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1.
Sci Rep ; 12(1): 22092, 2022 12 21.
Artigo em Inglês | MEDLINE | ID: mdl-36543830

RESUMO

Human-Building Interaction (HBI) is a convergent field that represents the growing complexities of the dynamic interplay between human experience and intelligence within built environments. This paper provides core definitions, research dimensions, and an overall vision for the future of HBI as developed through consensus among 25 interdisciplinary experts in a series of facilitated workshops. Three primary areas contribute to and require attention in HBI research: humans (human experiences, performance, and well-being), buildings (building design and operations), and technologies (sensing, inference, and awareness). Three critical interdisciplinary research domains intersect these areas: control systems and decision making, trust and collaboration, and modeling and simulation. Finally, at the core, it is vital for HBI research to center on and support equity, privacy, and sustainability. Compelling research questions are posed for each primary area, research domain, and core principle. State-of-the-art methods used in HBI studies are discussed, and examples of original research are offered to illustrate opportunities for the advancement of HBI research.


Assuntos
Ambiente Construído , Humanos , Consenso , Previsões
2.
IEEE Comput Graph Appl ; 41(4): 107-117, 2021.
Artigo em Inglês | MEDLINE | ID: mdl-31985408

RESUMO

This article explores whether crowd-sourced human creativity within a gamified collaborative design framework can address the complexity of predictive environment design. This framework is predicated on gamifying crowd objectives and presenting environment design problems as puzzles. A usability study reveals that the framework is considered usable for the task. Participants were asked to configure an environment puzzle to reduce an important crowd metric, the total egress time. The design task was constructed to be straightforward and uses a simplified environment as a probe for understanding the utility of gamification and the performance of collaboration. Single-player and multiplayer designs outperformed both optimization and expert-sourced designs of the same environment and multiplayer designs further outperformed the single-player designs. Single-player and multiplayer iterations followed linear and exponential decrease trends in total egress time, respectively. Our experiments provide strong evidence toward an interesting novel approach of crowdsourcing collaborative environment design.

3.
IEEE Trans Vis Comput Graph ; 27(1): 111-124, 2021 Jan.
Artigo em Inglês | MEDLINE | ID: mdl-31494551

RESUMO

In architectural design, architects explore a vast amount of design options to maximize various performance criteria, while adhering to specific constraints. In an effort to assist architects in such a complex endeavour, we propose IDOME, an interactive system for computer-aided design optimization. Our approach balances automation and control by efficiently exploring, analyzing, and filtering space layouts to inform architects' decision-making better. At each design iteration, IDOME provides a set of alternative building layouts which satisfy user-defined constraints and optimality criteria concerning a user-defined space parametrization. When the user selects a design generated by IDOME, the system performs a similar optimization process with the same (or different) parameters and objectives. A user may iterate this exploration process as many times as needed. In this work, we focus on optimizing built environments using architectural metrics by improving the degree of visibility, accessibility, and information gaining for navigating a proposed space. This approach, however, can be extended to support other kinds of analysis as well. We demonstrate the capabilities of IDOME through a series of examples, performance analysis, user studies, and a usability test. The results indicate that IDOME successfully optimizes the proposed designs concerning the chosen metrics and offers a satisfactory experience for users with minimal training.

4.
Ann Ist Super Sanita ; 52(1): 24-32, 2016.
Artigo em Inglês | MEDLINE | ID: mdl-27033615

RESUMO

INTRODUCTION: Current tools and methods in architectural design do not allow predicting and evaluating how people will use designed environments before their actual realization. OBJECTIVE: To investigate how computational simulation can help in evaluating design proposals as far as their use by people is concerned. METHODS: Simulation of a medicine distribution procedure in a general hospital facility, while accounting for serendipitous social interactions made possible by the presence of different users in the same space, at the same time. DISCUSSION: The simulation shows how use patterns are influenced by the social and physical context in which actors are situated, and demonstrates the significance of the proposed method of evaluating hospital designs before construction. The system allows simulating use patterns with different degrees of complexity, and enables architects to ask new types of questions related to the interactions between people and physical settings.


Assuntos
Arquitetura/tendências , Comportamento , Simulação por Computador , Arquitetura de Instituições de Saúde/métodos , Instalações de Saúde/tendências , Meio Ambiente , Humanos
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