Yehuda E. Kalay | University of California, Berkeley (original) (raw)
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Papers by Yehuda E. Kalay
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Computation and Performance – Proceedings of the 31st eCAADe Conference – Volume 2, Faculty of Architecture, Delft University of Technology, Delft, The Netherlands, 18-20 September 2013, 2013
In this paper, we propose a new approach to simulating users’ behavior in yet un-built buildings.... more In this paper, we propose a new approach to simulating users’ behavior in yet un-built buildings. For this purpose, we have developed a model that connects two different representations: a formal representation of the building use, by means of a method borrowed from Business Process Modeling and Notation (BPMN) approach; and a game-engine based 3D virtual environment, where this process is effectively simulated and integrated with some autonomous behaviour of users/agents. The model has been applied to two test cases, where the activities of doctors, nurses, patients, and visitors in different hospitals were tracked, simulated, and reviewed by medical professionals for validation.
Facilities
Purpose This study aims to use a narrative-based simulation approach to explore potential implica... more Purpose This study aims to use a narrative-based simulation approach to explore potential implications of including or excluding a dayroom in the design of an internal medicine ward. Design/methodology/approach The approach involved: collecting data in facilities using field observations and experts’ interviews; modeling representative behavior patterns in the form of rule-based narratives that direct collaborative behaviors of virtual occupants; simulating the behavior patterns in two alternative design options, one of which includes a dayroom; and analyzing the simulation results with respect to selected key performance indicators of day-to-day operations and spatial occupancy, including occupant density in corridors, number and locations of staff-visitor interactions and duration of a doctors’ round procedure. Findings Simulation results suggest that the presence of a dayroom reduces visitors’ density in corridors and diminishes the number of staff–visitor interactions that can d...
Proceedings of the 4th International Symposium on Automation and Robotics in Construction (ISARC)
Journal of Building Performance Simulation
ABSTRACT Cyberspace is more malleable than a physical environment, so it can afford much wider ra... more ABSTRACT Cyberspace is more malleable than a physical environment, so it can afford much wider range of responsiveness. By applying the concept of place-making, we are experimenting virtual environments which are responsive to their users? context-specific needs. Since objects are essential components that anchor the users? various activities, having interactive objects in a 3D virtual environment is a major design concern for developing a dynamic and experience-rich virtual environment. We propose a layered agent model for intelligent behavior control of 3D objects, based on constraint solving process.
Google, Inc. (search), Subscribe (Full Service), Register (Limited Service, Free), Login. Search:... more Google, Inc. (search), Subscribe (Full Service), Register (Limited Service, Free), Login. Search: The ACM Digital Library The Guide. ...
BIM in Current and Future Practice, 2015
... Figure 1: Visitors in the village of Çatalhöyük, using the VIP software. The second reconstru... more ... Figure 1: Visitors in the village of Çatalhöyük, using the VIP software. The second reconstruction is the city of Cairo, between the 10th and 16th centuries. Cairo was founded by the Fatimid dynasty in 969 AD, as the capital of their kingdom in Egypt and beyond. ...
Communications in Computer and Information Science, 2013
Chapter in Kensek, K. and Noble D., Building Information Modeling: BIM in Current and Future Practice., 2014
Virtual Systems and Multimedia, 2001. …, 2001
Cyberspace is quickly becoming an alternative place' for everyday economic, cultural, and o... more Cyberspace is quickly becoming an alternative place' for everyday economic, cultural, and other human activities. Yet, Cyberspace designers have not capitalized on the theories, experiences, and practices that have been guiding physical place-making. Rather, they ...
Environment and Planning B: Urban Analytics and City Science, 2017
Previous studies have argued that a Multi-User Virtual Environment has the potential to foster cr... more Previous studies have argued that a Multi-User Virtual Environment has the potential to foster creative collaboration, but empirical studies that examine this claim are rare. With a focus on architectural design, this study has investigated the affordance of Multi-User Virtual Environment for the production of novel and appropriate solutions in remote collaborative environments. Forty-four participants produced design solutions using Multi-User Virtual Environment and online sketching in remote collaboration. Four expert-judges assessed the novelty and appropriateness of the collaborative results, following the Consensual Assessment Technique. The results analyzed by paired samples T-test indicated that in remote collaboration, Multi-User Virtual Environment’s scores for both novelty and appropriateness were partially higher than those of online sketching. In remote collaboration, the immersion by avatars and co-presence with others in Multi-User Virtual Environment were perhaps more effective due to explicit communication cues used to share spatial information and collaborative procedure, compared to the two-dimensional, static representation of online sketching.
Google, Inc. (search), Subscribe (Full Service), Register (Limited Service, Free), Login. Search:... more Google, Inc. (search), Subscribe (Full Service), Register (Limited Service, Free), Login. Search: The ACM Digital Library The Guide. ...
Computation and Performance – Proceedings of the 31st eCAADe Conference – Volume 2, Faculty of Architecture, Delft University of Technology, Delft, The Netherlands, 18-20 September 2013, 2013
In this paper, we propose a new approach to simulating users’ behavior in yet un-built buildings.... more In this paper, we propose a new approach to simulating users’ behavior in yet un-built buildings. For this purpose, we have developed a model that connects two different representations: a formal representation of the building use, by means of a method borrowed from Business Process Modeling and Notation (BPMN) approach; and a game-engine based 3D virtual environment, where this process is effectively simulated and integrated with some autonomous behaviour of users/agents. The model has been applied to two test cases, where the activities of doctors, nurses, patients, and visitors in different hospitals were tracked, simulated, and reviewed by medical professionals for validation.
Facilities
Purpose This study aims to use a narrative-based simulation approach to explore potential implica... more Purpose This study aims to use a narrative-based simulation approach to explore potential implications of including or excluding a dayroom in the design of an internal medicine ward. Design/methodology/approach The approach involved: collecting data in facilities using field observations and experts’ interviews; modeling representative behavior patterns in the form of rule-based narratives that direct collaborative behaviors of virtual occupants; simulating the behavior patterns in two alternative design options, one of which includes a dayroom; and analyzing the simulation results with respect to selected key performance indicators of day-to-day operations and spatial occupancy, including occupant density in corridors, number and locations of staff-visitor interactions and duration of a doctors’ round procedure. Findings Simulation results suggest that the presence of a dayroom reduces visitors’ density in corridors and diminishes the number of staff–visitor interactions that can d...
Proceedings of the 4th International Symposium on Automation and Robotics in Construction (ISARC)
Journal of Building Performance Simulation
ABSTRACT Cyberspace is more malleable than a physical environment, so it can afford much wider ra... more ABSTRACT Cyberspace is more malleable than a physical environment, so it can afford much wider range of responsiveness. By applying the concept of place-making, we are experimenting virtual environments which are responsive to their users? context-specific needs. Since objects are essential components that anchor the users? various activities, having interactive objects in a 3D virtual environment is a major design concern for developing a dynamic and experience-rich virtual environment. We propose a layered agent model for intelligent behavior control of 3D objects, based on constraint solving process.
Google, Inc. (search), Subscribe (Full Service), Register (Limited Service, Free), Login. Search:... more Google, Inc. (search), Subscribe (Full Service), Register (Limited Service, Free), Login. Search: The ACM Digital Library The Guide. ...
BIM in Current and Future Practice, 2015
... Figure 1: Visitors in the village of Çatalhöyük, using the VIP software. The second reconstru... more ... Figure 1: Visitors in the village of Çatalhöyük, using the VIP software. The second reconstruction is the city of Cairo, between the 10th and 16th centuries. Cairo was founded by the Fatimid dynasty in 969 AD, as the capital of their kingdom in Egypt and beyond. ...
Communications in Computer and Information Science, 2013
Chapter in Kensek, K. and Noble D., Building Information Modeling: BIM in Current and Future Practice., 2014
Virtual Systems and Multimedia, 2001. …, 2001
Cyberspace is quickly becoming an alternative place' for everyday economic, cultural, and o... more Cyberspace is quickly becoming an alternative place' for everyday economic, cultural, and other human activities. Yet, Cyberspace designers have not capitalized on the theories, experiences, and practices that have been guiding physical place-making. Rather, they ...
Environment and Planning B: Urban Analytics and City Science, 2017
Previous studies have argued that a Multi-User Virtual Environment has the potential to foster cr... more Previous studies have argued that a Multi-User Virtual Environment has the potential to foster creative collaboration, but empirical studies that examine this claim are rare. With a focus on architectural design, this study has investigated the affordance of Multi-User Virtual Environment for the production of novel and appropriate solutions in remote collaborative environments. Forty-four participants produced design solutions using Multi-User Virtual Environment and online sketching in remote collaboration. Four expert-judges assessed the novelty and appropriateness of the collaborative results, following the Consensual Assessment Technique. The results analyzed by paired samples T-test indicated that in remote collaboration, Multi-User Virtual Environment’s scores for both novelty and appropriateness were partially higher than those of online sketching. In remote collaboration, the immersion by avatars and co-presence with others in Multi-User Virtual Environment were perhaps more effective due to explicit communication cues used to share spatial information and collaborative procedure, compared to the two-dimensional, static representation of online sketching.