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 sigradi2016_443
id sigradi2016_443
authors Henriques, Gonçalo Castro; Passaro, Andrés
year 2016
title Desafiando a Gravidade: da estática ? dinâmica, de objetos a sistemas []
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.704-709
summary In the cold space of information objects drift in the void. All is abandoned in junk space or fiercely organized. The difference between an object as a form and formations - or interacting populations of elements in an environment - is still disregarded. In Cartesian space objects are preconceived by an external observer, in static and timeless space. In parametric space Euclidian geometries persist as preconfigured objects. The flux of information between physical and digital realities is still archaic: is done with effort, demanding physical strength and time. There is low interaction between physical and digital realities. Seems like a dystopian reality in a past?future. The theory of relativity asserts that space and time are interdependent, being modified and modifying us. In organic and synthetic biology, form results from the dynamic interaction of elements. This Research argues that form and environment are interdependent in physical and digital dimensions. A two-part applied research method is proposed: preliminary research and further development via workshop. Preliminary research identified the knowledge areas involved, defined problem search space and tested methods and techniques to solve it. The successfully developed design methodology - combining the preliminary research and workshop - can be used to solve future design problems.
keywords Responsive systems; Physical and digital interaction; Algorithmic design; Applied research
series SIGRADI
email
last changed 2021/03/28 19:58

_id ddss9442
id ddss9442
authors Hensen, Jan
year 1994
title Energy Related Design Decisions Deserve Simulation Approach
source Second Design and Decision Support Systems in Architecture & Urban Planning (Vaals, the Netherlands), August 15-19, 1994
summary Building energy consumption and indoor climate result from complex dynamic thermal interactions between outdoor environment, building structure, heating, ventilating and air-conditioning (HVAC) system and occupants. Apart from a few trivial relations, this reality is too complicated to be casted in simple expressions, rules or graphs. As shown in a previous paper, there are now tools available - in the form of computer simulation systems - which treat the building and plant as an integrated, dynamic system. It is argued that these can and should be used in the context of design decision support and design evaluation related to thermal energy. The paper will give ageneral overview of building energy design tools which range from simplified design tools (SDT's) to comprehensive modelling and simulation systems. It will be demonstrated why SDT's are very limited in scope and range of applicability. With respect to building energy simulation the paper will compare simplified models with comprehensive models in terms of ressource needs, applicability etc. In view of the risk involved when using SDT´s or simplified models, the paper strongly promotes the use of comprehensive tools in combination with emerging intelligent front ends. The message ofthe paper will be: let the machine do the work.
series DDSS
email
last changed 2003/08/07 16:36

_id sigradi2012_285
id sigradi2012_285
authors Hoewell, Eduardo Bonini; Borda, Adriane
year 2012
title O digital e o analógico em simbiose na produção de ilustrações [The digital and analog in symbiosis to produce illustrations]
source SIGraDi 2012 [Proceedings of the 16th Iberoamerican Congress of Digital Graphics] Brasil - Fortaleza 13-16 November 2012, pp. 661-664
summary This article analyzes a specific process of creating and producing illustrations, developed by the first author of this study, which combines analog and digital techniques, proposing to discuss the subject without positioning itself as unique and foolproof method, but instead as a way to expand and contribute to the existing content into a new reality in the visual arts.
keywords ilustração; arte digital; arte analógica; técnicas de desenho; técnicas de modelagem
series SIGRADI
email
last changed 2016/03/10 09:53

_id ijac20119408
id ijac20119408
authors Holzer, Dominik
year 2011
title BIM’s Seven Deadly Sins
source International Journal of Architectural Computing vol. 9 - no. 4, 463-480
summary This paper aims at exposing seven prevailing problems that have emerged in the uptake of Building Information Modelling (BIM) in design practice.The paper provides a reality check between an idealistic view on BIM and the way it is currently applied in daily use. In order to reflect on the issues at hand, the author draws from three years of doctoral research in multidisciplinary design collaboration, followed by more than two years experience as Design Technology director in a large scale architecture practice. In addition to the above, his current role as the chair of the BIM and IPD Steering Group of the Australian Institute of Architects and Consult Australia exposes the author to a broad range of cultural implications of BIM.The findings presented here illustrate that, despite major advances in the development of BIM, there are predominantly cultural roadblocks to its implementation in practice.
series journal
last changed 2019/07/30 10:55

_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
doi https://doi.org/10.52842/conf.caadria.2017.325
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
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 1a50
authors Huang, Hsu-Jen
year 1998
title The objective world of CAD visualisation, animation, daylight and sound : the world of reality?
source University of Glasgow
series thesis:PhD
last changed 2003/02/12 22:37

_id acadia23_v1_180
id acadia23_v1_180
authors Huang, Lee-Su; Spaw, Gregory
year 2023
title InterLoop
source ACADIA 2023: Habits of the Anthropocene: Scarcity and Abundance in a Post-Material Economy [Volume 1: Projects Catalog of the 43rd Annual Conference of the Association of Computer Aided Design in Architecture (ACADIA) ISBN 979-8-9860805-8-1]. Denver. 26-28 October 2023. edited by A. Crawford, N. Diniz, R. Beckett, J. Vanucchi, M. Swackhamer 180-187.
summary InterLoop employs previously developed workflows that enable multi-planar robotic bending of metal tubes with high accuracy and repeatability (Huang and Spaw 2022). The scale and complexity is managed by employing augmented reality (AR) technology in two capacities, fabrication and assembly (Jahn et al. 2018; Jahn, Newnham, and Berg 2022). The AR display overlays part numbers, bending sequences, expected geometry, and robot movements in real time as the robot fabrication is occurring. For assembly purposes, part numbers, centerlines, and their expected positional relationships are projected via quick response (QR) codes spatially tracked by the Microsoft Hololens 2 (Microsoft 2019). This is crucial due to the length and self-similarity of complex multi-planar parts that make them difficult to distinguish and orient correctly. Leveraging augmented reality technology and robotic fabrication uncovers a novel material expression in tubular structures with bundles, knots, and interweaving (Figure 1).
series ACADIA
type project
email
last changed 2024/04/17 13:58

_id acadia23_v2_340
id acadia23_v2_340
authors Huang, Lee-Su; Spaw, Gregory
year 2023
title Augmented Reality Assisted Robotic: Tube Bending
source ACADIA 2023: Habits of the Anthropocene: Scarcity and Abundance in a Post-Material Economy [Volume 2: Proceedings of the 43rd Annual Conference for the Association for Computer Aided Design in Architecture (ACADIA) ISBN 979-8-9891764-0-3]. Denver. 26-28 October 2023. edited by A. Crawford, N. Diniz, R. Beckett, J. Vanucchi, M. Swackhamer 340-349.
summary The intent of this research is to study potential improvements and optimizations in the context of robotic fabrication paired with Augmented Reality (AR), leveraging the technology in the fabrication of the individual part, as well as guiding the larger assembly process. AR applications within the Architecture, Engineering, and Construction (AEC) industry have seen constant research and development as designers, fabricators, and contractors seek methods to reduce errors, minimize waste, and optimize efficiency to lower costs (Chi, Kang, and Wang 2013). Recent advancements have made the technology very accessible and feasible for use in the field, as demonstrated by seminal projects such as the Steampunk Pavilion in Tallinn, Estonia (Jahn, Newnham, and Berg 2022). These types of projects typically improve manual craft processes. They often provide projective guidelines, and make possible complex geometries that would otherwise be painstakingly slow to complete and require decades of artisanal experience (Jahn et al. 2019). Building upon a previously developed robotic tube bending workflow, our research implements a custom AR interface to streamline the bending process for multiple, large, complex parts with many bends, providing a pre-visualization of the expected fabrication process for safety and part-verification purposes. We demonstrate the utility of this AR overlay in the part fabrication setting and in an inadvertent, human-robot, collaborative process when parts push the fabrication method past its limits. The AR technology is also used to facilitate the assembly process of a spatial installation exploring a unique aesthetic with subtle bends, loops, knots, bundles, and weaves utilizing a rigid tube material.
series ACADIA
type paper
email
last changed 2024/12/20 09:12

_id caadria2023_53
id caadria2023_53
authors Ishiwata, Megumu, Sumitomo, Eri and Ikeda, Yasushi
year 2023
title Structure Made of One Tree -Digital Assistance to Put Natural Shape Wood in Practical Use
doi https://doi.org/10.52842/conf.caadria.2023.2.593
source Immanuel Koh, Dagmar Reinhardt, Mohammed Makki, Mona Khakhar, Nic Bao (eds.), HUMAN-CENTRIC - Proceedings of the 28th CAADRIA Conference, Ahmedabad, 18-24 March 2023, pp. 593–602
summary This research examines a digitalization of workflow to assist design and construction with irregular wood in its natural form at a location close to logging areas with restrictions on processing methods. Currently, wood availability is determined by closed distribution channels with standardized production. Simple and effective use of irregularly shaped branches allows us to escape this limitation. We have attempted to develop a method of building structures with the following three features with only certain branches available, limited to chainsawing and bolted joints that can be used in the mountains. First, modeling systematically irregularly shaped branches by converting photogrammetry scanned standing trees into simplified data while preserving shape features. Second, supporting assembly design of the structure by dynamic segmentation of irregularly shaped branches as parts before cutticenter8639999
keywords Mixed Reality, Computational model, Wood use, Natural shape, Fabrication, SDG9, SDG12, SDG15
series CAADRIA
email
last changed 2023/06/15 23:14

_id 9554
authors Jagbeck, A.
year 2000
title Field test of a product-model-based construction planning tool
source CIDAC, Volume 2 Issue 2 May 2000, pp. 80-91
summary Over the past decade, more than a dozen papers describing proposals for product-model-based planning models have been published, but only a few of these proposals have been implemented in prototypes that have been tested in full-scale tests. PreFacto is a research-based software for production planning based on product model data, which has been developed and tested in close cooperation with a construction company. It is operational but still under development. Assessing the degree of functionality achieved so far is a natural part of a modern cyclical software development process. This paper describes a 6-month full-scale field trial of the PreFacto system undertaken by the site management in cooperation with the author. It was carried out as a parallel planning activity on a real ongoing project. The trial was documented and the system's usability for the construction planning process was analysed and evaluated using mainly qualitative methods. The evaluated planning activities include importing product model data and performing a range of planning activities. The evaluation addressed such usability aspects as system capacity, ease of use of the interface, and conceptual compliance with the use context and the various planning tasks. The test method was useful for checking the conceptual model from the user's point of view. At the same time, the field trial worked equally as a case study for developers, a study of a degree of reality that would not have been possible in a laboratory situation. Apart from the evaluation of the features of the software itself, there are some results of general interest. the main result was that all the advantages of the system derive from the connection between design and planning, i.e. the use of a product model as a basis for defining the result of production tasks. Allowing production managers to freely structure tasks and to apply resource recipes were the most relevant functions.
keywords Integration, Information, Construction, Planning, Field Trial, Product Model
series journal paper
last changed 2003/05/15 21:23

_id acadia18_88
id acadia18_88
authors Jahn, Gwyllim; Newnham, Cameron; Beanland, Matthew
year 2018
title Making in Mixed Reality. Holographic design, fabrication, assembly and analysis of woven steel structures
doi https://doi.org/10.52842/conf.acadia.2018.088
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. 88-97
summary The construction industry’s reliance on two-dimensional documentation results in inefficiency, inconsistency, waste, human error, and increased cost, and limits architectural experimentation with novel form, structure, material or fabrication approaches. We describe a software platform that enables designers to create interactive holographic instructions that translate design models into intelligent processes rather than static drawings. A prototypical project to design and construct a pavilion from bent mild steel tube illustrates the use of this software to develop applications assisting with the design, fabrication, assembly and analysis of the structure. We further demonstrate that fabrication within mixed reality environments can enable unskilled construction teams to assemble complex structures in short time frames and with minimal errors, and outline possibilities for further improvements.
keywords full paper, vr/ar/mr, digital fabrication, digital craft
series ACADIA
type paper
email
last changed 2022/06/07 07:52

_id jemtrud02_paper_eaea07
id jemtrud02_paper_eaea07
authors Jemtrud, Michael
year 2008
title Emerging Technologies in a Participatory Design Studio_between Carleton University and Pennsylvania State University
source Proceedings of the 8th European Architectural Endoscopy Association Conference
summary As a preliminary report on a proof-of-concept design studio conducted during the spring semester of 2007 between the Carleton Immersive Media Studio (CIMS) at Carleton University in Ottawa and the Immersive Environment Laboratory (IEL) at Pennsylvania State University, the paper first describes the implementation of this network-centric collaborative design platform. The report articulates the “staging” of the conditions of possibility for a dynamic interplay between technological mediation and the reality of making, then compares the use of high bandwidth technology with customized symmetrical toolsets in the tele-collaborative educational environment, versus commercial toolsets deployed over moderate bandwidth connections. In each setting, the collaborative environment is assessed according to issues encountered by students and design outcomes. The effectiveness of the digitally mediated collaborative studio is also gauged in terms of student reaction to the learning process via feedback surveys and questionnaires.
keywords design, collaboration, tele-presence, visualization, broadband
series EAEA
email
more http://info.tuwien.ac.at/eaea
last changed 2008/04/29 20:46

_id caadria2017_062
id caadria2017_062
authors Ji, Seung Yeul, Kim, Mi Kyoung and Jun, Han Jong
year 2017
title Campus Space Management Using a Mobile BIM-based Augmented Reality System
doi https://doi.org/10.52842/conf.caadria.2017.105
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. 105-114
summary In South Korea, the changing paradigm of family composition toward single-person households and nuclear families has caused the decrease in number of students, which has led to the need for change in the qualitative, rather than quantitative, management of spaces and facilities on university campuses. In particular, since 2005, the merging of universities have accelerated, which has brought up the need for a system that facilitates the management of integrated university systems. Accordingly, universities now require efficient system operation based on three-dimensional and data visualization, unlike the document-based management of facilities and spaces in the past. Users lack a sense of responsibility for public facilities, causing difficulties such as energy waste and frequent movement, as well as damage and theft of goods. This study aims to form an AR-based interface using the ANPR algorithm, a computer vision technique, and the position-based data of the GPS. It also aims to build a campus space management system to overcome the limitations of current systems and to effectively and systematically manage integrated building data. In addition, for module test verification, the prototype is applied to actual campus spaces, and additional demands for campus space management in the AR application are identified and organized.
keywords augmented reality; Campus space management; BIM; CAFM (computer-aided facilities management); user experience (UX)
series CAADRIA
email
last changed 2022/06/07 07:52

_id e5c4
authors Johnson-Laird
year 1983
title Mental Models
source Cambridge, MA: Harvard University Press
summary As psychological representations of real, hypothetical, or imaginary situations, mental models were first postulated by the Scottish psychologist Kenneth Craik (1943), who wrote that the mind constructs "small-scale models" of reality to anticipate events, to reason, and to underlie . The models are constructed in working memory as a result of perception, the comprehension of discourse, or imagination (see 1982; Johnson-Laird 1983). A crucial feature is that their structure corresponds to the structure of what they represent. Mental models are accordingly akin to architects' models of buildings and to chemists' models of complex molecules.
series other
last changed 2003/04/23 15:50

_id ecaade2012_83
id ecaade2012_83
authors Jones, Paulo; Eloy, Sara; Ricardo, Rui; Dias, Miguel Sales
year 2012
title Architectural Rehabilitation and Conservation Processes Informed by Augmented Reality
doi https://doi.org/10.52842/conf.ecaade.2012.2.411
source Achten, Henri; Pavlicek, Jiri; Hulin, Jaroslav; Matejovska, Dana (eds.), Digital Physicality - Proceedings of the 30th eCAADe Conference - Volume 2 / ISBN 978-9-4912070-3-7, Czech Technical University in Prague, Faculty of Architecture (Czech Republic) 12-14 September 2012, pp. 411-418
summary The goal of the presented research is to explore human-machine interaction and to study how Augmented Reality (AR) may be a potential tool to inform Architectural Rehabilitation and Conservation processes. Nowadays obtaining data to inform both marchitecture projects and real estate investments is a very bureaucratic process. City councils technicians suffers from the same diffi culties when are in fi eldwork to do inspections and lack a complete sort of information. This proposal considers that the use of mobile technologies as smart phones and tablets can empower these technicians to obtain building related data. The specifi c goal of the study aims to develop a data model and an interface that can be made available to professionals which allows an efficiently reply to the user’s needs as the system enables the gathering of updated information considering a particular building.
wos WOS:000330320600043
keywords Augmented reality; interface; architecture; rehabilitation; data
series eCAADe
email
last changed 2022/06/07 07:52

_id caadria2005_b_5c_f
id caadria2005_b_5c_f
authors Jumphon Lertlakkhanakul, Ilju Lee, Miyun Kim, Jin Won Choi
year 2005
title Using the Mobile Augmented Reality Techniques for Construction Management
doi https://doi.org/10.52842/conf.caadria.2005.396
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. 396-403
summary In this paper we attempt to develop a new system called “C-Navi” for construction site simulation and management system. By integrating AR technology with mobile computing, the new system will extend the abilities of AR systems to be implemented in large outdoor space. The concept of 4D CAD system is utilized by integrating related information and displaying them in the time-based visualization approach. Our system could help with decision making and also act as a tool for improved communications between project partners.
series CAADRIA
email
last changed 2022/06/07 07:52

_id ijac202018101
id ijac202018101
authors Karakiewicz, Justyna
year 2020
title Design is real, complex, inclusive, emergent and evil
source International Journal of Architectural Computing vol. 18 - no. 1, 5-19
summary Can computers make our designs more intelligent and better informed? This is the implication of the theme of the special issue. Architectural design is often thought of as the design of the object, and design models of architecture seek to explicate this process. As an architect, however, I cannot subscribe to that view. In this particular article, I will explore how computational approaches have illuminated and expanded my work to enable the interaction of these themes across scores of projects. Underpinning the projects are foundational concepts: design is real, complex, inclusive, emergent and evil. Design is grounded in reality and facts, that we can derive design outcomes from a deep and unblemished understanding of the world around us. It is not a stylistic escape. Reality is complex. Architectural design has sought to simplify. This was inescapable when projects are so large yet need to be communicated succinctly. ‘Less is more’ justified this approach. In town planning, this is evident in the tool of zoning. Parse the problem and then address each piece. What we do is part of a larger effort. The field of architecture seeks distinction. Design theories want to distinguish and elevate architecture. But if design is complex and it is real, then it is tied to messy realism. Designing has to become accessible to other realms of knowledge. Designing is the seeking of opportunity. For many, design is simply finding the answer – think of Herbert Simon’s statement that design is problem solving. Design reveals opportunities, and these emergent conditions are to be grasped. As designers, our decisions have implications. We know now that what we build has future implications in ways that are profound. When we define design as problem solving, we ignore the truth that design is problem making.
keywords Design, panarchy, CAS, complexity, Digital Project, Galapagos
series journal
email
last changed 2020/11/02 13:34

_id eaea2003_0
id eaea2003_0
authors Kardos, P. and Urland, U. (Eds.)
year 2004
title SPATIAL SIMULATION AND EVALUATION - NEW TOOLS IN ARCHITECTURAL AND URBAN DESIGN
source Proceedings of the 6th European Architectural Endoscopy Association Conference / ISBN 80-227-2088-7, 144 p.
summary The 5th eaea Conference in Essen yielded four principal findings: • After having been limited to endoscopic picture and film renderings of analog scaled models, the european architectural endoscopy association (eaea) first bridged the gap to digital environmental simulations at this conference. It is not about a better or correct method, but a suitable method of representing the planned reality of a particular project using ways that make sense. The combination of digital and analog simulation media is a source of impetus to the user of both methods. The future belongs to the casespecific application and the numerous integration possibilities of the two different media. • In investigating the perception of pictures produced in both analog and digital form, it was ascertained that it was only after greater effort that the same level of pleasing qualities were achieved in the digital world, compared to pictures of analog scaled models. It seems that for many planning phases model-based pictures are superior to digital photos – with regards to economy, quality of representation and imaginative attributes. This last point seems to be especially important in the draft planning stages: the less sharp a picture is, the more remaining room for viewer interpretation there is. In particular, the high degree of precision characteristic of digital simulations no longer allows room for imagination in the individual viewer. • 3D environmental simulations will increasingly be incorporated with success in architecture and urban design courses at universities and colleges both here in Germany as well as abroad. The further spread of these techniques to other universities and colleges is desirable. Over and above application as a pedagogic tool, the use of these simulations by architects and city planners, private planning agencies and municipal planning administrators will also be in evidence in the future – for checking designs, for informing the involved parties, for establishing the decisions of government bodies, for marketing the project. • Also, the interactive use of endoscopic simulation facilities continually opens new fields of research – whether it be for registering subjective distance perception, whether it be for determining orientation possibilities in open spaces.
series EAEA
type normal paper
email
more http://info.tuwien.ac.at/eaea
last changed 2005/09/09 10:43

_id e613
authors Kardos, Peter
year 1995
title The Role of Spatial Experience Anticipation in Architectural Education and Urban Design
source The Future of Endoscopy [Proceedings of the 2nd European Architectural Endoscopy Association Conference / ISBN 3-85437-114-4]
summary Space and its matter substance are the main subjects of urban design, in which an architect, by setting in order the functional-operating relationships and the matter-dimensional manifestations of the formed structure, operates with the aim to achieve general harmony, functional and expressive complexity. Demanding a process, which coordinates relationships in all space dimensions, requires flexible openness of the work documentation during the conception period. Experience proved that such requirements are satisfactorily accomplished by the method of space-modeling, where the creative process happens on the working model.

The reality, though diminished in a simplified form, is in advance, i.e. in an anticipated way. By adapted periscope the endoscopic method develops the method of spatial modeling in new media dimension and enriches it towards creativeness by enabling the simulated space to be percepted on a traditional artificial model in natural horizon of a man. To secure the anticipation by visual simulation of spatial experience on the monitor in a trustworthy manner with respect to real reality, according to relevant aspects of the conception, the visual simulation must respect the rules of sensory perception of a man in real environment. From the procedural point of view of perception the most significant fact for the psyche is the sequence dynamics of the subject and the movement of the perceiver in space. This means that in the mind of the perceiver the most emotionally reflected is the dynamic spatial experience.

Despite the known disadvantages and technical circumstances of model building the method of spatial endoscopy proved itself in didactics, mainly in the approval phase of the aims of urbanistic composition and shaping of an urban space, especially because it enables to carry out by interactive means the sequence research and evaluation of the simulated space on the working model, directly in the studio or in laboratory conditions with relatively low expenses, and with the possibility of immediate correction and subsequent evaluation of the effect. Similarly, its audiovisually elaborated media outputs may simultaneously complete the identical model presentation within evaluating and approving continuations in professional gremiums or in making the results of urban and architectonic solutions popular in the layman public. According to an informal public opinion research on the effect of both CAD and endoscopy simulations, the later one is more popular. Is is, however, a matter of subjective evaluation and experience or a matter of commercial application.

keywords Architectural Endoscopy, Real Environments
series EAEA
more http://info.tuwien.ac.at/eaea/
last changed 2005/09/09 10:43

_id caadria2021_274
id caadria2021_274
authors Kawai, Yasuo
year 2021
title Urban Space Simulation System for Townscape Ordinance
doi https://doi.org/10.52842/conf.caadria.2021.2.479
source A. Globa, J. van Ameijde, A. Fingrut, N. Kim, T.T.S. Lo (eds.), PROJECTIONS - Proceedings of the 26th CAADRIA Conference - Volume 2, The Chinese University of Hong Kong and Online, Hong Kong, 29 March - 1 April 2021, pp. 479-488
summary In this study, a game engine-based urban space simulation system for townscape ordinance was developed and evaluated. For accurate evaluation of a townscape, it is important for the townscape simulation to be as close to reality as possible from various perspectives. The proposed system employs a freely moving first-person viewpoint with different height and origin variations; the building height and exterior wall color can also be changed. To evaluate the system, the simulation and photographic images were compared. The photographic images exhibited a higher gaze rate on spatial components; high gaze rates were also observed for vehicle and pedestrian in the photographic images. Therefore, we recreated dynamic spatial components such as vehicles and pedestrians. Additionally, we successfully reproduced the night townscape via a switchable light source and enabled the control of the numbers of poles and signs. The townscape reproduced by the proposed system could contribute to townscape planning. In the future, a more versatile urban space simulation system that combines various sources of urban information can be developed.
keywords Landscape Simulation; Game Engine; Urban Planning; Gaze Elements; Sequence
series CAADRIA
email
last changed 2022/06/07 07:52

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