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 - JOUR A1 - Volkova, Viktorija T1 - The analysis of dynamic behaviour of pre-stressed systems under polyharmonic excitations N2 - Pre-stressed structural elements are widely used in large-span structures. As a rule, they have higher stiffness characteristics. Pre-stressed rods can be applied as girders of different purpose, and as their separate parts, e.g. rods of trusses and frames. Among numerous ways of prestressing the compression of girders, trusses, and frames by tightenings from high-strength materials is under common application. KW - Verkehrsplanung KW - Simulation KW - Baukonstruktion KW - Dynamische Belastung KW - Tragwerk / Vorspannung KW - Vorgespannte Konstruktion Y1 - 2004 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:gbv:wim2-20111215-2656 ER - TY - JOUR A1 - Osada, Teppei A1 - Koike, Hirotaka A1 - Morimoto, Akinori T1 - Research on Establishment of a Standard of Traffic Impact Assessment with Integrated Database System N2 - Planning support systems, such as geographical information system (GIS) and traffic flow simulation models, are widely in use in recent urban planning research. In this paper we propose a method to apply traffic impact assessment (TIA) to large-scale, commercial developments. In TIA research we often encounter the problem of increasing amount of data that is necessary for detailed investigation and analysis, as the scale of commercial developments become larger and more complex. As a result, TIA presents two problems. The first problem is the difficulty of data acquisition. The second problem is the reliability of data. As a solution, we developed an integrated database system. KW - Verkehrsplanung KW - Simulation KW - Datenbanksystem Y1 - 2004 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:gbv:wim2-20111215-2647 ER - TY - JOUR A1 - Rose, Martin T1 - Modeling of Freeway Traffic N2 - An integrated modeling of freeway traffic is developed, whose implementation in an uniform computer –aided simulation model facilitate comparative evaluation and systematic coupling of several traffic simulations, traffic controls, traffic measurements and traffic scenarios. The integrated modeling of freeway traffic is a basic mapping of freeway networks, control methods, measurements and different simulations of traffic flow... KW - Verkehrsplanung KW - Simulation KW - Autobahn Y1 - 2004 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:gbv:wim2-20111215-2639 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 - Semenov, Vitaly A1 - Alekseeva, Elena A1 - Tarlapan, Oleg T1 - Virtual Construction using Map-based Approach N2 - The paper presents a general map-based approach to prototyping of products in virtual reality environments. Virtual prototyping of products is considered as a consistent simulation and visualization process mapping the source product model into its target visual representations. The approach enables to interrelate formally the product and visual information models with each other by defining mapping rules, to specify a prototyping scenario as a composition of map instances, and then to explore particular product models in virtual reality environments by interpreting the composed scenario. Having been realized, the proposed approach provides for the strongly formalized method and the common software framework to build virtual prototyping applications. As a result, the applications gain in expressiveness, reusability and reliability, as well as take on additional runtime flexibility... KW - Produktmodell KW - Simulation KW - Bautechnik KW - Virtuelle Realität KW - Bauwerk Y1 - 2004 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:gbv:wim2-20111215-2447 ER - TY - JOUR A1 - Romberg, Richard A1 - Niggl, Andreas A1 - van Treeck, Christoph T1 - Structural Analysis based on the Product Model Standard IFC N2 - In this paper we present a computer aided method supporting co-operation between different project partners, such as architects and engineers, on the basis of strictly three-dimensional models. The center of our software architecture is a product model, described by the Industry Foundation Classes (IFC) of the International Alliance for Interoperability (IAI). From this a geometrical model is extracted and automatically transferred to a computational model serving as a basis for various simulation tasks. In this paper the focus is set on the advantage of the fully three-dimensional structural analysis performed by p-version of the finite element analysis. Other simulation methods are discussed in a separate contribution of this Volume (Treeck 2004). The validity of this approach will be shown in a complex example. KW - Produktmodell KW - Simulation KW - Bautechnik KW - Statik KW - Standard Y1 - 2004 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:gbv:wim2-20111215-2433 ER - TY - JOUR A1 - Kiviniemi, Arto A1 - Fischer, Martin T1 - Requirements Management Interface to Building Product Models N2 - In current AEC practice client requirements are typically recorded in a building program, which, depending on the building type, covers various aspects from the overall goals, activities and spatial needs to very detailed material and condition requirements. This documentation is used as the starting point of the design process, but as the design progresses, it is usually left aside and changes are made incrementally based on the previous design solution. These incremental small changes can lead to a solution that may no longer meet the original requirements. In addition, design is by nature an iterative process and the proposed solutions often also cause evolution in the client requirements. However, the requirements documentation is usually not updated accordingly. Finding the latest updates and evolution of the requirements from the documentation is very difficult, if not impossible. This process can lead to an end result, which is significantly different from the documented requirements. Some important requirements may not be satisfied, and even if the design process was based on agreed-upon changes in the scope and requirements, differences in the requirements documents and in the completed building can lead to well-justified doubts about the quality of the design and construction process... KW - Produktmodell KW - Simulation KW - Bautechnik KW - Bauwerk KW - Modellierung Y1 - 2004 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:gbv:wim2-20111215-2427 ER - TY - JOUR A1 - Holtzhauer, Eric A1 - Saal, Helmut T1 - Product modelling in the steel construction domain N2 - The complexity of the relationships between the actors of a building project requires high efficiency in communication. Among other things, data sharing is crucial. The exchange of data is made possible by interfaces between expert programs, which rely on product models. The latter are neutral standards with formal definitions of building objects and their attributes. This paper deals with the state of the art and the research activities concerning product models in the steel construction domain and the advantages provided by this technology for the sector. KW - Produktmodell KW - Simulation KW - Bautechnik KW - Stahlbau Y1 - 2004 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:gbv:wim2-20111215-2415 ER - TY - JOUR A1 - Kang, Shihchung A1 - Miranda, Eduardo T1 - Physics Based Model for Simulating the Dynamics of Tower Cranes N2 - The goal of the research is to increase the understanding of dynamic behaviors during the crane operation, and develops computer-aided methods to improve the training of crane operators. There are approximately 125,000 cranes in operation today in the construction industry, responsible for major portion of erection activities. Unfortunately, many accidents occur every year in the U.S. and other countries related to the operation of cranes in construction sites. For example on November 28, 1989 a tower crane collapse during the construction of a building in San Francisco killing four construction workers, one civilian and injuring 28. According to the statistics from Occupational Safety Health Administration (OSHA), there were 137 crane-related fatalities from 1992 to 2001 in the US. A well-known internet website that keeps track of crane-related accidents (craneaccidents.com), reports 516 accidents and 277 fatalities from 2000 to 2002. These statistics show that even though many measures have been taken to decrease the number of crane-related accidents (Braam, 2002), the number of crane related accidents is still very large. It is important to recognize that each construction related fatality is not only a great human loss but also increases the costs of insurance, lawsuits, and the construction budget due to delay of a project (Paulson 1992)... KW - Produktmodell KW - Simulation KW - Bautechnik KW - Turmdrehkran KW - Dynamische Belastung Y1 - 2004 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:gbv:wim2-20111215-2409 ER -