id |
caadria2021_157 |
authors |
Huang, Xiaoran, Kimm, Geoff and Burry, Mark |
year |
2021 |
title |
Exploiting game development environments for responsive urban design by non-programmers - melding real-time ABM pedestrian simulation and form modelling in Unity 3D |
doi |
https://doi.org/10.52842/conf.caadria.2021.2.689
|
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. 689-698 |
summary |
Precinct-level pedestrian simulation often requires moderate to high-level modelling skills with a steep learning curve, and is usually non-flexible, time-consuming and exclusive of the broader public community. Confronting these problems, our research investigates a novel and agile workflow to test precinct pedestrian behaviours by melding agent-based simulation (ABM) and responsive real-time form modelling mechanisms within accessible visualisation of city and precinct environments in a game engine, Unity 3D. We designed an agent system prototype of configurable and interoperable nodes that may be placed in an urban modelling scenario. Realtime CSG, a fast polygon-based modelling plugin, is also introduced to our workflow where users can use the evidence observed when running a scenario to quickly adjust the street morphology and buildings in response. In this process, end users are kept in the design loop and may make critical adjustments, whereby a responsive, collective, informed design agenda for our built environments can inform more detailed outcomes of pedestrian behaviour and action and promote more efficient collaborations for both professionals and local communities. |
keywords |
Agent-based pedestrian simulation; responsive modelling; computer-aided urban design; public participation |
series |
CAADRIA |
email |
|
full text |
file.pdf (3,156,947 bytes) |
references |
Content-type: text/plain
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last changed |
2022/06/07 07:49 |
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