Please use this identifier to cite or link to this item: https://scholarbank.nus.edu.sg/handle/10635/223135
Title: PARTICLE SYSTEM AS AGENT BASED MODELING APPROACH FOR PERFORMANCE BASED ARCHITECTURAL CONFIGURATIONS
Authors: ONG EU HO FABIAN
Keywords: Architecture
Design Technology and Sustainability
Patrick Janssen
2010/2011 DTS
Agent
Agent based model
Fabian
Houdini
Particles
Particle system
Performance based
Issue Date: 13-Jan-2011
Citation: ONG EU HO FABIAN (2011-01-13). PARTICLE SYSTEM AS AGENT BASED MODELING APPROACH FOR PERFORMANCE BASED ARCHITECTURAL CONFIGURATIONS. ScholarBank@NUS Repository.
Abstract: The aim of this paper is to discover the extent to which Agent Based Models could be created using particle system from animation dynamics to generate Performance‐Based Architectural Configurations. A series of tests and experiments will be carried out using animation software SideEffects Houdini. Contemporary architectural practice has been harnessing the dynamics in animation software, such as particle systems, to generate form. However, almost none of the experiments being carried out are performance based, structurally or functionally. They are merely experimental and conceptual. One of the best models for performance‐based configuration is Agent‐Based Modeling. These models are usually custom programmed and require extensive knowledge of computer programming. A relatively more intuitive and user‐ friendly alternative to programming is the use of animation software. Many architects today are already familiar with this type of software, and if it could be used to generate performance‐based configurations, it could significantly lower the complexity threshold. Instead of having programmers to design the program for architects, architects could design and formulate the agent‐based model as they see fit. Performance‐based configuration requires good control of the behavior and parameter of the model and environment. Hence this paper will 1) create a comprehensive list of various agent behaviors and 2) demonstrate how these behaviors could be implemented in animation software. Finally, the paper will analyze a built project where the performance based architecture configurations are generated using custom developed software and assess the extent in which the same task could be done using particle system.
URI: https://scholarbank.nus.edu.sg/handle/10635/223135
Appears in Collections:Master's Theses (Restricted)

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