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Use of a Game Engine Artificial Intelligence to Represent People Flows in Architectural Spaces via Geometry and Graphics
Author(s) -
Simone Porro,
Luigi Cocchiarella
Publication year - 2019
Publication title -
kog/kog
Language(s) - English
Resource type - Journals
eISSN - 1846-4068
pISSN - 1331-1611
DOI - 10.31896/k.23.5
Subject(s) - computer science , graphics , game engine , representation (politics) , context (archaeology) , human–computer interaction , architecture , interface (matter) , virtual reality , game design , space (punctuation) , multimedia , artificial intelligence , computer graphics (images) , visual arts , political science , law , biology , operating system , art , paleontology , bubble , maximum bubble pressure method , politics , parallel computing
The digital and the related technological evolution in recent years have shifted to words such as Virtual Reality and Artificial Intelligence . The wider use of these and other technologies in architecture has been far limited by a lack of IT tools with which architects could interface since they have been made available in the last few years only. The evolution of the tools used by the architect can be condensed and simplified into a sequence of three stages: Drawing Board, CAD systems, Game Engines . The frames of this sequence, in addition to indicating instruments, are representative of the historical context in which they have been or are still being used. This study, based on a Master thesis recently discussed at the Politecnico di Milano [14] , examines the role that Game Engines can play in the graphic representation and design processes. More specifically, it takes a closer look at the Unreal Engine as a tool for creating a real-time design environment and using Artificial Intelligence (AI) technologies to represent user flows in the space as valuable support and a relevant part of the design strategies aiming at implementing and evaluating design options. For this purpose, various simulations have been carried out both considering users' flows based on assigned spaces, and generating spaces based on the users' flows.

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