Abstract: | 有關空間組構形式與人類行為動向之關聯,如井上明人(Akito Inoue)所論述,已然呈現一種經由量化運算之遊戲化設計分析工具 ,正如Bill Hillier教授所創可量化空間資訊(空間單元組構之使用度、動線之便捷度、視覺之互視程度、人潮移動之群聚模擬…等)之空間型構理論分析工具(space syntax),可在實質環境被建置之前或之後,預測到將來空間使用之行為傾向。本研究擬以此分析理論為基礎,將之轉化成為一種參數式形態衍生的遊戲化設計方法論,供設計教學者或學習者玩味於其中,如基地環境之使用傾向資訊遊戲認知成為空間形態設計感知的參數化成形依據。藉由衍生式參數形態設計建模軟體grasshopper,該軟體可藉由分析資訊的輸入、參數的重新定義、空間元件之建構,創造出空間形式。因此,建築設計之實體空間推演便來自於虛體空間行為驅使分析數據之再呈現與再詮釋。意即,空間實體的形式由既有環境虛體空間的資訊分析,衍生而成。故環境資訊分析之結果將直接推導成空間形態之參照,並針對前數量化空間資訊之便捷度(Rn)等分析參數之數值,個別提出空間形態可能衍生模式。本文藉此整合虛體空間的行為預測傾向分析space syntax與grasshopper參數式形態設計而成為一種結合空間型構分析理論與參數化成形之遊戲化人工智慧新設計方法論並以策展教學與展覽行為觀測為實例檢證之。 Spatial configuration forms associated with human behavior trends, such as space syntax theory created by UCL Professor Bill Hillier, have already become a gamification quantified analytical tool as argued by Akito Inoue. Spatial information can be quantified based on this theoretical framework of its spatial analytical tool (convex space, axial lines, visibility, crowds moving, etc.), so that the future spatial use tendency can be predicted before or after space built. In this study, this theory is turned into a spatial parametric shaping and gamification design methodology, which offers design teaching and spatial learning users exploring on design in terms of distribution of space use patterns of spatial information. In generative parametric modeling software, grasshopper, the spatial form creating can be constructed by analyzing the input information to redefine the parameters of the spatial components. Therefore, the physical form of architectural design is generated from the presentation and reinterpretation of the analysis of data of behavior tendency in void space. This means, spatial entities can be derived from the environmental information analysis of void space, which carry information of prediction on space use distribution patterns and the individual spatial form interpretation will be proposed by this research in terms of the parameter value of each spatial use tendency, such as integration (Rn). In this research, space syntax analysis, the behavioral tendencies prediction of the void space, and grasshopper, parametric form design software, will be integrated and combined together as a new gamification artificial intellectual design methodology for users and especially for architectural and urban design teaching and learning, and this thesis take curator teaching and an behavior observation of exhibition for example to manifest it. |