30,343 research outputs found

    Enhancing urban sustainability using 3D visualisation

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    This paper presents the results of an initial application of a prototype simulation and visualisation tool (S-City VT) thatwas developed to enable all stakeholders, regardless of background or experience, to understand, interact with and influence decisions made on the sustainability of urban design. The tool takes the unique approach of combining three-dimensional (3D) interactive and immersive technologies with computer modelling to present stakeholders with an interactive virtual development. Use of outputs from the model and a 3D visualisation of the development can help decision-makers judge the relative sustainability of different aspects of a development. The tool employs a number of different methods to present sustainability results to stakeholders. Initial tests on the effectiveness of the different visualisation methods are described and discussed. The paper then presents some conclusions on further development and application of the tool to model and visualise possible results of decisions made at different stages of the project

    Virtual reality urban modelling - an overview

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    This paper offers an overview of the increasing use of Virtual Reality (VR) technologies for the simulation of urban environments. It provides a summary of cities worldwide where three-dimensional computer modelling is being utilised to aid urban planning. The study considers the need for a digital representation of cities and raises issues pertaining to advantages, barriers and ownership. A case study of a pilot project on the visualisation of Newcastle upon Tyne is examined to show an approach adopted for the representation of this city in North East England. The process of this visualisation is summarised and future research is outlined in relation to this city model

    Augmented reality meeting table: a novel multi-user interface for architectural design

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    Immersive virtual environments have received widespread attention as providing possible replacements for the media and systems that designers traditionally use, as well as, more generally, in providing support for collaborative work. Relatively little attention has been given to date however to the problem of how to merge immersive virtual environments into real world work settings, and so to add to the media at the disposal of the designer and the design team, rather than to replace it. In this paper we report on a research project in which optical see-through augmented reality displays have been developed together with prototype decision support software for architectural and urban design. We suggest that a critical characteristic of multi user augmented reality is its ability to generate visualisations from a first person perspective in which the scale of rendition of the design model follows many of the conventions that designers are used to. Different scales of model appear to allow designers to focus on different aspects of the design under consideration. Augmenting the scene with simulations of pedestrian movement appears to assist both in scale recognition, and in moving from a first person to a third person understanding of the design. This research project is funded by the European Commission IST program (IST-2000-28559)

    3D and 4D Simulations for Landscape Reconstruction and Damage Scenarios. GIS Pilot Applications

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    The project 3D and 4D Simulations for Landscape Reconstruction and Damage Scenarios: GIS Pilot Applications has been devised with the intention to deal with the demand for research, innovation and applicative methodology on the part of the international programme, requiring concrete results to increase the capacity to know, anticipate and respond to a natural disaster. This project therefore sets out to develop an experimental methodology, a wide geodatabase, a connected performant GIS platform and multifunctional scenarios able to profitably relate the added values deriving from different geotechnologies, aimed at a series of crucial steps regarding landscape reconstruction, event simulation, damage evaluation, emergency management, multi-temporal analysis. The Vesuvius area has been chosen for the pilot application owing to such an impressive number of people and buildings subject to volcanic risk that one could speak in terms of a possible national disaster. The steps of the project move around the following core elements: creation of models that reproduce the territorial and anthropic structure of the past periods, and reconstruction of the urbanized area, with temporal distinctions; three-dimensional representation of the Vesuvius area in terms of infrastructuralresidential aspects; GIS simulation of the expected event; first examination of the healthcareepidemiological consequences; educational proposals. This paper represents a proactive contribution which describes the aims of the project, the steps which constitute a set of specific procedures for the methodology which we are experimenting, and some thoughts regarding the geodatabase useful to “package” illustrative elaborations. Since the involvement of the population and adequate hazard preparedness are very important aspects, some educational and communicational considerations are presented in connection with the use of geotechnologies to promote the knowledge of risk

    From buildings to cities: techniques for the multi-scale analysis of urban form and function

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    The built environment is a significant factor in many urban processes, yet direct measures of built form are seldom used in geographical studies. Representation and analysis of urban form and function could provide new insights and improve the evidence base for research. So far progress has been slow due to limited data availability, computational demands, and a lack of methods to integrate built environment data with aggregate geographical analysis. Spatial data and computational improvements are overcoming some of these problems, but there remains a need for techniques to process and aggregate urban form data. Here we develop a Built Environment Model of urban function and dwelling type classifications for Greater London, based on detailed topographic and address-based data (sourced from Ordnance Survey MasterMap). The multi-scale approach allows the Built Environment Model to be viewed at fine-scales for local planning contexts, and at city-wide scales for aggregate geographical analysis, allowing an improved understanding of urban processes. This flexibility is illustrated in the two examples, that of urban function and residential type analysis, where both local-scale urban clustering and city-wide trends in density and agglomeration are shown. While we demonstrate the multi-scale Built Environment Model to be a viable approach, a number of accuracy issues are identified, including the limitations of 2D data, inaccuracies in commercial function data and problems with temporal attribution. These limitations currently restrict the more advanced applications of the Built Environment Model

    Architectural and Urban Spatial Digital Simulations

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    This study concerns digital tools and simulation methods necessary for the description, conception, perception, and analysis of spatial architectural and urban design. The purpose of the study is to categorize, analyse, and describe the influence of digital simulation tools and methods in architectural and urban design. The study analyses techniques, applications, and research in the field of digital simulations of architectural/urban ensembles while also referring to the benefits of their use both at the level of scientific and spatial perception of architectural/urban design

    Taking time to understand: articulating relationships between technologies and organizations

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    Dynamic relationships between technologies and organizations are investigated through research on digital visualization technologies and their use in the construction sector. Theoretical work highlights mutual adaptation between technologies and organizations but does not explain instances of sustained, sudden, or increasing maladaptation. By focusing on the technological field, I draw attention to hierarchical structuring around inter-dependent levels of technology; technological priorities of diverse groups; power asymmetries and disjunctures between contexts of development and use. For complex technologies, such as digital technologies, I argue these field-level features explain why organizations peripheral to the field may experience difficulty using emerging technology
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