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 16808

_id 5ad3
id 5ad3
authors Karandinou, Anastasia; Parker, Martin
year 2009
title Sound fields; experiencing the unrepresentable
source 6th AHRA Conference, 20-21 Nov. 2009
summary This paper explores the intangible aspects of space through a series of soundmappings that took place in Edinburgh and Athens between 2006-08. One of our main conclusions is that sound is a rich and provocative tool for exploring space, due to the fact that it reveals qualities and information that a visual representation wouldn’t had been able to. A significant remark we made is that the exploration of space through sound does not predetermine the findings; we did not pose questions about pre-decided aspects of the places under investigation. On the contrary, within each different environment, the study of sound brought out different kinds of information. We also realized, that the experience of sound of a place lies in the tension between our attempt to grasp, and possibly map it, and the fact that sound – and atmosphere in general – naturally resists these endeavours.
keywords sound, atmosphere, new media, mapping
series other
type paper session
email
more http://ddm.caad.ed.ac.uk/pgpages/s0567213/SoundWebsites/index.html
last changed 2010/08/13 07:00

_id f4fb
authors Karasick, Michael
year 1989
title On the Representation and Manipulation of Rigid Solids
source McGill University, Department of Computer Science, Montreal
summary Solid modeling studies how to represent geometric properties of solids by computer. A fundamental operation is the construction of representations of solids. Algorithms for set operations construct boundary representations of solids from boundary representations of other solids. A correct and efficient intersection algorithm for polyhedral solids that uses boundary representations is described. A finite-precision implementation of the algorithm uses incidence tests that use symbolic inference in order to limit errors due to finite-precision approximations. The incidence tests are described and experimental evidence is presented to show that the incidence tests are both empirically reliable and practical. The intersection algorithm uses a new boundary representation called the Star-Edge representation. A complementation algorithm for solids that uses the new representation is given, and an algorithm is given that uses the new representation to determine if two boundary representations describe the same solid. A canonical boundary representation for solids is described and used to prove a lower bound for the same-object problem.
series thesis:PhD
email
last changed 2003/02/12 22:37

_id caadria2023_429
id caadria2023_429
authors Karaspiliou, Anastasia, Karagianni, Anna, Andreadakis, Dimitris, Theodoropoulou, Helena G., Spanoudakis, Nikolaos C., Gerothodoros, Christos, Geropanta, Vasiliki and Parthenios, Panagiotis
year 2023
title Chroma: A Human-Centric AR Application Connecting Color Space and Users
doi https://doi.org/10.52842/conf.caadria.2023.1.483
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. 483–492
summary In the last few years, digital innovations such as AR, VR and sensing technologies have had a great impact in the sector of cultural heritage, offering new immersive standardized experiences to their visitors. Following this observation, this paper seeks to bring into light the theoretical background and research methodology of ‘Chroma’, a project that lies at the intersection of theories and empirical observations related to color, architecture, human - centric AR and human behaviour in a monument in Chania, Greece. Based on the hypothesis that color has the ability to alter spatial experience, and that different sound frequencies can intensify this experience, the paper aims at testing AR as a possible technology to study different sensual experiences in the monument, measure them and categorize them according to their emotional and cognitive impact. Thus, it builds on a methodology of work where a vast number of different colors and their combinations integrated in an AR app enables users to generate data at a conscious and subconscious level on a suggested site and becomes ground for further exploration.
keywords mobile AR, human-centric, color interaction, spatial perception
series CAADRIA
email
last changed 2023/06/15 23:14

_id ascaad2016_041
id ascaad2016_041
authors Kartalou, Nikolia
year 2016
title Visualising Heritage-Memory - The paradigm of Chambers Street
source Parametricism Vs. Materialism: Evolution of Digital Technologies for Development [8th ASCAAD Conference Proceedings ISBN 978-0-9955691-0-2] London (United Kingdom) 7-8 November 2016, pp. 399-408
summary Aristotle in his treatise, On the Soul, defined memory as knowledge of the past, obtained through seeing, sensing, observing, listening and learning. Memory can be envisaged as the mental imprint of an image that can be recalled through the experience of existing objects and places. How is cultural heritage related to the experience and knowledge called memory? Why do memories appear to have a strong influence in unconscious spatial perception? How can visualisation techniques activate heritage-memory? Buildings, as tangible elements of the historic city, disclose the memories of the past into the present, and direct us to an experience of time through matter. Buildings serve as a link bridging the past with the present, and eventually, the future sites of memory. Their fabric is constantly altered with engraved layers of historical change, a sequence of past events which emerge from the remnants of their structure. The past, imprinted on the city’s artefacts, manifests its tangible form, and through a new reading of heritage, as ‘heritage-memory’, immaterial qualities of previous eras can perhaps be revealed. This paper, part of an ongoing research situated in between theory and practice, argues that the immaterial elements of cultural heritage emerging from historic urban spaces, can be critically explored in a new way through the use of digital technology, as a tool to revisualise the memory of a locus. Taking Chambers Street in the Old Town of Edinburgh as a site of focus, this presentation demonstrates several steps towards visualising the heritage-memory of the site. The paper poses the question of how the site might serve as a memorial itself, revealing to the observer the knowledge of past events engraved on its locus. Chambers Street serves as a paradigm of constructing a virtual narrative of heritage-memory, examining the site in parts and whole.
series ASCAAD
email
last changed 2017/05/25 13:33

_id ecaade2014_035
id ecaade2014_035
authors Kate_ina Nováková and Henri Achten
year 2014
title Do (not) sketch into my sketch - A comparison of existing tools
doi https://doi.org/10.52842/conf.ecaade.2014.2.237
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. 237-243
summary Various computer-aided sketch tools can be used to support architectural designing (Tang, Lee, Gero, 2010) either individually in early stage of the process or in communication. We focus on the second mentioned. The goal of this paper is to give an overview of possible applications and mention the platforms which are supported. We explore the advantages or disadvantages of the tools and compare it with our newly developed application called ColLab sketch. With this application we hope in increasing speed and ease of graphic communication on one hand and testing architects demands on the other hand. We develop multiple criteria for evaluating the tools, while believing this paper could be of use to give a hint how to improve remote as well as co-located collaborative designing by sketch. Architectural designing is a very sensitive topic when it comes to sketching. Finally, we would like to compare the newly developed tool to this list and suggest improvements or experiments that help its finalizing.
wos WOS:000361385100025
keywords Sketching; collaboration; electronic devices; sketch applications
series eCAADe
email
last changed 2022/06/07 07:52

_id sigradi2015_13.181
id sigradi2015_13.181
authors Kato, Lucas; Braga, Rodrigo; Pazmino, Ana Veronica
year 2015
title Educational kit for teaching robotics
source SIGRADI 2015 [Proceedings of the 19th Conference of the Iberoamerican Society of Digital Graphics - vol. 2 - ISBN: 978-85-8039-133-6] Florianópolis, SC, Brasil 23-27 November 2015, pp. 738-745.
summary The paper presents the kit of a robotic manipulator arm for teaching purposes, as a way to popularize robotics in space science and technology UFSC / Joinville, seeking to reach the public high school, technical and higher. As a result, the paper presents a robotic arm kit of low complexity with four degrees of freedom anthropomorphic type materialized via 3D printer, besides having similar functions to the arms used in industries such as teach function and a proposal to implement rectilinear movements, developed from handlers robot kinematics concepts.
keywords Robotic Arm, Robotic, Education
series SIGRADI
email
last changed 2016/03/10 09:53

_id caadria2018_134
id caadria2018_134
authors Kawabe, Akihiro and Watanabe, Shun
year 2018
title An Analysis of Mixed Land Use Toward Designing the Compact City
doi https://doi.org/10.52842/conf.caadria.2018.2.493
source T. Fukuda, W. Huang, P. Janssen, K. Crolla, S. Alhadidi (eds.), Learning, Adapting and Prototyping - Proceedings of the 23rd CAADRIA Conference - Volume 2, Tsinghua University, Beijing, China, 17-19 May 2018, pp. 493-502
summary Applying the method of "Land-Use Mix" (Amindabari et al. (2013)) and Focusing on changes in highly mixed land use areas within an extensive survey area and detailed analytical unit, the analysis in this study revealed some trends of distribution of mixed land use areas and their declining patterns in the eastern part of Saitama Prefecture, Japan. For example, among the changing land use patterns of Highly-Mixed-Points-as-of-1994, the pattern that a decreasing mixture index was associated with increasing residential land and decreasing commercial land occurred most often, and the points that changed with that pattern accounted for about 32% of all the Highly Mixed Points, and about 51% of the decrease in mixture index points.
keywords Metropolitan Form Analysis; Land-Use Mix; GIS; Mixed land use; Compact City
series CAADRIA
email
last changed 2022/06/07 07:52

_id caadria2021_276
id caadria2021_276
authors Kawai, Yasuo
year 2021
title Development of a Tsunami Evacuation Behavior Simulation System for Selection of Evacuation Sites
doi https://doi.org/10.52842/conf.caadria.2021.2.499
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. 499-508
summary In this study, a tsunami evacuation simulation system was developed using a game engine and open data to reflect the conditions of a local emergency situation at low cost. Chigasaki City, which is a heavily populated urban area and tourist destination along the coast of Japan, was selected as the target area for this study. A total of 20 simulations were conducted using 20,000 evacuation agents categorized as child, adult, or elderly residents or visitors randomly placed on the road surface in the target area. The simulation results indicate that a 10.60% agent damage rate may occur for a tsunami of height 10 m. In lowland areas where the river flows inland, tsunamis were observed to move up the estuary, trapping agents between the river and the coast. In such inland areas, several areas with no tsunami evacuation buildings were observed. Thus, the low-cost simulations provided by the proposed system can provide necessary support for planning and designating appropriate tsunami evacuation buildings in disaster-prone areas.
keywords Tsunami; Evacuation ; Agent; Simulation; Game Engine
series CAADRIA
email
last changed 2022/06/07 07:52

_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

_id caadria2021_275
id caadria2021_275
authors Kawai, Yasuo
year 2021
title Development of a Landscape Simulation System for Historical and Cultural Heritage of the Region
doi https://doi.org/10.52842/conf.caadria.2021.2.489
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. 489-498
summary In this study, we developed a historical and cultural landscape simulation system for Fujisawa-juku, a post town of the old Tokaido road. A game engine was used to recreate the landscape of the past by referring to old documents to inherit the history and culture of the region. Subsequently, an enhanced system was developed for changing the representation of time, season, and weather, and another system was developed for recreating the landscape using Ukiyo-e-style rendering. The developed system was exhibited at permanent installations in public facilities and at community events, and feedback from users led to major updates to the system. With the new information, we reviewed the shape of the model of the spatial components of the system and updated it to be more accurate. The digital model of this system can be updated with information that is not possible in a real model, such as a diorama. We will generalize this system through the unitization of spatial components to create a platform for historical cultural landscape simulation systems that can be used in other regions.
keywords Landscape Simulation; Historical Landscape; Local Cultural Inheritance; Ukiyoe; Game Engine
series CAADRIA
email
last changed 2022/06/07 07:52

_id c6a9
authors Kay, Douglas Scott and Greenberg, Donald P.
year 1979
title Transparency for Computer Synthesized Images
source SIGGRAPH '79 Conference Proceedings. August, 1979. vol. 13 ; no. 2: pp. 158-164 : ill. (some col.). includes bibliography
summary Simple transparency algorithms which assume a linear transparency over an entire surface are the type most often employed to produce computer synthesized images of transparent objects with curved surfaces. Although most of the images created with these algorithms do give the impression of transparency, they usually do not look realistic. One of the most serious problems is that the intensity of the light that is transmitted through the objects is generally not proportional to the amount of material through which it must pass. Another problem is that the image seen behind the objects is not distorted as would naturally occur when the light is refracted as it passes through a material of different density. Use of a non-linear transparency algorithm can provide a great improvement in the realism of an image at a small additional cost. Making the transparency proportional to the normal to the surface causes it to decrease towards the edges of the surface where the path of the light through the object is longer. The exact simulation of refraction, however, requires that each sight ray be individually traced from the observer, through the picture plane and through each transparent object until an opaque surface is intersected. Since the direction of the ray would change as each material of differing optical density was entered, the hidden surface calculations required would be very time consuming. However, if a few assumptions are made about the geometry of each object and about the conditions under which they are viewed, a much simpler algorithm can be used to approximate the refractive effect. This method proceeds in a back-to-front order, mapping the current background image onto the next surface, until all surfaces have been considered
keywords computer graphics, shading, transformation, display, visualization, algorithms, realism
series CADline
last changed 2003/06/02 13:58

_id c8ce
authors Keefe, D., Acevedo, D., Moscovich, T., Laidlaw, D., and La Viola, J.
year 2001
title CavePainting: A Fully Immersive 3D Artistic Medium and Interactive Experience
source Proceedings of the 2001 Symposium on Interactive 3D Graphics, March 2001
summary CavePainting is an artistic medium that uses a 3D analog of 2D brush strokes to create 3D works of art in a fully immersive Cave environment. Physical props and gestures are used to provide an intuitive interface for artists who may not be familiar with virtual reality. The system is designed to take advantage of the 8 ft. x 8 ft. x 8 ft. space in which the artist works. CavePainting enables the artist to create a new type of art and provides a novel approach to viewing this art after it has been created. In this paper, we describe Cave- Painting's 3D brush strokes, color pickers, artwork viewing mode, and interface.We also present several works of art created using the system along with feedback from artists. Artists are excited about this form of art and the gestural, full-body experience of creating it.
series other
last changed 2003/04/23 15:50

_id cd37
authors Kensek, Karen and Noble, Douglas
year 1998
title Digital Reconstruction: The Architecture of Raphael Soriano
doi https://doi.org/10.52842/conf.acadia.1998.011
source ACADIA Quarterly, vol. 17, no. 4, pp. 11-12
summary With the research help of Wolfgang Wagener, the students in our computer graphics class are using form•Z, 3D Studio, and Premiere to document and interpret the work of Raphael Soriano. These images are from a class currently underway in fall semester, 1998, at USC. The students are responsible for modeling, rendering, and animating (with the help of GIFBuilder), their buildings in form•Z, with an emphasis on exterior form. Then they model, render, and animate their projects in 3D Studio concentrating on the interior and interpreting how the building might have been furnished. Other studies covered the use of QuickTime VR and Web page development. Additional work will be done to make the work more “realistic” in response to critiques by Wagener. The next stage of the project is to explain the important features of the building through the use of Premiere. Students may choose to use a purely documentary style or MTV approach or other presentation “style” as long as they clearly define the intent of the presentation and then execute it.
series ACADIA
email
last changed 2022/06/07 07:52

_id 6062
authors Kensek, Karen and Noble, Douglas
year 1999
title Digital Constructions of Art Works: A Method for Exploring Four Dimensions
source III Congreso Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings] Montevideo (Uruguay) September 29th - October 1st 1999, pp. 259-263
summary To animate is to give life or motion to an object. In this study, the method for exploring in four dimensions was the use of animation in a three dimensional model; the objects were well known paintings or drawings. Although architectural studies were encouraged, a range of paintings was chosen and different intentions about the role of animation were investigated.
series SIGRADI
email
last changed 2016/03/10 09:53

_id 3b25
id 3b25
authors Kepczynska-Walczak, Anetta
year 2004
title A model proposal for digitisation and recording data on architectural heritage in Poland based on European guidelines and best practices.
source University of Strathclyde, Dept. of Architecture and Building Science, Glasgow UK
summary The aim of the research is an adoption of digital technology in the recording and management of architectural heritage of Poland. The current documentation practice does not fit to the present needs. The existing system of built heritage recording and protection in Poland was developed during the 1960s and the 1970s. It is based on a database of paper fiches. Although the documenting template allows the collection of comprehensive information on historic buildings, the whole system of heritage protection remains petrified. The database verification and upgrade is usually delayed, and moreover, the records do not include some information crucial for successful protection and regeneration of historical buildings. The lack of computer aided documentation system causes, furthermore, inadequate management of the heritage. Central to the research methodology is the belief that a computer aided documentation system for built heritage in Poland should be compatible and harmonised with similar European projects as a response to the needs of the emerging Information Society. To achieve that standards and best practices in Europe were identified, analysed and compared with the current Polish system of heritage protection and management. Activities of Scottish organisations from the cultural heritage sector, being in the forefront of European achievements, were studied in detail. It was observed that Scottish advancements might be a source of valuable lessons and guidelines for similar activities in Poland. The issues crucial to designing a framework model for digitisation and recording data on architectural heritage in Poland were given particular attention. These included aspects related to content, technology, legislation, and project organisation. As a result a number of recommendations were formulated and supported with necessary tables and diagrams. This specification is intended as a starting point for implementation of digital technology in recording and management of architectural heritage of Poland. It is believed that the research outcomes may become useful not only for the architectural heritage documentation and management, but also in the wider cultural heritage sector in Poland. The thesis concludes with a statement that the validity of any guidelines related to the digital technology has a limited lifespan, and therefore the proposed model for digitisation and recording data on architectural heritage in Poland, to be successful, requires constant, diligent review of the technology development.
keywords ICT, architectural heritage, database systems
series thesis:PhD
type normal paper
email
last changed 2006/10/31 12:32

_id ecaade2013_154
id ecaade2013_154
authors Kepczynska-Walczak, Anetta
year 2013
title Performing the Past and the Present for the Knowledge of the Future
doi https://doi.org/10.52842/conf.ecaade.2013.2.453
source Stouffs, Rudi and Sariyildiz, Sevil (eds.), Computation and Performance – Proceedings of the 31st eCAADe Conference – Volume 2, Faculty of Architecture, Delft University of Technology, Delft, The Netherlands, 18-20 September 2013, pp. 453-462
summary The aim of this paper is to discuss the role three-dimensional models play in addressing performance issues in virtual reconstructions of the heritage buildings. Heritage visualisation is considered here as a process of representing knowledge about space, time, behaviour, light, and other elements that constitute cultural environments. The author aims to analyse the process of digital reconstruction of heritage buildings and the impact of the decisions taken during its development on the final performance. Based on the examples drawn from practice, various stages of development are discussed, confronted with the principles of London Charter.
wos WOS:000340643600046
keywords Virtual reconstructions; cultural heritage; 3D modelling; London Charter.
series eCAADe
email
last changed 2022/06/07 07:52

_id ecaade2018_103
id ecaade2018_103
authors Kepczynska-Walczak, Anetta
year 2018
title Building Information Modelling for 2020+ Realm - Contemporary practice and future perspectives
doi https://doi.org/10.52842/conf.ecaade.2018.1.271
source Kepczynska-Walczak, A, Bialkowski, S (eds.), Computing for a better tomorrow - Proceedings of the 36th eCAADe Conference - Volume 1, Lodz University of Technology, Lodz, Poland, 19-21 September 2018, pp. 271-280
summary The paper discusses the future possible trajectories of information technologies applied to Architecture, Engineering and Construction (AEC) domain. Specifically, it focuses on Building Information Modelling (BIM) being a key subject in the context of understanding the challenge of computing for a better tomorrow. In this respect it presents Polish situation as one of the European Union countries aiming at implementing BIM on the national level. What is more, it reveals findings derived from experience of teaching BIM and from questionnaires prepared for BIM learners. A comparative study of two types of representatives, viz. architecture students and experienced professionals, both acquiring BIM skills, has been conducted. The results show different approach and key obstacles associated with teaching, learning and comprehending BIM. Furthermore, on the one hand the study reveals discrepancy between research, academic experiments and everyday practice. On the other hand it emphasises specific characteristics of this domain enhanced with dynamic pace of change in technology, leading to conclusions that BIM should be placed on lifelong learning trajectory. Despite numerous obstacles the adoption of BIM is facing it concludes that it has arguments and potential to become 2020+ realm.
keywords Building Information Modelling; BIM; Lifelong Learning; architectural practice
series eCAADe
email
last changed 2022/06/07 07:52

_id 47dd
authors Kernighan, Brian W.
year 1978
title UNIX For Beginners --- 2nd. ed
source September, 1978. 14 p. includes bibliography
summary This paper is meant to help new users get started on the UNIX operating system. It includes: basics needed for day-to-day use of the system - typing commands, correcting typing mistakes, logging in and out, mail, inter-terminal communication, the file system, printing files, redirection I/O, pipes, and the shell. Document preparation - a brief discussion of the major formatting programs and macro packages - hints on preparing documents, and capsule descriptions of some supporting software. UNIX programming discusses using the editor, programming the shell, programming in C, and other languages and tools. An annotated UNIX bibliography is included
keywords UNIX, programming, education
series CADline
last changed 2003/06/02 13:58

_id ijac20075209
id ijac20075209
authors Kersten, Thomas P.
year 2007
title Virtual Reality Model of the Northern Sluice of the Ancient Dam in Marib/Yemen by Combination of Digital Photogrammetry and Terrestrial Laser Scanning for Archaeological Applications
source International Journal of Architectural Computing vol. 5 - no. 2, pp. 340-354
summary In this paper the potential of digital photogrammetry and terrestrial laser scanning in combination is demonstrated in the recording and 3D CAD construction of the northern sluice of the ancient dam in Marib/Yemen, which is located approx. 150 kilometre east of the capital city Sana'a, close to the inner Arabic desert. The Yemeni government proposed for initiation of the building into the list of the UNESCO world cultural heritage. This described project work is a co-operation between the Commission for Archaeology of Non-European Cultures (KAAK) Bonn of the German Archaeological Institute (DAI) and the department Geomatics of the HafenCity University Hamburg. The object recording was carried out in January 2006 with the digital SLR camera Fujifilm FinePix S2 pro and the terrestrial laser scanner Trimble GS100 during the archaeological excavations. The northern sluice was reconstructed and visualized as a computer-based 3D CAD model for archaeological investigations (as-builtdocumentation of the excavations) and for future tourism advertising and publication purposes.
series journal
last changed 2007/08/29 16:23

_id e8b9
authors Kesler, Beatrice
year 1994
title PROGRAMME OF HABITAT WISHES - A TOOL FOR COMMUNICATION
source Beyond Tools for Architecture [Proceedings of the 5th European Full-scale Modeling Association Conference / ISBN 90-6754-375-6] Wageningen (The Netherlands) 6-9 September 1994, pp. 23-30
summary How to develop an attractive built environment with the desired housing and well kept outdoor conditions? As long as experts do not ask lay-people for their needs and wants, we must not be surprised that people are not interested in their environment and show a lack of care. The contribution of (future) inhabitants in the planning process can have a material and a social impact on building, improving and maintaining a neighbourhood. One of the problems that have to be solved is the question how to improve the communication between non-professionals and professionals, between inhabitants and designers (architects). Inhabitants express themselves in a simple language about the number of rooms, cupboards, size of the garden and parking place. Architects communicate in drawings of designs and talk in a technical language about functions, forms, spacial structures, light and expression. It can be helpful - is the fundamental idea in Wageningen - to develop a shared language, to start talking about activities and to use scale models in a structured process. The participation process is a sort of exploratory expedition. Good communication is a must for a successful participation process. A clear expression of the 'programme of habitat wishes' is the first step in the dialogue between inhabitants and architect. The Structural Space Planning Method is a structured process to develop a 'programme of habitat wishes' for the built environment. It can be related to all sorts of objects: houses, co-housing projects, institutions, playgrounds, streets or neighbourhoods. Full scale and scale models are part of the Structural Space Planning Method, as described by Van Dam (these proceedings). This contribution describes some practical experiences with the development of the 'programme of habitat wishes' and the effects on the participation process.
keywords Model Simulation, Real Environments
series other
type normal paper
more http://info.tuwien.ac.at/efa
last changed 2004/05/04 10:59

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