TY - CHAP A1 - Fahrig, Torsten A1 - Nachtwey, Björn A1 - Gellert, Sebastian T1 - A Product Model based Approach to Interactive CAE Design Optimization N2 - We present a software prototype for fluid flow problems in civil engineering, which combines essential features of Computational Steering approaches with efficient methods for model transfer and high performance computing. The main components of the system are described: - The modeler with a focus on the data management of the product model - The pre-processing and the post-processing toolkit - The simulation kernel based on the Lattice Boltzmann method - The required hardware for real-time computing KW - Produktmodell KW - Simulation KW - Bautechnik KW - Entwurf KW - Optimierung Y1 - 2004 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:gbv:wim2-20111215-1901 ER - TY - JOUR A1 - van Treeck, Christoph A1 - Rank, Ernst T1 - Analysis of building structure and topology based on Graph Theory N2 - Individual views on a building product of people involved in the design process imply different models for planning and calculation. In order to interpret these geometrical, topological and semantical data of a building model we identify a structural component graph, a graph of room faces, a room graph and a relational object graph as aids and we explain algorithms to derive these relations. The application of the technique presented is demonstrated by the analysis and discretization of a sample model in the scope of building energy simulation. KW - Produktmodell KW - Simulation KW - Bautechnik KW - Graphentheorie KW - Ingenieurbau Y1 - 2004 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:gbv:wim2-20111215-2308 ER - TY - JOUR A1 - Kang, Shihchung A1 - Miranda, Eduardo T1 - Automated Simulation of the Erection Activities in Virtual Construction N2 - The goal of the research is the development of a computer system to plan, simulate and visualize erection processes in construction. In the research construction cranes are treated as robots with predefined degrees of freedom and crane-specific motion planning techniques are developed to generate time-optimized and collision-free paths for each piece to be erected in the project. Using inverse kinematics and structural dynamics simulation, the computer system then computes the crane motions and velocities necessary to achieve the previously calculated paths. The main benefits of the research are the accurate planning and scheduling of crane operations leading to optimization of crane usage and project schedules, as well as improving overall crane safety in the project. This research is aimed at the development of systems that will allow computer-assisted erection of civil infrastructure and ultimately to achieve fully-automated erection processes using robotic cranes... KW - Produktmodell KW - Simulation KW - Bautechnik KW - Baukonstruktion KW - Virtuelle Realität Y1 - 2004 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:gbv:wim2-20111215-2310 ER - TY - THES A1 - Zierold, Sabine T1 - Der mediale Raum der Architektur T1 - The medial space of architecture N2 - Der architektonische Raum wird als ein Medium der Kommunikation im Kontext der >neuen< Medien begriffen, aus der Erkenntnis, dass er schon immer ein Medium war und aus einer komplexen Medienstruktur in Abhängigkeit von anderen Medien besteht. Im Prozess von Handlung und Kommunikation ist der architektonische Raum das Medium, das räumliche Nähe von Individuen über alle Sinne und das Bewusstsein gleichzeitig intensiv ermöglicht. Der architektonische Raum als immersives Kommunikationsmedium erreicht im Zeitalter der >neuen< Medien eine neue Dimension, indem mehr und andere Wirklichkeitsalternativen der Kommunikation zur Verfügung stehen. N. Luhmann folgend, wird die Architektur aus der Sicht der Form/Medium-Differenz systemtheoretisch als strukturierter Möglichkeitsraum betrachtet. Der Raum ist das Medium für Formen des architektonischen Raumes, in dem Architektur überhaupt erst wirksam wird. Umgekehrt sind die Formen des architektonischen Raumes Medien für die Wahrnehmung einer Vielzahl von räumlichen Wirklichkeiten. Eine Fassade aus Stein oder Glas ist gebaute Form und kann als Medium Information kommunizieren. Medien werden ihrer Bestimmung um so besser gerecht, je mehr sie sich der Aufmerksamkeit entziehen und wie transparente Fenster hinter der Oberfläche der sinnlichen Wahrnehmung zurücktreten. Als >unwahrnehmbares< Medium ist der architektonische Raum damit eine hintergründige >Wirkungsmacht<, eine Bühne für die Entfaltung von Wirkung, Atmosphäre und Bewegung. Seine physische Wirklichkeit war schon immer durch virtuelle Wirklichkeiten oder Realitäten entgrenzt, die durch Techniken und Technologien der Simulation als künstliche Welten wahrnehmbar und kommunizierbar werden. Dies kann an tradierten Beispielen der gotischen Kathedrale, dem Panorama, den panoptischen Räumen, dem Theater, Kino oder den kontinuierlichen Räumen von der Moderne bis heute aufgezeigt weren. Virtuelle Räume gotischer Glasbilder oder barocker Decken- und Wandbilder im Medium des architektonischen Raumes sind uns geläufig. Die Immersion, das Eintauchen in diese virtuellen Wirklichkeitsspären löst die Wahrnehmung der eigenen körperlichen Präsenz in ihnen aus. Das Potential des virtuellen Raumes der Architektur besteht im Vergleich zu anderen virtuellen Realitäten von Text, Bild oder digitalen Medien in seiner Gebundenheit an die physische, räumliche Reizstruktur, der er die Eindringlichkeit und Komplexität seiner Wirkung verdankt. Es werden unterschiedliche Wechselwirkungen und gemeinsame Entwicklungen von zeitgenössischen Beispielen der Architektur mit den >neuen< Medien aufgezeigt. In der »sensitiven Wand« wird die physische Raumgrenze durch die Integration neuer Techniken und Technologien digitaler, elektronischer Medien etwas extrem Flexibles und Formbares in Interaktion mit dem Benutzer. Der H2O Pavillon (Oosterhuis und NOX, 1997) ist ein Beispiel dafür. Der ausgeprägt polysensorische Immersionsraum steht für die Einheit von digitaler und architektonischer Simulation. Die metaphorische Welt von Höhle und Quelle des Thermalbades Vals (P.Zumthor, 1996) ist die räumliche Reflexion auf die metaphorische Struktur virtueller Räume der >neuen< Medien. Die simulierte Wirklichkeit in den Medien Wasser, Stein und architektonischer Raum produziert schöpferisch den polysensorischen immersiven Zugang in die virtuellen Welten >authentischer< physischer Umgebung. Das >Sichtbare< im Medium Raum der Architektur ist ohne das >Unsichtbare< nicht zu begreifen bzw. das sinnlich Wahrnehmbare nicht ohne das Unwahrnehmbare. Das Erkennen dieser Relation von Form und Medium ermöglicht die Formulierung des neuen Begriffes des medialen Raumes der Architektur, der zur Basis für eine Medientheorie der Architektur wird, als Sichtweise der Entgrenzung des physischen Raumes durch den virtuellen Raum für die subjektive Wahrnehmung, Handlung und Kommunikation. N2 - Within the context of the >new< media, architectonic space must be understood as a medium of communication. This is because it was always a medium, coexisting with other media within a complex media structure. Ensconced as it is within a process of activity and communication, architectonic space is the one medium that facilitates such a close proximity of individuals whose senses and consciousness thus experience a simultaneity of intensity. The architectonic space as an immersive communication medium attained a new dimension in the age of the >new< media, interactive communication availing itself of an increased number of alternative realities. Following the work of N. Luhmann, architecture may be viewed from the perspective of form/medium-difference as a structured space of possibilities within a theory of systems. The space is the medium for forms of architectonic space in the sense that only then does the architecture itself become apparent. The contrary is the case where forms of architectonic space act as media for the apperception of numerous spatial realities. A façade made of stone or glass is built form and as a medium can impart information. The more media abandon their advertence, the better they fulfil their appropriateness and recede like transparent windows behind the surface of animal consciousness. Thus, architectonic space as a >non-perceptible< medium becomes an >agent of power<, a stage for the evolvement of agency, atmosphere and movement/action. Its physical reality was always borderless, not bounded by virtual actualities or realities which are themselves perceivable and communicable as artificial worlds via the techniques and technologies of simulation. Right up to the present day, this is exemplified by artifices such as the Gothic cathedral, the panorama and panoramic spaces, the theatre, the cinema, or the continuous spaces of modernism. Virtual spaces defined by Gothic stained glass or ceiling and wall murals of the Baroque – within the medium of the architectonic space lest we forget – are all familiar to us. Immersion, in the sense of submerging in these virtual sanctums of reality, releases the apperception of each corporeal presence. In comparison to other virtual realities such as text, image or digital media, the potential of the virtual space in architecture arises out of its bondage to the physical and spatial structure of stimuli on which the forcefulness and complexity of its effectiveness depends. Citing examples of contemporary architecture points up various interdependencies between and common evolutions among the >new< media. As new techniques and technologies of digital and electronic media are introduced, the physical spatial border of the >sensitive wall< becomes in terms of interaction increasingly pliable and ductile for the user. The H2O Pavilion (Oosterhuis and NOX, 1997) is just one example. The highly polysensoric immersion space stands for the unity of digital and architectonic simulation. The metaphoric world of caverns and wells of the hot springs at Vals (P. Zumthor, 1996) is the spatial reflexion on the metaphoric structure of virtual spaces as exemplified by the >new< media. The simulated reality in the media water, stone, and architectonic space, enables in an inventive way the polysensoric and immersive access to the virtual worlds of the >authentic< physical environment. That which is >visible< in the medium of architectural space is not understandable without the >invisible<; in other words, the state of sensory perceptibility depends on the existence of the non-perceptible. The recognition of this relation between form and medium allows a new term to be formulated: the >medial space of architecture<. This in turn becomes the basis for a new media theory of architecture itself, a premise defined as a perspective on the debordering of physical space through the virtual one and existing to provide subjective apperception, activity and communication. KW - Architektur KW - Medium KW - Form KW - Bauform KW - Raumwahrnehmung KW - Simulation KW - Imagination KW - Kommunikation KW - Immersion KW - Illusion KW - architektonischer Raum KW - Virtualität KW - architectural space KW - virtuality Y1 - 2004 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:gbv:wim2-20060806-8106 ER - TY - CHAP A1 - Hoyano, Akira A1 - Nakaohkubo, Kazuaki A1 - Asawa, Takashi T1 - Development of Thermal Simulation Tool for Urban Block Design - Based on Numerical Simulation System using 3D N2 - A simulation system has been developed as a computer aided design tool to evaluate the effect of proposed design on the thermal environment during the designing process. This system calculates outdoor surface temperatures in order to evaluate the thermal impact of a design factor in outdoor space. In this study, the previous heat balance simulation system was improved to predict the surface temperature of a proposed design using 3D-CAD. This system is able to input the complicated outdoor spatial forms efficiently and also to evaluate the surface temperature distribution from any viewpoint. KW - Stadtplanung KW - Wärme KW - Simulation Y1 - 2004 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:gbv:wim2-20111215-973 ER - TY - JOUR A1 - Koike, Hirotaka A1 - Morimoto, Akinori A1 - Nomura, Kazuhiro T1 - Development of Urban Land Use Model to Compare Transit-Oriented and Automobile-Oriented Cities N2 - This study is an attempt to develop a simple simulation model that can compare the differences between automobile-oriented and transit-oriented cities, and clarify the difference between city forms by transportation modes. Following a theoretical model development, a series of simulation runs are tried. The model allocates people who commute to CBD from residential zones along a transportation corridor. As a result of many simulation analyses, it is shown that automobiles need much more traffic space in comparison with the transit as is shown by the proposed traffic space ratio both in CBD and along the corridor. KW - Verkehrsplanung KW - Simulation KW - Stadtplanung Y1 - 2004 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:gbv:wim2-20111215-2621 ER - TY - JOUR A1 - Bargstädt, Hans-Joachim A1 - Blickling, Arno T1 - Effective cost estimate and construction processes with 3D interactive technologies: Towards a virtual world of construction sites N2 - The development of 3D technologies during the last decades in many different areas, leads us towards the complete 3D representation of planet earth on a high level of detail. On the lowest level we have geographical information systems (GIS) representing the outer layer of our planet as a 3D model. In the meantime these systems do not only give a geographical model but also present additional information like ownership, infrastructure and others that might be of interest for the construction business. In future these systems will serve as basis for virtual environments for planning and simulation of construction sites. In addition to this work is done on the integration of GIS systems with 3D city models in the area of urban planning and thus integration of different levels of detail. This article presents research work on the use of 3D models in construction on the next level of detail below the level of urban planning. The 3D city model is taken as basis for the 3D model of the construction site. In this virtual nD-world a contractor can organize and plan his resources, simulate different variants of construction processes and thus find out the most effective solution for the consideration of costs and time. On the basis of former researches the authors present a new approach for cost estimation and simulation using development technologies from game software. KW - Produktmodell KW - Simulation KW - Bautechnik KW - Baubetrieb KW - Baustelle KW - Virtuelle Realität Y1 - 2004 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:gbv:wim2-20111215-2320 ER - TY - JOUR A1 - Staub-French, Sheryl T1 - Feature-based Product Modeling for Building Construction N2 - Current building product models explicitly represent components, attributes of components, and relationships between components. These designer-focused product models, however, do not represent many of the design conditions that are important for construction, such as component similarity, uniformity, and penetrations. Current design and construction tools offer limited support for detecting these construction-specific design conditions. This paper describes the ontology we developed using the manufacturing concept of features to represent the design conditions that are important for construction. The feature ontology provides the blueprint for the additions and changes needed to transform a standard product model into a constructionspecific product model. The ontology formalizes three classes of features, defines the attributes and functions of each feature type, and represents the relationships between features explicitly. The descriptive semantics of the ontology allows practitioners to represent their varied preferences for naming features, specifying features that result from component intersections and the similarity of components, and grouping features that affect a specific construction domain. A software prototype that implements the ontology enables practitioners to transform designer-focused product models into feature-based product models that represent the construction perspective. KW - Produktmodell KW - Simulation KW - Bautechnik KW - Baukonstruktion KW - Modellierung Y1 - 2004 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:gbv:wim2-20111215-2331 ER - TY - JOUR A1 - Makanae, Koji T1 - Highway Sequence Editor based on the Length-based Highway Product Model N2 - The highway product model based on the length information of the centerline, and the application system is developed. This paper shows the schema and the modeling process of the product model, which includes geometric elements such as an alignment, lanes, sidewalks, shoulders and sprits, and accessories such as guard fences, plantings and signs. Furthermore, The Highway Sequence Editor (HSE) is developed as an application system to verify the model. KW - Produktmodell KW - Simulation KW - Bautechnik KW - Straßenbau Y1 - 2004 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:gbv:wim2-20111215-2347 ER - TY - CHAP A1 - Gebbeken, Norbert A1 - Baumhauer, Andreas A1 - Ionita, Mihai T1 - Increasing the Reliability and Performance through Automatization and Parallel Working N2 - Re-examination of the behaviour of structures can be necessary due to deterioration or changes in the traffic situation during their lifetime. The Finite Element Method (FEM) is widely used in order to accomplish numerical analysis. Considering the development of computer performance, more detailed FEM models can be analyzed, even on site, with mobile computers. To compensate the increasing amount of data needed for the model input, measures need to be taken to save time, by distributing the work. In order to provide consistency to the model, fedback data must be checked upon reception. A local wireless computer network of ultra-portable devices linked together with a computer can provide the coordination necessary for efficient parallel working. Based on a digital model consisting of all data gathered, structural modelling and numerical analysis are performed automatically. Thus, the user is released from the work that can be automatized and the time needed for the overall analysis of a structure is decreased. KW - Ingenieurbau KW - Verteiltes System KW - Planungsprozess KW - Modellierung KW - Parallelverarbeitung KW - Simulation Y1 - 2004 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:gbv:wim2-20111215-1397 ER -