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Design Automation Lab
This paper reports on the development of a geocomputational simulation workflow for the irradiance mapping of large scale city models. A fully automated workflow is presented, for importing CityGML city models, generating the simulation input models, executing the simulations, and aggregating the results. In order to speed up the overall processing time, the workflow uses parallel processing across multiple computers and multiple cores. Two case studies are presented, for Singapore and for Rotterdam.
This paper describes the implementation and deployment of an automated grader used to facilitate the teaching of a spatial computational thinking course on the online education platform, edX. Over the period of a course on the platform, more than 3000 assignments were graded. As an evaluation of the grader, examples of assignments and statistical results are presented and discussed.
This research presents a vision-based Tangible User Interface that was designed to facilitate the investigation of urban spaces. The analogue-digital process made use of inexpensive paper material and commonly accessible technology like a modern camera-enabled phone. Citizens will use a paper-cutting approach to shape the urban space within an urban block and use the phone as the processing agent communicating with a server in the cloud. A three-dimensional visualisation of the urban block may then be viewed on the phone or the computer. A prototype implementation has been developed that allows simple urban massing to be generated. Preliminary tests with groups of users showed promising results. Instead of a conventional design workshop engagement, participants were able to set up the tool in their own time and space and work collaboratively in small groups to developed diverse types of urban layouts.
The traditional participatory design approach has its physical limitations regarding the number of workshop participants and visualisation tools used. In order to get the input from more people and to enable three-dimensional design visualisation, an online web-game is developed as a mass participatory design tool. For the purpose of this research, a specific social issue regarding the "Not In My BackYard" (NIMBY) attitude in Singapore was chosen as a vehicle. The results from a small pilot test group of a prototype shows that the participants find this approach engaging. The game also has a potential in terms of recording participants' design and attitude inputs.