keywords Agent-Based Systems, Multi-Level Wayfinding, Occupancy Schedule, Path Planning, Building Traffic Simulation
series SIGraDi
email
last changed 2023/05/16 16:55

_id caadria2017_107
id caadria2017_107
authors Hu, Haojie, Luo, Zixuan, Chen, Yingnan, Bian, Qiuyi and Tong, Ziyu
year 2017
title Integration of Space Syntax into Agent-Based Pedestrian Simulation in Urban Open Space
source P. Janssen, P. Loh, A. Raonic, M. A. Schnabel (eds.), Protocols, Flows, and Glitches - Proceedings of the 22nd CAADRIA Conference, Xi'an Jiaotong-Liverpool University, Suzhou, China, 5-8 April 2017, pp. 325-334
doi https://doi.org/10.52842/conf.caadria.2017.325
summary MAS can be utilized to analyse macro rules of whole system by simulating a number of active agents. However, simply based on the parameter of specific environment quality and incomplete statistical setting of individual, models of pedestrian traffic in realistic open space have often been imperfect, because the behaviour of people cannot be rationally reflected to the complex characteristic of space. Space Syntax Theory breaks down the space into components and measures each with the straight sight-line of individuals, which can help analyse and quantify pedestrian flow in complicated real-life environment. In this situation, we make an attempt to combine these two in our research, in order to simulate the moving of pedestrian closer to reality. In this paper, Gulou Square, an urban open space close to centre of the city with a large flow of people, is selected as the study site. The results after plenty of simulations and contrast tests can be concluded that with the assistance of Space Syntax Theory, MAS can be more functional solving the problems in sophisticated real-life environment.
keywords Multi-agent system; Space Syntax; Open space; Visibility
series CAADRIA
email
last changed 2022/06/07 07:50

_id ddss2006-hb-151
id DDSS2006-HB-151
authors Jean-Marie Boussier, P. Estraillier, D. Sarramia, and M. Augeraud
year 2006
title Approach to Design Behavioural Models for Traffic Network Users - Choice of transport mode
source Van Leeuwen, J.P. and H.J.P. Timmermans (eds.) 2006, Innovations in Design & Decision Support Systems in Architecture and Urban Planning, Dordrecht: Springer, ISBN-10: 1-4020-5059-3, ISBN-13: 978-1-4020-5059-6, p. 151-166
summary Our research work concerns the development of a multimodal urban traffic simulator designed to be a tool of decision-making aid similar to a game wherein the user-player can test different scenarios by immersion in a 3D virtual city. Our approach is based on the activity-based model and the multi-agent technology. The implemented result is a hybrid simulator connecting numerical simulation and behavioural aspects coming from real data. This paper is focused on two points: firstly, we introduce how a final user (the traffic regulator) instantiates and assembles components so as to model a city and its urban traffic network; secondly, we present the use of Dempster-Shafer theory in the context of discrete choice modelling. Our approach manipulates input variables in order to test realistic representations of behaviours of agent categories in a decision-making process. The traffic modelling is based on a questionnaire elaborated from standard arrays of Taguchi. The significant variables and interactions are determined with the analysis of variance which suggests a reduced model describing the behaviour of a particular social category. The belief theory is used to take into account the doubt of some respondents as well as for the preferences redistribution if the number of alternatives changes. The effects of external traffic conditions are also quantified to choose a 'robust' alternative and to use the agents' memory.
keywords Urban traffic simulator, Virtual city, Multi-agent system, Behavioural model, Transport mean, Taguchi's method, Belief theory
series DDSS
last changed 2006/08/29 12:55

_id acadia20_84
id acadia20_84
authors Kirova, Nikol; Markopoulou, Areti
year 2020
title Pedestrian Flow: Monitoring and Prediction
source ACADIA 2020: Distributed Proximities / Volume I: Technical Papers [Proceedings of the 40th Annual Conference of the Association of Computer Aided Design in Architecture (ACADIA) ISBN 978-0-578-95213-0]. Online and Global. 24-30 October 2020. edited by B. Slocum, V. Ago, S. Doyle, A. Marcus, M. Yablonina, and M. del Campo. 84-93.
doi https://doi.org/10.52842/conf.acadia.2020.1.084
summary The worldwide lockdowns during the first wave of the COVID-19 pandemic had an immense effect on the public space. The events brought up an opportunity to redesign mobility plans, streets, and sidewalks, making cities more resilient and adaptable. This paper builds on previous research of the authors that focused on the development of a graphene-based sensing material system applied to a smart pavement and utilized to obtain pedestrian spatiotemporal data. The necessary steps for gradual integration of the material system within the urban fabric are introduced as milestones toward predictive modeling and dynamic mobility reconfiguration. Based on the capacity of the smart pavement, the current research presents how data acquired through an agent-based pedestrian simulation is used to gain insight into mobility patterns. A range of maps representing pedestrian density, flow, and distancing are generated to visualize the simulated behavioral patterns. The methodology is used to identify areas with high density and, thus, high risk of transmitting airborne diseases. The insights gained are used to identify streets where additional space for pedestrians is needed to allow safe use of the public space. It is proposed that this is done by creating a dynamic mobility plan where temporal pedestrianization takes place at certain times of the day with minimal disruption of road traffic. Although this paper focuses mainly on the agent-based pedestrian simulation, the method can be used with real-time data acquired by the sensing material system for informed decision-making following otherwise-unpredictable pedestrian behavior. Finally, the simulated data is used within a predictive modeling framework to identify further steps for each agent; this is used as a proof-of-concept through which more insights can be gained with additional exploration.
series ACADIA
type paper
email
last changed 2023/10/22 12:06

_id ddss2004_d-111
id ddss2004_d-111
authors Kitazawa, K. and M. Batty
year 2004
title Pedestrian Behaviour Modelling
source Van Leeuwen, J.P. and H.J.P. Timmermans (eds.) Developments in Design & Decision Support Systems in Architecture and Urban Planning, Eindhoven: Eindhoven University of Technology, ISBN 90-6814-155-4, p. 111-126
summary This paper introduces a study of pedestrian behaviour modelling which incorporates ideas about agent-based systems and the traffic models based on the utility-maximization theory. The aim of this study is to examine the applicable scope of one of the basic assumptions in existing spatial behaviour models; the route with shortest distance maximizes the utility of each pedestrian’s travel. Although shortest-path models have been widely used in the field of Traffic management to predict routing behaviour, there can be seen a lot of erratic behaviour in urban areas, shopping migration behaviour for instance, which can not be explained by them. Thus, it is important to identify other possible influential factors on their utility maximization process in order to develop more explicable models of pedestrian movements. In this study, we implemented a simulation model using the shortest-path model as one of evaluation criteria of Genetic Algorithms (GA) to computationally emulate retail movements of shoppers in a big shopping centre and to test the accuracy of the model by comparison between the routes estimated by the model and actual trajectories of shoppers. This simulation system will be used as a platform for further modelling.
keywords Pedestrian Modelling, Retail Movement, Shortest-Path, Genetic Algorithms
series DDSS
last changed 2004/07/03 22:13

_id caadria2019_625
id caadria2019_625
authors Konieva, Kateryna, Knecht, Katja and Koenig, Reinhard
year 2019
title Collaborative Large-Scale Urban Design with the Focus on the Agent-Based Traffic Simulation
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. 221-230
doi https://doi.org/10.52842/conf.caadria.2019.2.221
summary The better integration of the knowledge and expertise from different disciplines into urban design and the creation of more interdisciplinary and collaborative work processes to accommodate this have been under discussion in related research for decades. Nevertheless, many barriers preventing a seamless collaborative work flow still persist. In this paper we present an experiment taking place under real-world conditions, which outlines an alternative way for more efficient collaboration by focusing on the design process rather than the result and thus providing additional insights for all parties involved. A parametric design approach was chosen to help mediate between the areas of expertise involved supporting the smooth transition of data, the mutual translation of design feedback and better informed design decisions as an outcome. The case study presented in this paper exemplifies the application of the approach in a design project on masterplan scale integrating inputs from urban design, economics and mobility experts; and shows the opportunity for transforming the formerly segregated design process into a platform for transparent negotiations.
keywords parametric urban design; urban mobility; collaborative design
series CAADRIA
email
last changed 2022/06/07 07:51

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