This is a special interest seminar series in Building Information Modeling (BIM), of Kobe Studio Seminar for Studies. Each seminar has been planned on a nonregular basis and has had discussions with the smallest possible number of participants, on several kind of topics related to BIM.
This series had been held at the meeting room, OBAYASHI CORPORATION in 2018, and is held at Kobe University from February, 2019, following the knowledge and remarks concluded in 2018.
We conclude knowledge and remarks based on the past discussions, mainly by the moderators.
Cities and their inter-connected transport networks form part of the fundamental infrastructure developed by human societies. Their organisation reflects a complex interplay between many natural and social factors, including inter alia natural resources, landscape, and climate on the one hand, combined with business, commerce, politics, diplomacy and culture on the other. Nevertheless, despite this complexity, there has been some success in capturing key aspects of city growth and network formation in relatively simple models that include non-linear positive feedback loops. However, these models are typically embedded in an idealised, homogeneous space, leading to regularly-spaced, lattice-like distributions arising from Turing-type pattern formation. Here we argue that the geographical landscape plays a much more dominant, but neglected role in pattern formation. To examine this hypothesis, we evaluate the weighted distance between locations based on a least cost path across the natural terrain, determined from high-resolution digital topographic databases for the Hokkaido region of Japan. These weights are included in a co-evolving, dynamical model of both population aggregation in cities, and movement via an evolving transport network. We compare the results from the stationary state of the system with current population distributions from census data, and show a reasonable fit, both qualitatively and quantitatively, compared with models in homogeneous space. Thus we infer that that addition of weighted topography from the natural landscape to these models is both necessary and almost sufficient to reproduce the majority of the real-world spatial pattern of city sizes and locations in this example.
For artwork in film production, it tends to be preferable to prepare the workspace that are customized for production and able to be familiar. In this talk, we introduce our experience to build a long-term use assets management system and several use cases in our infrastructure system. Moreover, if we have time, we introduce some of our simulations and automations in artwork.
We'd like to have discussions on definitions, common issues, questions (and so on) related to the todays talks and their methods and approaches.
We will discuss about Building Information Modeling (BIM) and production pipeline fundamentals for film and games, especially on topics from film and games (continued from the previous study).
We will discuss about Building Information Modeling (BIM) and production pipeline fundamentals for film and games, especially on topics from film and games.
We will discuss about Building Information Modeling (BIM) and production pipeline fundamentals for film and games (continued from the previous study).
We will discuss about Building Information Modeling (BIM) and production pipeline fundamentals for film and games.