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Table of Contents
Part 1 | Introduction and Theory1
Chapter 1.1 | Emergence of Interactive and Dynamic Architecture 5
Chapter 1.2 | Inadequacy of Current Visualization Methods 22
Chapter 1.3 | Advent and Progression of the Gaming Engine45
Chapter 1.4 | Proposed Framework62
Chapter 2.1 | Simulations Ideology70
Chapter 2.2 | Establishing Model Methodology78
Chapter 2.3 | Abstracting the Human Systems 92
Chapter 2.4 | Spatial Functions120
Chapter 2.5 | Prototyping the System Model128
Chapter 3.1 | Utilizing the Gaming Engine 134
Chapter 3.2 | Asset Creation138
Chapter 3.4 | Architectural Objects192
Chapter 3.5 | Environment Context202
Chapter 3.6 | Application Methodology206
Chapter 4.1 | Spatial Conditions226
Chapter 4.2 | Nuit Blanche Cushion238
Chapter 4.3 | Riverside Gallery248
Chapter 5.1 | Simulation Improvements262
Chapter 5.3 | Virtual Reality270