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 acadia14_153
id acadia14_153
authors Lopez, Rodrigo Shiordia; Gerber, David
year 2014
title Context-Aware Multi-Agent Systems: Negotiating Intensive Fields
doi https://doi.org/10.52842/conf.acadia.2014.153
source ACADIA 14: Design Agency [Proceedings of the 34th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 9781926724478]Los Angeles 23-25 October, 2014), pp. 153-162
summary This paper presents research and experimentation with context-aware multi-agent based design systems to simulate and propose urban schemes that specifically utilize fields of differentiated intensity data in order to propose an infrastructure to support urban revitalization
keywords Parametric Design, Generative Design, Multidisciplinary Design Optimization (MDO), Multi-Agent Systems, Autonomous Systems, Regenerative Urbanism
series ACADIA
type Normal Paper
email
last changed 2022/06/07 07:59

_id sigradi2014_345
id sigradi2014_345
authors Shiordia Lopez, Rodrigo; Dr. David Jason Gerber
year 2014
title Context-Aware Multi-Agent Systems: Negotiating Intensive Fields
source SIGraDi 2014 [Proceedings of the 18th Conference of the Iberoamerican Society of Digital Graphics - ISBN: 978-9974-99-655-7] Uruguay- Montevideo 12,13,14 November 2014, pp. 138-143
summary This paper presents research into a technique using context-aware agent based branching L-systems to design explore an urban development scheme in an area of peripheral Mexico City. The design research demonstrates a viable approach to engaging design with specific agent driven objectives that negotiate across highly differentiated fields of data sets. These data sets are the driving force behind this technique, to generate highly differentiated infrastructure and urban networks that are simulated to be autonomous and emergent. The described system consists of simulated robotic autonomous agents that sample and negotiate across data from the site, and react to differences in order to deploy an irrigation network for a polluted and highly saline former lake-bed east of Mexico City.
keywords Multi-Agent Systems; L-Systems; Generative Urban Design; Multi-Objective Optimization: Design Agency
series SIGRADI
email
last changed 2016/03/10 10:00

_id acadia14projects_139
id acadia14projects_139
authors Shiordia, Rodrigo; Gerber, David Jason
year 2014
title Context-Aware Multi-Agent Systems: Negotiating Intensive Fields
doi https://doi.org/10.52842/conf.acadia.2014.139
source ACADIA 14: Design Agency [Projects of the 34th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 9789126724478]Los Angeles 23-25 October, 2014), pp. 139-142
summary This poster presents an implementation of a context aware L-System for simulating a generative method for deploying irrigation networks in a brownfield in Mexico City. A custom system was designed with the constraints that a discrete data sensing logic imposes on a generative strategy based on a scheme responding to soil salinity.
keywords Multi-Agent Systems in Design, Generative Design, Big Data, Robotics and Autonomous Design Systems, Collective Intelligence in Design, L-System
series ACADIA
type Research Projects
email
last changed 2022/06/07 07:56

_id ecaade2014_152
id ecaade2014_152
authors Paolo Alborghetti and Alessio Erioli
year 2014
title The Red Queen Hypothesis - Chemotaxic stigmergic systems and Embodied Embedded Cognition-based strategies in architectural design
doi https://doi.org/10.52842/conf.ecaade.2014.2.097
source Thompson, Emine Mine (ed.), Fusion - Proceedings of the 32nd eCAADe Conference - Volume 2, Department of Architecture and Built Environment, Faculty of Engineering and Environment, Newcastle upon Tyne, England, UK, 10-12 September 2014, pp. 97-105
summary The Red Queen Hypothesis is a research project on parasitic architecture, developed as a case study application of knowledge inherited from the fields of stigmergy-based systems, swarm intelligence and Embodied Embedded Cognition. The project aims to provide a possible answer to the increasing demand for the redevelopment of abandoned post-WW2 buildings in northern Italy, proposing an alternative to preservation logics in through strategies based on intrusion, adaptation and growth focusing on the relationships between different systems (host/parasite) and innovative fabrication techniques. Implementing such approach in a non-trivial way entails enabling access to increasing degrees of complexity and self-organization in the computational design approach while keeping the whole process coherent throughout its unfolding. The case study is an abandoned factory in Bergamo (which has become an urban landmark for a socially intricate community) a multi-agent system based parasitism strategy was implemented as design process for its transformation and reuse as spaces for community and cultural expression.
wos WOS:000361385100009
keywords Stigmergy; multi-agent systems; architecture; computation; parasitism
series eCAADe
email
last changed 2022/06/07 08:00

_id ijac20109301
id ijac20109301
authors Biloria, Nimish
year 2011
title InfoMatters, a multi-agent systems approach for generating performative architectural formations
source International Journal of Architectural Computing vol. 9 - no. 3, 205-222
summary The research paper exemplifies upon a computationally intensive inter-disciplinary research driven design investigation into spatializing the relationship between digital information and physical matter. Focusing on the development of architectural scale urban inserts, the design-research work operates on the intersection of information technology, environmental design, architecture, and computer aided manufacturing domains.The research framework revolves around developing a seamless integration of the aforementioned disciplines in order to establish iterative simulation driven methodologies for generating bottom-up sustainable architectural formations. This is achieved by establishing parametrically driven relational linkages between differential data sets (environmental, social, topological, material etc), which formulate the context (both global and local) within which the proposed project has to be designed. A selforganizing multi-agent system based simulation methodology for generating resultant spatial formations, in time, based on the impacts of the parametric relationships between the aforementioned data sets is eventually embarked upon. This implies, understanding the site as a dynamic information field within which interdependent ecology of agents (representing typology of people, program, structure, speed, desired social interaction etc) with multi-level relational affinities amongst each other as well as the dynamic urban information field. The resultant self-organized multi-agent formations are iteratively mined for identifying logical three-dimensional structural patterns or subjected to programmatic and environmental need driven additional layer of structural simulation with pre-embedded material restraints. An optimized system of multi-performative components that not only populates but also serves as an integrated structural + skin system of the results obtained from the agent based simulations (based upon the degree of inclusion/exclusion of parameters such as the amount of light, sound, wind etc) is subsequently generated. These experimental projects attained the status of self-evolving ecologies of multi-dimensional agents with embodied behavioural profiles, thus providing engaged, highly interdependent design by simulation outputs. The outputs showcase a dynamic system's driven approach towards sustainable design by stressing upon the idea of cohesively binding information and material systems from the very beginning of the design process. Such approaches help in reducing post-optimization of built form and consequently allow for rational understanding of performance criteria and its impact on formal articulations throughout the design process.
series journal
last changed 2019/05/24 09:55

_id cf2017_601
id cf2017_601
authors Gerber, David Jason; Pantazis, Evangelos; Wang, Alan
year 2017
title Interactive Design of Shell Structures Using Multi Agent Systems: Design Exploration of Reciprocal Frames Based on Environmental and Structural Performance
source Gülen Çagdas, Mine Özkar, Leman F. Gül and Ethem Gürer (Eds.) Future Trajectories of Computation in Design [17th International Conference, CAAD Futures 2017, Proceedings / ISBN 978-975-561-482-3] Istanbul, Turkey, July 12-14, 2017, pp. 601-616.
summary This paper presents a continuation of research on the prototyping of multi-agent systems for architectural design with a focus on generative design as a means to improve design exploration in the context of multiple objectives and complexity. The interactive design framework focuses on coupling force, environmental constraints and fabrication parameters as design drivers for the form finding of shell structures. The objective of the research is to enable designers to intuitively generate free form shells structures that are conditioned by multiple objectives for architectural exploration in early stages of design. The generated geometries are explored through reciprocal frames, and are evaluated in an automated fashion both on local and global levels in terms of their structural and environmental performance and constructability. The analytical results along with fabrication constraints are fed back into the generative design process in order to more rapidly and expansively design explore across complexly coupled objectives. The paper describes the framework and presents the application of this methodology for the design of fabrication aware shell structures in which environmental and structural trade offs drive the final set of design options.
keywords Generative Design, Parametric Design, Multi-Agent Systems, Digital Fabrication, Form Finding, Reciprocal Frames
series CAAD Futures
email
last changed 2017/12/01 14:38

_id cf2011_p095
id cf2011_p095
authors Shin, Dongyoun; Muller Arisona Stefan, Schmitt Gerhard
year 2011
title Crowdsourcing Urban Simulation Platform Using Mobile Devices and Social Networking Media Technologies
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. 233-246.
summary Introduction and Research Questions The research area of urban simulation methods has grown notably in recent decades. Most of the research topics that concern urban simulation have concentrated on defining the complexities of urban environments with certain rules and algorithms. However, cities are getting more complex and changes to them are being made at greater speed. Therefore, current urban simulation modeling approaches based on rules and protocols are still struggling to reduce the gap between the virtual simulation environment and the real cities, since the behavior of citizens is frequently unpredictable and continuously adapting. In this context, research is necessary to develop more fundamental simulation methods that can handle these complexities and changes, leading to new design decision support systems. Therefore, this research was motivated with the following questions: What is the origin of the complexities and transformations of the urban environment? How can we approach the origin to deal with the urban complexities and transformations? To answer these questions, we hypothesize that the diverse human intentions are the origin of the issues that result from all of the complexities and changes of the cities. General Objectives As a result, we propose a participatory simulation environment that brings human intention into the urban simulator: a crowdsourcing [1] simulation platform that is operated by the people‚Äôs participation. To achieve this crowdsourcing urban sustainability simulation environment, we must address the following research issues: categorization of urban sustainability indicators and technologies, inducing mass participations, and an implementation of social network services. Furthermore, we aim at using mobile computing devices, such as smart phones, as a terminal to the simulation environment. Fundamental Goals Our goal is to enable people to share urban information at any time and to compare each other‚Äôs contributions through the crowdsourcing urban simulation platform. The information will be returned to the citizens to support their sustainability-aware life. The simulation platform also gives a chance not only to compare each other‚Äôs levels of sustainability, but also to give self-satisfaction through an altruistic contribution for a sustainable future. Thus, people shall utilize the simulator in order to predict their individual or cities‚Äô future sustainability. Meanwhile, the user data will be collected and delivered to the central server in order to analyze the urban sustainability. Consequently, we can measure the urban sustainability based on a real human interaction, and compare individuals as well as cities. The whole process of this research is presented as a new paradigm of an urban simulator that reflects the urban complexities and the inconstant human mind changes. Specific Objectives of This Paper This paper will represent strategies of the crowdsourcing urban simulation which can make a paradigm shift of urban simulation and shall define the customized sustainable indicators for the initial steps of this research. It shows how as system for can communicate with the public using the current technologies: high performance mobile media, social network services and wide-area geospatial information systems. Furthermore, for the first step of this research, the paper defines the urban sustainability indicators, and their categorization is generalized and translated into simpler ways to support the citizen‚ intuitive understanding.
keywords Crowdsourcing, Urban sustainability, Multi-agent based simulation, Social network services
series CAAD Futures
email
last changed 2012/02/11 19:21

_id acadia14_479
id acadia14_479
authors Achten, Henri
year 2014
title One and Many: An Agent Perspective on Interactive Architecture
doi https://doi.org/10.52842/conf.acadia.2014.479
source ACADIA 14: Design Agency [Proceedings of the 34th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 9781926724478]Los Angeles 23-25 October, 2014), pp. 479-486
summary Agent theory from Distributed Artificial Intelligence can form a strong theoretical foundation for the conception and following the design of interactive architecture. New concepts are introduced: style of interaction and attitude. For design support they can be unified under the notion of intentionality.
keywords Interactive Architecture, Interaction Style, Building Attitude, Multi Agent Systems in Design
series ACADIA
type Normal Paper
email
last changed 2022/06/07 07:54

_id sigradi2014_109
id sigradi2014_109
authors Alves, Gilfranco Medeiros; Anja Pratschke
year 2014
title O projeto enquanto jogo: colaboração digital livre? [Design as a game: free digital collaboration?]
source SIGraDi 2014 [Proceedings of the 18th Conference of the Iberoamerican Society of Digital Graphics - ISBN: 978-9974-99-655-7] Uruguay - Montevideo 12 - 14 November 2014, pp. 53-56
summary The paper will present one specific aspect of the PhD research called Cibersemiótica e Processos de Projeto: Metodologia em Revisão, funded by FAPESP, which in turn is linked to the Nomads.usp research group of the University of São Paulo. The paper discusses aspects of digital design processes within an approach on social collaboration with digital mediation, from concepts based on Actor Network Theory, developed by the French Philosopher Bruno Latour, Swarm Behaviour, which is observed in nature, as well as the Multi-Agent Systems. The paper aims to examine collaborative procedures and hybrid design methods involving several actors or players, trying to redefine the possibilities of conception in Architecture with a bottom-up approach, considering the concept of game applied to digital design processes.
keywords Actors Network Theory; Cybersmiotics; games;Multi-Agent System; Swarm Behaviour
series SIGRADI
email
last changed 2016/03/10 09:47

_id acadia14projects_227
id acadia14projects_227
authors Christou, Elina; Dierckx; Pastrana, Rodgrigo; Papic, Nikola
year 2014
title Robofoam
doi https://doi.org/10.52842/conf.acadia.2014.227
source ACADIA 14: Design Agency [Projects of the 34th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 9789126724478]Los Angeles 23-25 October, 2014), pp.227-230
summary The project examines the evolvement of the uncertainty in the design process to result in an integrated and resilient structure that emerges from local conditions and possesses the ability to create global patterns and emerging forms create global patterns and emerging forms through the increasingly expanding category of foam-based materials
keywords Multi Agent Systems in Design, Robotics and Autonomous Design Systems, Collective Intelligence in Design, Generative Design, Digital fabrication and construction, Material Logics and Tectonics.
series ACADIA
type Student's Research Projects
email
last changed 2022/06/07 07:56

_id ecaade2014_233
id ecaade2014_233
authors Evangelos Pantazis and David Gerber
year 2014
title Material Swarm Articulations - New View Reciprocal Frame Canopy
doi https://doi.org/10.52842/conf.ecaade.2014.1.463
source Thompson, Emine Mine (ed.), Fusion - Proceedings of the 32nd eCAADe Conference - Volume 1, Department of Architecture and Built Environment, Faculty of Engineering and Environment, Newcastle upon Tyne, England, UK, 10-12 September 2014, pp. 463-473
summary Material Swarm Articulations, is an experiment in developing a multi-objective optimization system that incorporates bottom up approaches for informing architectural design. The paper presents an initial built project that demonstrates the combination of a structural form finding method, with an agent based design system through the digital fabrication processes. The objective of this research is to develop a workflow combined with material and construction constraints that has the potential to increase performance objectives while enabling geometric complexity and design driven articulation of a traditional tectonic system. The emphasis of the research at this stage is to take advantage of material properties and assembly methods applied to a digital design and simulation workflow that enables emergent patterns to influence the performance of the space.The paper illustrates the research through a prototype of a self standing canopy structure in 1:1 scale. It presents results of the form finding, generative patterning, digital fabrication affordances and sets and agenda for next steps in the use of multi-agent systems for design purposes.
wos WOS:000361384700046
keywords Computational design; agent-based system; digital fabrication; parametric design; reciprocal frames; form finding; multi-objective optimization, multi-agent systems for design
series eCAADe
email
last changed 2022/06/07 07:55

_id acadia14projects_157
id acadia14projects_157
authors Fornes, Marc
year 2014
title Double Agent White
doi https://doi.org/10.52842/conf.acadia.2014.157
source ACADIA 14: Design Agency [Projects of the 34th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 9789126724478]Los Angeles 23-25 October, 2014), pp. 157-160
summary At the boundary between art and architecture, Double Agent White must satisfy constraints of enclosure, experience and portability. The structural skin is optimized through a dual set of descriptionsOne system of “macro” agents driven toward the minimum amount of parts for fabrication and maximum length to fit within transportation case; overlapping with secondary agent traces driven toward maximum intricacy of aperture and transversal structural connections onto parts.
keywords Multi Agent Systems in Design, Generative Design, Digital fabrication and construction, Practice-based and interdisciplinary computational design research, Material Logics and Tectonics, Material Agency
series ACADIA
type Practice Projects
email
last changed 2022/06/07 07:51

_id acadia14projects_161
id acadia14projects_161
authors Fornes, Marc
year 2014
title Chromatae
doi https://doi.org/10.52842/conf.acadia.2014.161
source ACADIA 14: Design Agency [Projects of the 34th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 9789126724478]Los Angeles 23-25 October, 2014), pp. 161-164
summary Chromate explores the production of immersive formal and chromatic environments through custom computational protocols. Multiple skin descriptions (cheshire bands to nonlinear gradients) applied to a single surface maximize the spatial effect.
keywords Generative Design, Digital fabrication and construction, Practice-based and interdisciplinary computational design research, Multi Agent Systems in Design, Material Logics and Tectonics, Material Agency
series ACADIA
type Practice Projects
email
last changed 2022/06/07 07:51

_id caadria2014_161
id caadria2014_161
authors Heydarian, Arsalan; Joao P. Carneiro,David Gerber, Burcin Becerik-Gerber, Timothy Hayes and Wendy Wood
year 2014
title Immersive Virtual Environments: Experiments on Impacting Design and Human Building Interaction
doi https://doi.org/10.52842/conf.caadria.2014.729
source Rethinking Comprehensive Design: Speculative Counterculture, Proceedings of the 19th International Conference on Computer-Aided Architectural Design Research in Asia (CAADRIA 2014) / Kyoto 14-16 May 2014, pp. 729–738
summary This research prefaces the need for engaging with endusers in early stages of design as means to achieve higher performing designs with an increased certainty for enduser satisfaction. While the architecture, engineering, and construction (AEC) community has previously used virtual reality, the primary use has been for coordination and visualization of Building Information Models (BIM). This work builds upon the value of use of virtual environments in AEC processes but asks the research question "how can we better test and measure design alternatives through the integration of immersive virtual reality into our digital and physical mock up workflows? " The work is predicated on the need for design exploration through associative parametric design models, as well as, testing and measuring design alternatives with human subjects. The paper focuses on immersive virtual environments (IVEs) and presents a literature review of the use of virtual environments for integrating enduser feedback during the design stage. In a controlled pilot experiment, the authors find that human participants perform similarly in IVE and the physical environment in everyday tasks. The participants indicated they felt a strong sense of "presence" in IVE. In the future, the authors plan on using IVE to explore the integration of multi agent systems to impact building design performance and occupant satisfaction.
keywords Virtual Reality; Prototyping; Design Technology; Immersive Virtual Environments; Feedback
series CAADRIA
email
last changed 2022/06/07 07:51

_id ecaade2014_186
id ecaade2014_186
authors Maria Kerkidou, Anastasia Pechlivanidou-Liakata, Adam Doulgerakis and Alexandros Sagias
year 2014
title Agents' movement_towards the reformation of public space - Step 1: select | implement | observe crowd rules
doi https://doi.org/10.52842/conf.ecaade.2014.1.053
source Thompson, Emine Mine (ed.), Fusion - Proceedings of the 32nd eCAADe Conference - Volume 1, Department of Architecture and Built Environment, Faculty of Engineering and Environment, Newcastle upon Tyne, England, UK, 10-12 September 2014, pp. 53-62
summary In order to enable designers to envision the behaviour of pedestrians with reference to specific environments, computational models of crowds and their movement become indispensable tools of evaluation as well as tools of creativity. In this paper, the model under development constitutes a generic model which incorporates ideas about agent-based systems. The simulation program comprises a support system for the designer to place virtual users in a context that bears analogous environmental traits of the area under study. The design problem which is addressed by the implementation deals with public squares for which the programmatic demands involve a broad spectrum of users of diverse idiosyncrasies. Our study attempts to elucidate how the variation in preferences of pedestrian movement which depend on various personal, situational and environmental factors, may influence the current use of a selected public space and underpin qualitative alterations compared to its initial design. The intent of the methodology is not to create a predictive tool of naturalistic human movement but to explore how spatial configuration can be assessed and developed through a simulation model of pedestrian behaviour.
wos WOS:000361384700004
keywords Crowd simulation; spatial behaviour; pedestrian movement; public space
series eCAADe
email
last changed 2022/06/07 07:59

_id acadia14projects_219
id acadia14projects_219
authors Mirmotahari, AmirReza; Theodosiou, Joanna; Al-Hadeethi, Shahad Thamer
year 2014
title CrystalCloud
doi https://doi.org/10.52842/conf.acadia.2014.219.2
source ACADIA 14: Design Agency [Projects of the 34th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 9789126724478]Los Angeles 23-25 October, 2014), pp. 219-222
summary The aim of this project is to create a system that hybridizes two natural systems, clouds and crystals, and simultaneously explores the aspect of light. These rich domains with the introduction of small glass beads lead to an intricate fabric of architecture and moreover to a high-resolution fabric of light.
keywords synthetic constructability, Multi Agent Systems in Design, Robotics and Autonomous Design Systems, Big Data, Simulation + Intuition, Design Decision Making, Generative Design, Multidisciplinary Design Optimization, Design Computing and Cognition
series ACADIA
type Student's Research Projects
email
last changed 2022/06/07 07:58

_id acadia14_111
id acadia14_111
authors Mostafavi, Sina; Yu, Soungmin; Biloria, Nimish M.
year 2014
title Multi-scalar Agent-based complex design systems - The case of CECO (Climatic-Ecologies) studio: Informed generative design systems and performance-driven design workflows
doi https://doi.org/10.52842/conf.acadia.2014.111
source ACADIA 14: Design Agency [Proceedings of the 34th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 9781926724478]Los Angeles 23-25 October, 2014), pp. 111-116
summary This paper illustrates the application of different types of complex systems for digital form finding and design decision making with underlying methodological and pedagogical aims to emphasize performance-driven design solutions via combining generative methods of complex systems with simulation techniques.
keywords Agent-based systems, generative systems, Performance-driven design, Environmental analysis, Design information integration
series ACADIA
type Normal Paper
email
last changed 2022/06/07 07:58

_id acadia14_43
id acadia14_43
authors Puusepp, Renee
year 2014
title Agent-based models for computing circulation
doi https://doi.org/10.52842/conf.acadia.2014.043
source ACADIA 14: Design Agency [Proceedings of the 34th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 9781926724478]Los Angeles 23-25 October, 2014), pp. 43-52
summary This paper presents and compares two computational models for designing circulation networks in settlements.
keywords Multi Agent Systems in Design, Generative Design, Circulation Diagrams
series ACADIA
type Normal Paper
email
last changed 2022/06/07 08:00

_id caadria2014_088
id caadria2014_088
authors Puusepp, Renee
year 2014
title Spatial Agglomerates
doi https://doi.org/10.52842/conf.caadria.2014.585
source Rethinking Comprehensive Design: Speculative Counterculture, Proceedings of the 19th International Conference on Computer-Aided Architectural Design Research in Asia (CAADRIA 2014) / Kyoto 14-16 May 2014, pp. 585–594
summary This paper reports on the computational modelling research investigating spatial organisations often associated with unplanned settlements. Such spatial agglomerates are composed of several co-located but autonomous units (agents) that share common facilities and infrastructure (e.g. circulation). Depending on the context, units in the agglomerate represent individual dwellings, apartments or abstract spatial geometry. The paper presents early prototype models that can be interpreted at various scale, and a computational model for generating organic settlement layouts. The originality of the research resides within a new multi-agent algorithm for creating spatial organisations. The agglomeration process benefits from two distinct generative design strategies – self-organisation and adaptive development strategy. While the self-organisation accounts for the emergence of the global structure in the agglomeration, the adaptive development strategy ensures that the basic environmental and spatial requirements of each individual unit are satisfied.
keywords Generative design; agent based modelling; object oriented design; unplanned settlements
series CAADRIA
email
last changed 2022/06/07 08:00

_id ecaade2014_044
id ecaade2014_044
authors Silvia Gargaro, Elisabetta Leggieri and Antonio Fioravanti
year 2014
title Building Heritage Knowledge Framework using Context Ontologies - Regeneration of industrial areas - "Isola del Liri" case study
doi https://doi.org/10.52842/conf.ecaade.2014.1.593
source Thompson, Emine Mine (ed.), Fusion - Proceedings of the 32nd eCAADe Conference - Volume 1, Department of Architecture and Built Environment, Faculty of Engineering and Environment, Newcastle upon Tyne, England, UK, 10-12 September 2014, pp. 593-602
summary The growth of urban areas and the increase of urban migrations caused an incorporation of industrialized areas in the development of cities. The difficulties related to city planning in these areas could be coped with more satisfactorily through the use of Geographic Information Systems (GIS) and Context ontologies plus reasoning rules to reuse old industrial buildings. The 'Context' entities and rules are studied using a Context Knowledge Model formalized with Protégé OWL(Ontology Web Language). The study was carried out on industrial buildings situated in southern Lazio - Italy - in particular a paper mill network. Applying GIS instruments to the study of these areas is not enough as designers can only obtain information, but not knowledge, which depends on the urban, historical, cultural, economic, environmental and juridical ‘context’. The goal of this research is to create a combination of these technologies to manage knowledge for a more aware design to regenerate old industrial areas with new uses.
wos WOS:000361384700059
keywords Heritage building; design process; context; gis tools; ontologies
series eCAADe
email
last changed 2022/06/07 07:56

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