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Evolution + Bim: The Utilization of Building Information Modelling at an Early Design Stage Evolution + Bim:建筑信息模型在早期设计阶段的应用
Pub Date : 1900-01-01 DOI: 10.52842/conf.caadria.2008.552
Hyoung-June Park
The paper introduces an experimental design studio that explores the optimal use of current digital technologies in order to allow the adoption of Building Information Modelling at an early stage of the design process. Based upon outcomes from the aforementioned studio, the paper discusses issues regarding the adoption of BIM.
本文介绍了一个实验性设计工作室,该工作室探索了当前数字技术的最佳使用,以便在设计过程的早期阶段采用建筑信息模型。基于上述工作室的成果,本文讨论了有关采用BIM的问题。
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引用次数: 8
Exploring the Application of the Digital Gamification Mechanisms to the Experience of Physical Architectural Exhibitions 探索数字游戏化机制在实体建筑展览体验中的应用
Pub Date : 1900-01-01 DOI: 10.52842/conf.caadria.2023.1.717
Weiqiong Li, T. Lo, Xiangmin Guo
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引用次数: 0
The Effect of Computer Mediation on Collaborative Designing 计算机中介对协同设计的影响
Pub Date : 1900-01-01 DOI: 10.52842/conf.caadria.2009.411
Jeff W. T. Kan, J. Gero
There has been considerable research in studying collaborative designing using protocol analysis. However, it is not possible to compare these studies because they use different models and have their own coding schemes. A coding scheme based on the Function-Behaviour-Structure (FBS) ontology has been proposed as the basis of a universal coding scheme that transcends the domain of application, the task being studied, and the number of designers being studied. This paper presents results from using the FBS coding scheme and sequential analysis to study the differences between face-to-face design collaboration and synchronized design collaboration using NetMeeting via the Internet. In this case the formulation and re-formulation processes are richer in the NetMeeting design collaboration. In the face-to-face session they are quicker in arriving at the structure of the design.
使用协议分析来研究协同设计已经有相当多的研究。然而,这些研究无法进行比较,因为它们使用不同的模型,并有自己的编码方案。提出了一种基于功能-行为-结构(FBS)本体的编码方案,作为一种超越应用领域、研究任务和研究设计人员数量的通用编码方案的基础。本文采用FBS编码方案和序列分析方法研究了基于Internet的NetMeeting的面对面设计协作和同步设计协作的差异。在这种情况下,制定和重新制定过程在NetMeeting设计协作中更加丰富。在面对面的会议中,他们更快地到达设计的结构。
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引用次数: 5
Systematic Review of Organizing the Data Flow of Systems Using Building Information Modeling and Distributed Ledger Technology 利用建筑信息建模和分布式账本技术组织系统数据流的系统综述
Pub Date : 1900-01-01 DOI: 10.52842/conf.caadria.2023.1.687
Tomoya Izumi, Keisuke Toyoda
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引用次数: 0
The Role of Advanced VR Interfaces in Knowledge Management and Their Relevance to CAD 高级虚拟现实接口在知识管理中的作用及其与CAD的关联
Pub Date : 1900-01-01 DOI: 10.52842/conf.caadria.2002.277
A. Rafi, Karboulonis
This paper introduces knowledge management and computer aided visualisation as a key in establishing both valuation and value creation capabilities in the enterprise where dissemination of knowledge and effective sharing of information through collaboration spur creativity and stimulate business practices. The paper draws an original approach for the design and development of a universal information/knowledge visualisation tool and outlines the mechanics that enable the working prototype that focuses on CAD.
本文介绍了知识管理和计算机辅助可视化作为在企业中建立估值和价值创造能力的关键,在企业中,通过协作传播知识和有效共享信息可以激发创造力和刺激商业实践。本文提出了一种设计和开发通用信息/知识可视化工具的原始方法,并概述了使CAD工作原型成为可能的机制。
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引用次数: 2
TangiCAD: Tangible Interface for Manipulating Architectural 3D Models TangiCAD:操作建筑3D模型的有形界面
Pub Date : 1900-01-01 DOI: 10.52842/conf.caadria.2007.x.x8o
Sherif Abdelmohsen, E. Do
This paper presents an interface for interacting with tangible objects to produce and edit architectural 3D models, called TangiCAD. TangiCAD is a tangible/virtual construction kit which allows architects to manipulate virtual models using easy hand control of tangible cubes, as an alternative interface for 3D modeling. It consists of a set of tangible cubes representing architectural elements, such as walls, columns, slabs,…etc., in addition to some editing operations. With more developed versions, the paper argues that architects could use tangible interfaces to carry out 3D modeling in an intuitive way, using their "flip-the-box" hands-on movement.
本文提出了一个用于与有形物体交互以生成和编辑建筑三维模型的界面,称为TangiCAD。TangiCAD是一个有形/虚拟构建工具包,允许建筑师使用简单的有形立方体手动控制来操纵虚拟模型,作为3D建模的替代界面。它由一组有形的立方体组成,代表建筑元素,如墙、柱、板等。,此外还有一些编辑操作。对于更成熟的版本,论文认为建筑师可以使用有形的界面以直观的方式进行3D建模,使用他们的“翻转盒子”的动手动作。
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引用次数: 7
A Web-based Interactive Tool for Urban Fabric Generation: A Case Study of Chinese Rural Context 基于网络的城市肌理生成互动工具——以中国农村为例
Pub Date : 1900-01-01 DOI: 10.52842/conf.caadria.2022.1.625
Qiyan Zhang, Biao Li, Yichen Mo, Yulong Chen, Peng Tang
. The design of rural fabric is significant for making sustainable communities and requires innovative design models and prospective work paths. This paper presents an interactive tool based on the web to generate block fabric that responds to the Chinese rural context, consisting of streets, plots, and buildings. The tool is built upon the Browser/Server (B/S) architecture, allowing users to access the generation system via the web simply and to have interactive control over the generation process in a user-friendly way. The underlying tensor field and rule-based system are adopted in the backend to model the fabric subject to multiple factors, with rules extracted from the rural design prototype. The system aims to integrate the procedural model with practical design constraints in the rural context, such as patterns, natural boundaries, elevations, planning structure, and existing streets. The proposed framework supports extensions to different urban or suburban areas, inspiring the promising paths of remote cooperation and generative design for sustainable cities and communities.
. 乡村建筑的设计对于可持续社区的建设具有重要意义,需要创新的设计模式和前瞻性的工作路径。本文提出了一种基于网络的交互式工具,以生成响应中国农村背景的块结构,包括街道,地块和建筑物。该工具建立在浏览器/服务器(B/S)架构之上,允许用户通过web简单地访问生成系统,并以用户友好的方式对生成过程进行交互式控制。后端采用底层张量场和基于规则的系统对受多因素影响的织物进行建模,并从乡村设计原型中提取规则。该系统旨在将程序模型与农村环境中的实际设计约束相结合,例如模式、自然边界、海拔、规划结构和现有街道。拟议的框架支持扩展到不同的城市或郊区,激发了远程合作和可持续城市和社区的生成设计的有前途的路径。
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引用次数: 0
Automatic Measurement System of Visible Greenery Ratio Using Augmented Reality 基于增强现实技术的可视绿化比例自动测量系统
Pub Date : 1900-01-01 DOI: 10.52842/conf.caadria.2016.703
Yakui Ding, T. Fukuda, N. Yabuki, T. Michikawa, A. Motamedi
Greening has been promoted to improve the living conditions in urban environments. Quantification of greenery is an important issue to identify the criteria for stakeholders in the process of greening. This research focuses on the quantification of visible greenery ratio which is defined as the amount of greenery in the field of vision. Some measurement methods of visible greenery ratio have been already proposed. However, the quantification process is usually time consuming and prone to human errors due to manual operations by using an image processing software. Therefore, in this research, the authors developed an automated measurement system based on image processing technology for the efficient visible greenery ratio measurement. In the verification experiment, the proposed method achieved similar results for extracted pixels of green areas as the traditional manual method, with decreased calculation time. Furthermore, in addition to measuring the current ratio of greenery, this system can visualize possible future changes in visible greenery by adding planting (landscape) design models in an Augmented Reality (AR) environment. Using the proposed method, an ideal greening environment can be designed and evaluated by end-users, more intuitively. The developed design system is expected to eventually result in increasing the amount of greenery in the urban environment.
促进绿化,改善城市环境的居住条件。绿化量化是确定绿化过程中利益相关者的标准的重要问题。本研究的重点是对可见绿化比率的量化,该比率被定义为视野中绿化的数量。目前已经提出了几种可见光绿化比的测量方法。然而,由于使用图像处理软件进行人工操作,量化过程通常耗时且容易出现人为错误。因此,在本研究中,作者开发了一种基于图像处理技术的自动化测量系统,用于高效测量可见光绿化率。在验证实验中,所提方法提取的绿色区域像素与传统手工方法的提取结果相似,且减少了计算时间。此外,除了测量当前绿化比例外,该系统还可以通过在增强现实(AR)环境中添加种植(景观)设计模型来可视化可见绿化未来可能的变化。利用该方法,终端用户可以更直观地设计和评价理想的绿化环境。开发的设计系统有望最终增加城市环境中的绿化数量。
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引用次数: 4
Impact analysis of digital-based architecture curriculum on students’ learning 数字化建筑课程对学生学习的影响分析
Pub Date : 1900-01-01 DOI: 10.52842/conf.caadria.2011.609
Rabee M. Reffat
This paper reports the findings of assessing the impact of current digital-based architecture curriculum in architecture at KfUPM on students’ learning primarily from students’ perspectives. the paper addresses both generic and specific impacts of current digital-based architecture curriculum on students’ learning. The specific impacts include: level of achieving better understanding of the architectural issues of buildings, and impacts of media qualities on understanding architecture. the paper introduces a performance improvement plan aimed at enhancing students’ learning in the digital-based architecture curriculum and to accommodate the evolving nature of information technology applications in the building and construction industry.
本文主要从学生的角度评估KfUPM建筑中当前基于数字的建筑课程对学生学习的影响。本文讨论了当前基于数字的建筑课程对学生学习的一般和具体影响。具体的影响包括:更好地理解建筑的建筑问题的水平,以及媒体质量对理解建筑的影响。该文件介绍了一项绩效改进计划,旨在加强学生在数字建筑课程中的学习,并适应建筑和建造业中信息技术应用的不断发展。
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引用次数: 0
Achieving adaptable behaviour in intelligent rooms using curious supervised learning agents 利用好奇的监督学习代理在智能房间中实现适应性行为
Pub Date : 1900-01-01 DOI: 10.52842/conf.caadria.2008.185
M. Maher, K. Merrick, Rob Saunders
Multiple devices, both hardware and software, may come and go at any time in a given room. Software controlling the behaviour of these devices must be able to adapt to encompass new devices or the removal of existing devices. This paper presents a model for curious, supervised learning agents that address the issue of adaptability at a behavioural level in an intelligent room. Curious, supervised learning agents comprise a curiosity module and a supervised learning algorithm. The curiosity module identifies interesting devices on which to focus the agent’s learning. The supervised learning component realises behaviours by observing, modelling and mimicking human actions. Our framework is demonstrated in a virtual meeting room in Second Life. We show that the curious learning agent can adapt its behaviour to identify new learning goals in response to new devices and activities.
多个设备,包括硬件和软件,在给定的房间里可以随时进出。控制这些设备行为的软件必须能够适应包含新设备或移除现有设备。本文提出了一个好奇的、有监督的学习代理模型,该模型在智能房间的行为层面上解决了适应性问题。好奇监督学习代理包括好奇模块和监督学习算法。好奇心模块识别出智能体关注的有趣设备。监督学习组件通过观察、建模和模仿人类行为来实现行为。我们的框架在第二人生的虚拟会议室中进行了演示。我们表明好奇学习代理可以调整其行为来识别新的学习目标,以响应新的设备和活动。
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引用次数: 12
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