Tag Archives: 3d simulation

Games – Do they offer enough capabilities for new political and economic ideas?

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Anti-capitalist-post-growth-city-design by Finn Williams using the building simulator “Cities: Skylines” to create a ‘post-growth city’ with an economy based on social exchange rather than consumption.

Finn Williams is the founder of Common Office and public planning think tank NOVUS.

WILLIAMS, Finn (2015): The Guardian Cities: Skylines challenge – can I build a truly anti-capitalist city? in: the guardian international from August 6th, 2015

REAL CORP 2013 . CG Mixed Reality Architectural Workspace

150901_RealCorp2013_01BEHMEL, Andreas, HÖHL, Wolfgang et. al. (2013):
CG Mixed Reality Architectural Workspace

in: SCHRENK, Manfred et. al.: Proceedings of REAL CORP 2013 – 18th International Conference on Urban Planning and Regional Development in the Information Society, 20 – 23 May, Rome / Italy, S. 149 – 158.

 

 

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Morphê – MRGD

150916_Morphe_01MRGD (2008): Morphê, SpringerWienNewYork

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Verhindern Computer gute Architektur? Nein, im Gegenteil! Das beweisen die jungen Architekten von MRGD sehr eindrucksvoll. In ihrer neuen Publikation nutzen sie die Hair Dynamics der Software Maya für höchst interessante Ergebnisse. Melike Altinisik, Samer Chamoun und Daniel Widrig präsentieren mit dem Projekt ‘Urban Lobby’ ihre Abschlußarbeit an der Londoner Architectural Association. Es sind die Ideen Frei Ottos, auf denen sie aufbauen. Nicht das ‘Form wollen’, viel mehr das ‘Form finden’ stehen hier im Vordergrund.

Bizarr gesponnene Hohlkörper und amorphe Gebäudehüllen faszinieren den Leser auf vielen schwarz-weiß-Abbildungen. Das Buch gliedert sich in sieben Abschnitte. In ‘Speculative Experimentation’ erkunden MRGD die Möglichkeiten des Hair Tools von Maya. ‘Optimized Path’ beschäftigt sich mit den strukturellen Entwurfstechniken Frei Ottos, im Speziellen mit seiner Wollfadenmaschine. Im dritten Abschnitt ‘Material’ werden die Möglichkeiten von Maya auf Frei Ottos Techniken angewandt und erprobt. ‘Morphogenesis’ zeigt die ersten Schritte zu einer 2D/3D-Pfadorganisation. ‘Program Organization’ widmet sich eingehend der computergenerierten Gebäudeerschließung. ‘Tectonics’ zeigt die Eleganz von harmonischer Formgebung und computergestützter Gebäudekonstruktion. Konsequenter-weise schließt das Buch mit einer Umsetzung des Projekts in einem Rapid-Prototyping-Modell.

Die Autoren beschreiben ihre Arbeit als ‘organizational tool and as a tectonic diagram’. Nicht die getrennte Simulation von Licht, Luft, Klima, Statik oder Raumprogramm sind hier von Interesse, es ist vielmehr die mehrdimensionale, funktionale und konstruktive Organisation von Gebäuden. Faszinierend!

Wolfgang Höhl (2008): Morphê – MRGD, (Buchrezension | Book Review)
in: db – deutsche bauzeitung 08 |2008, S. 61

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Network Structures in Virtual Environments – new eBook!

Kurztitel:Wolfgang Höhl (2015): Network Structures in Virtual Environments

Does network theory help to understand collaborative virtual environments? Which ideal network model is best suited for a collaborative virtual environment? Are “scale-free networks” better than “random” or “hierarchical networks”? What does modularity, efficiency and economy mean in terms of network qualities? How can spatial centrality and urban design tools be seen in this respect? This paper investigates these issues using the depiction of a collaborative virtual environment as an abstract network.

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It was demonstrated that the interpretation of all five analyzed use cases remain inconclusive in some terms. But there are certain interesting tendencies.

Simulation and virtual environments meet in many issues. To illustrate, this paper will take a closer look at the philosophy of science, simulation and scientific modelling. We will learn that simulation is an interdisciplinary technique and collaborative virtual environments are a part of general simulation systems. Simulation itself works in three stages and supports the innovation process in its early stage. Qualities, advantages, disadvantages and application areas of simulation will be shown. Then we will have a closer look at the structure and principles of collaborative virtual environments. It is shown how time, space and organization influence the usage and behaviour of a collaborative virtual environment. General evaluation criteria of real-time systems are shown. Ongoing applications and projects will illustrate topical application areas.

Network theory does indeed help us understand collaborative virtual environments. One can depict all elements and relations of a virtual environment in an adequate and operational manner. Network simulation allows for the manipulating of the elements and gives a view on changes in the structures and behaviour of the whole network. Simulation allows us to go backward and forward in time, explore possibilities and understand scenarios of virtual environments, diagnose problems and constraints, understand behaviour and processes, find consensus and prepare for change, and gives possibilities for visualizing how to proceed.

Game of Drones . Interactive Application with Gaze Interaction using Unity3D

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Game of Drones . Interactive Application with Gaze interaction using Unity 3D by David Rasch, Marius Hoggenmüller, Marius Schiele, Sandro Kurpiers, Schaperai Badri und Simon Weiser.

This project was created in the course of the lecture “Open Games Workshop” directed by Dr.-Ing. Wolfgang Höhl at Ludwig-Maximilians-Universität München | Media Informatics . Summer term 2015.

Kindly supported by Sensomotoric Instruments (SMI) | Martin Dechant and Thomas Jablonski

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Serious Games and Sim Games: New Options for Gamers!

Serious Games and Sim Games: New Options for Gamers!

Mutual technologies in games and industry, possible synergies and Open Innovation as an applicable solution.

Lecture at EMI-Forum . 2015-04-15 | 7:00 p.m.
in the Wintergarden of OTH Amberg-Weiden
www.oth-aw.de/emi2015

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AR-Land Development Plan

Broschart, D.; Zeile, P. (2014), ARchitecture – Augmented Reality-Techniques and Use Cases in Architecture and Urban Planning. In: Schrenk, M.; Popovich, V.; Zeile, P.: Proceedings of RealCORP 2011, Zeche Zollverein Essen, Wien.

Who needs Gamers? Not only the entertainment, but also science and industry are desperately looking for the specific qualifications of gamers. How can these qualifications be used in different disciplines?

Which application areas can be observed? How do processes in games and industry look like? Which synergies can be spotted? Is Open Innovation an applicable solution? This lecture is dedicated to these questions.

Sim Games, Simulation und industrielle Anwendungen | Beitrag zur Ringvorlesung Games

140616_SimGames_01Wolfgang Höhl (2014): Sim Games, Simulation und industrielle Anwendungen – Beitrag zur Ringvorlesung Games des Medien Campus Bayern

in: KAISER, Markus (Hrsg.): Ringvorlesung Games . Retro-Gaming | Gamification | Augmented Reality, 1. Auflage, Verlag Dr. Gabriele Hooffacker, Edition Medien Campus Bayern, München 2014

Watch the video on YouTube