CumInCAD is a Cumulative Index about publications in Computer Aided Architectural Design
supported by the sibling associations ACADIA, CAADRIA, eCAADe, SIGraDi, ASCAAD and CAAD futures

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_id caadria2014_000
id caadria2014_000
authors Gu, Ning; Shun Watanabe, Halil Erhan, Matthias Hank Haeusler, Weixin Huang and Ricardo Sosa (eds.)
year 2014
title Rethinking Comprehensive Design: Speculative Counterculture
doi https://doi.org/10.52842/conf.caadria.2014
source Proceedings of the 19th International Conference on Computer-Aided Architectural Design Research in Asia (CAADRIA 2014) / Kyoto 14-16 May 2014, 994 p.
summary Rethinking Comprehensive Design—the 19th International Conference on Computer-Aided Architectural Design Research in Asia (CAADRIA 2014)—emphasises a cross-disciplinary context to challenge the mainstream culture of computational design in architecture. It aims to (re)explore the potential of computational design methods and technologies in architecture from a holistic perspective. The conference provides an international forum where academics and practitioners share their novel research development and reflection for defining the future of computation in architectural design. Hosted by the Department of Design, Engineering and Management at the Kyoto Institute of Technology, CAADRIA 2014 presents 88 peer-reviewed full papers from all over the world. These high-quality research papers are complimented by 34 short work-in-progress papers submitted for the poster session of the conference. The conference proceedings were produced by a motivated team of volunteers from the CAADRIA community through an extensive collaboration. The 88 full papers rigorously double-blind reviewed by the dedicated International Review Committee (consisting of 74 experts), testify to CAADRIA’s highly respectable international standing. Call for abstracts sent out in July 2013 attracted 298 submissions. They were initially reviewed by the Paper Selection Committee who accepted 198 abstracts for further development. Of these, 118 full papers were eventually submitted in the final stage. Each submitted paper was then assessed by at least two members of the International Review Committee. Following the reviewers’ recommendations, 91 papers were accepted by the conference, of which 88 are included in this volume and for presentation in CAADRIA 2014. Collectively, these 88 papers define Rethinking Comprehensive Design in terms of the following research streams: Shape Studies; User Participation in Design; Human-Computer Interaction; Digital Fabrication and Construction; Computational Design Analysis; New Digital Design Concepts and Strategies; Practice-Based and Interdisciplinary Computational Design Research; Collaborative and Collective Design; Generative, Parametric and Evolutionary Design; Design Cognition and Creativity; Virtual / Augmented Reality and Interactive Environments; Computational Design Research and Education; and Theory, Philosophy and Methodology of Computational Design Research. In the following pages, you will find a wide range of scholarly papers organised under these streams that truly capture the quintessence of the research concepts. This volume will certainly inspire you and facilitate your journey in Rethinking Comprehensive Design.
series CAADRIA
last changed 2022/06/07 07:49

_id caadria2014_034
id caadria2014_034
authors Nguyen, Danny D. and M. Hank Haeusler
year 2014
title Exploring Immersive Digital Environments
doi https://doi.org/10.52842/conf.caadria.2014.087
source Rethinking Comprehensive Design: Speculative Counterculture, Proceedings of the 19th International Conference on Computer-Aided Architectural Design Research in Asia (CAADRIA 2014) / Kyoto 14-16 May 2014, pp. 87–96
summary In contemporary architecture firms, most design drawings are done via use of 3D modelling software. This method requires advanced knowledge of the software in order to produce an accurate representation of space into the digital environment. The paper argues that conventional 3D visualization methods to design and analyse are restrictive to how well the user understands the space on a computer, as drawings are done ex-situ and without testing the design concept in-situ, hence there might be a level of disparity between the design and final fabrication. This is particularly a challenge when designing Urban Interaction Design concepts, as combinations of variables play a role in how the design will be received by the audience. Observing the design challenges for Urban Interaction Design and applying knowledge to architectural representation, potentially an alternative sketching process can be developed to alleviate the disparity between the conceptual design and post fabrication. This paper discusses an experimental process of using wireless spatial sensing devices to digitize physical spaces in real-time and to use on-the-spot analysis. In its conclusion the paper argues that this method enables the designer to gain advanced conceptual understandings of the intended space and thus make more informed decisions.
keywords Spatial Design; Human-Computing Interfacing; Urban Interaction Design; Spatial 3D Visualization; Wireless Sensor Technology
series CAADRIA
email
last changed 2022/06/07 07:58

_id caadria2014_254
id caadria2014_254
authors Tuker, Cetin and Halil Erhan
year 2014
title An Architectural Modeling Method for Game Environments and Visualization
doi https://doi.org/10.52842/conf.caadria.2014.605
source Rethinking Comprehensive Design: Speculative Counterculture, Proceedings of the 19th International Conference on Computer-Aided Architectural Design Research in Asia (CAADRIA 2014) / Kyoto 14-16 May 2014, pp. 605–614
summary Modeling 3D architectural environments for games and design visualization is different than modelling for other purposes, such as for construction. These models include only the outer surfaces as ‘skin’ structures of the facades for rendering for which existing tools are too complex. After interviewing fourteen domain experts and evaluating available modelling tools, we observed a need for new modelling methods for rapid visualizations that leaves redundant model parts out for efficiency. We have developed a surface modelling method and a formalism for modelling architectural environments by slicing a building into layers with strips of façade element sequences. In the first prototype, we focused on parametric structures using userdefined architectonic vocabulary such as voids and solids. We conducted an expert review study with four participants: two user-experience and two domain experts. All participants responded that the method is easy to learn even for non-experts. Based on the tasks completed, they agreed that the method can speed the process of modelling large continuous façades, single-mass single-storey geometries, and repetitive floor layers; they also made suggestions for improvement. The results from the initial evaluation show that the method presented has some merits to be used in practice.
keywords 3D modelling; facade reconstruction; game; visualization
series CAADRIA
email
last changed 2022/06/07 07:57

_id caadria2014_276
id caadria2014_276
authors Hassan, Ramzi; Thomas B. Hansen and Helena Nordh
year 2014
title Visualizations in the Planning Process
doi https://doi.org/10.52842/conf.caadria.2014.065
source Rethinking Comprehensive Design: Speculative Counterculture, Proceedings of the 19th International Conference on Computer-Aided Architectural Design Research in Asia (CAADRIA 2014) / Kyoto 14-16 May 2014, pp. 65–74
summary Visualizations are playing an important role in the formulation and communication of design concepts. Various types of visualizations are being used in the planning process for the presentation of architectural design projects and planning scenarios. This study examines the process of working with visualizations in planning in Norway, and how it is being used as a means to communicate information. Two types of pilot studies were conducted. The first was a survey that sought to find out what visualization is being used by planners in Norway today. The second study was conducted in the Virtual Reality laboratory at the Norwegian University of Life Sciences and explored how different methods of visualization is being understood and experienced by lay people and professionals. Despite the fact that 2D visualizations (e.g. maps, floor plans, sections, elevations) and BIM visualizations can prove to be less engaging and understandable compared to 3D realistic model visualizations, the findings indicates that the use of mixed methods can provide a better overall understanding of a project.
keywords 2D; BIM; 3D; visualizations; planning
series CAADRIA
email
last changed 2022/06/07 07:49

_id ecaade2014_162
id ecaade2014_162
authors Andrzej Zarzycki
year 2014
title Teaching and Designing for Augmented Reality
doi https://doi.org/10.52842/conf.ecaade.2014.1.357
source Thompson, Emine Mine (ed.), Fusion - Proceedings of the 32nd eCAADe Conference - Volume 1, Department of Architecture and Built Environment, Faculty of Engineering and Environment, Newcastle upon Tyne, England, UK, 10-12 September 2014, pp. 357-364
summary This paper discusses ways emerging interactive technologies are adopted by designers and extended into areas of design, education, entertainment, and commerce. It looks, in detail, at various project development stages and methodologies used to engage design focused students into, often complex, technological issues. The discussion is contextualized through a number of case studies of mobile and marker-based augmented reality (AR) applications developed by students. These applications include an app for a fashion based social event that allows participants to preview recent collection additions, an info-navigational app for the High Line elevated urban park in New York City, a marker-based maze game, and an interior decorating interface to visualize various furnishing scenarios. While a number of case studies will be discussed from a developer perspective, the primary focus is on the concept and content development, interface design, and user participation.
wos WOS:000361384700035
keywords Augmented reality; ar; gamification; mobile culture
series eCAADe
email
last changed 2022/06/07 07:54

_id caadria2014_170
id caadria2014_170
authors Beirão, José Nuno; André Chaszar and Ljiljana _avi_
year 2014
title Convex- and Solid-Void Models for Analysis and Classification of Public Spaces
doi https://doi.org/10.52842/conf.caadria.2014.253
source Rethinking Comprehensive Design: Speculative Counterculture, Proceedings of the 19th International Conference on Computer-Aided Architectural Design Research in Asia (CAADRIA 2014) / Kyoto 14-16 May 2014, pp. 253–262
summary In this paper a semiautomated morphological classification of urban space is addressed systematically by sorting through the volumetric shapes of public spaces represented as 3-dimensional convex and solid voids. The motivation of this approach comes from a frequent criticism of space syntax methods for lacking information on how buildings and terrain morphology influence the perception and use of public spaces in general and streets in particular. To solve this problem information on how façades relate with streets and especially information about the facades’ height should be considered essential to produce a richer and more accurate morphological analysis of street canyons and other open spaces. Parametric modelling of convex voids broadens the hitherto known concept of two-dimensional convex spaces considering surrounding facades’ height and topography as important inputs for volumetric representation of urban space. The method explores the analytic potentials of ‘convex voids’ and ‘solid voids’ in describing characteristics of open public spaces such as containment, openness, enclosure, and perceived enclosure, and using these metrics to analyse and classify urban open spaces.
keywords Open public space; convex voids; solid voids; user-guided feature recognition
series CAADRIA
email
last changed 2022/06/07 07:54

_id ecaade2014_208
id ecaade2014_208
authors Bruno Figueiredo, Eduardo Castro e Costa, Bruno Araújo, Fernando Fonseca, Daniel Mendes, Joaquim A Jorge and José Pinto Duarte
year 2014
title Interactive Tabletops for Architectural Visualization - Combining Stereoscopy and Touch Interfaces for Cultural Heritage
doi https://doi.org/10.52842/conf.ecaade.2014.1.585
source Thompson, Emine Mine (ed.), Fusion - Proceedings of the 32nd eCAADe Conference - Volume 1, Department of Architecture and Built Environment, Faculty of Engineering and Environment, Newcastle upon Tyne, England, UK, 10-12 September 2014, pp. 585-592
summary This paper presents an interactive apparatus to didactically explore Alberti's treatise on architecture, De re aedificatoria, as generative design systems, namely shape grammars. This apparatus allows users to interactively explore such architectonical knowledge in both appealing and informal ways, by enabling them to visualize and manipulate in real-time different design solutions. The authors identify the difficulties on encoding the architectural knowledge of a parametric design model into an interactive apparatus to be used by laypeople. At last, the authors discuss the results of a survey conducted to users that interacted with the prototype in order to assess its ability to communicate the knowledge of an architectural language.
wos WOS:000361384700058
keywords Alberti; generative design; multi-modal interfaces; shape grammars; user experience
series eCAADe
type normal paper
email
last changed 2022/06/07 07:54

_id caadria2014_028
id caadria2014_028
authors Chaszar, André and Bige Tunçer
year 2014
title Integrating User and Usage Information in a Design Environment
doi https://doi.org/10.52842/conf.caadria.2014.045
source Rethinking Comprehensive Design: Speculative Counterculture, Proceedings of the 19th International Conference on Computer-Aided Architectural Design Research in Asia (CAADRIA 2014) / Kyoto 14-16 May 2014, pp. 45–54
summary We describe research exploring and demonstrating the use of large-scale data gathering and processing to inform the activities of architectural and urban designers. We apply this research to public spaces in urban housing estates. The aim is to understand the current use patterns and usability of these spaces, and to adaptively redesign them according to the insights gained from these findings. Another aim of the research is to obtain scientific knowledge regarding the production and use of user-data-based design support systems which promote and enhance the capability of (digital) design aids, such as building- and urban-scale models, to act as ‘learning devices’ giving designers better insights to the nature of the design situations they are asked to address, as well as insights on design space definition and exploration. We adopt a multimodal data collection strategy, consisting of participatory workshops for residents and users, person-based crowdsourcing, location-based crowd sensing, and statistical demographics data.
keywords integrated design environment; multi-modal data collection; data visualization; data analysis; public space design.
series CAADRIA
email
last changed 2022/06/07 07:55

_id caadria2014_249
id caadria2014_249
authors Krietemeyer, Bess
year 2014
title An Adaptive Decision-Making Framework for Designing Material Behaviours
doi https://doi.org/10.52842/conf.caadria.2014.055
source Rethinking Comprehensive Design: Speculative Counterculture, Proceedings of the 19th International Conference on Computer-Aided Architectural Design Research in Asia (CAADRIA 2014) / Kyoto 14-16 May 2014, pp. 55–64
summary This paper describes an adaptive decision-making design framework for investigating the synergies between aesthetically-driven and performance-driven criteria, specifically in designing the material behaviour of an electroresponsive building envelope system. An immersive and interactive simulation environment developed in the C++ programming language provides a computational tool for testing the visual and energetic performance of a dynamic building envelope as it negotiates bioclimatic energy flows with participants’ aesthetic preferences and interactions. Experiments in bioresponsive feedback loops examine the impacts that user engagement and real-time energy performance feedback have on participants’ design choices. Preliminary results demonstrate that exposure to energy performance feedback and to the collective design choices of multiple users leads to adaptive decision-making that favours synergistic system performance with the potential for increased socio-ecological connections. Critically, this research provides new methods for supporting the design of emerging material behaviours for dynamic building envelopes that can negotiate multiple performance criteria.
keywords Participatory design; decision-making tool; interactive environment; dynamic building envelopes; immersive simulation
series CAADRIA
email
last changed 2022/06/07 07:51

_id caadria2014_291
id caadria2014_291
authors Thomas, Russell C. and John S. Gero
year 2014
title Computational Modelling of Designer-User Interactions and Value Systems
doi https://doi.org/10.52842/conf.caadria.2014.075
source Rethinking Comprehensive Design: Speculative Counterculture, Proceedings of the 19th International Conference on Computer-Aided Architectural Design Research in Asia (CAADRIA 2014) / Kyoto 14-16 May 2014, pp. 75–84
summary This paper develops a multi-agent computational model to simulate the effects of designer-user interactions on the design of products, interactions that are both direct and indirect. The architecture of an agent-based computational system is described, with emphasis on how it models situated design computing and cognition, including both designer and consumer agents. Indicative results obtained from running simulations are presented. The primary contribution is to demonstrate that situated design computing and cognition can be modelled using Computational Social Science methods.
keywords situated design computing; multi-agent systems; agent modelling; designer-user interaction; innovation; simulation
series CAADRIA
email
last changed 2022/06/07 07:58

_id caadria2014_014
id caadria2014_014
authors Zhong, Chen; Stefan Müller Arisona and Gerhard Schmitt
year 2014
title A Visual Analytics Framework for Large Transportation Datasets
doi https://doi.org/10.52842/conf.caadria.2014.223
source Rethinking Comprehensive Design: Speculative Counterculture, Proceedings of the 19th International Conference on Computer-Aided Architectural Design Research in Asia (CAADRIA 2014) / Kyoto 14-16 May 2014, pp. 223–232
summary The advancement of sensor technologies makes it possible to collect large amounts of dynamic urban data. On the other hand, how to store, process, and analyze collected urban data to make them useful becomes a new challenge. To address this issue, this paper proposes a visual analytics framework, which is applied to transportation data to manage and extract information for urban studies. More specifically, the proposed framework has three components: (1) a geographic information system (GIS) based pipeline providing basic data processing functions; (2) a spatial network analysis that is integrated into the pipeline for extracting spatial structure of urban movement; (3) interactive operations allowing the user to explore and view the output data sets at different levels of details. Taking Singapore as a case study area, we use a sample data set from the automatic smart card fare collection system as an input to our prototype tool. The result shows the feasibility of proposed framework and analysis method. To summarize, our work shows the potential of geospatial based visual analytics tools in using ‘big’ data for urban analysis.
keywords GIS; visual analytics; transportation data; flow map; spatial network analysis
series CAADRIA
email
last changed 2022/06/07 07:57

_id ecaade2014_201
id ecaade2014_201
authors Anetta Kepczynska-Walczak
year 2014
title Data Integration In A Visual Mode
doi https://doi.org/10.52842/conf.ecaade.2014.1.565
source Thompson, Emine Mine (ed.), Fusion - Proceedings of the 32nd eCAADe Conference - Volume 1, Department of Architecture and Built Environment, Faculty of Engineering and Environment, Newcastle upon Tyne, England, UK, 10-12 September 2014, pp. 565-572
summary The principal aim of the paper is to discuss data integration issues in the context of urban scale studies. A special attention is dedicated to built environment, visual thinking and synthesis of knowledge. The paper is based on literature studies, professional experience and the outcomes of an experimental students' project conducted by the author last year. First, the theoretical background and the current state of research in the area is revealed. Then, the project theme, goals and organisation are described. So, the main idea of the experiment was to explore data collection methods at the urban scale without a design goal since the prime approach was to take into consideration students' perceptions of space and its multifaceted aspects. Thus, to maintain an open mind about gathering such information and not to bias participants towards one approach or another were crucial. Finally, the outcomes of the project are discussed. Students' presentations showed that they used different approaches not only in terms of digital tools but also in terms of their understanding of data integration. The author believes a discussion of the experiment outcomes will contribute to the main theme of the eCAADe 2014 Conference entirely.
wos WOS:000361384700056
keywords Built environment; visual thinking; data integration
series eCAADe
email
last changed 2022/06/07 07:54

_id ijac201412307
id ijac201412307
authors Baerlecken, Daniel; Katherine Blair Wright
year 2014
title Nominalized Matter: Agency of Material
source International Journal of Architectural Computing vol. 12 - no. 3, 339-356
summary This paper investigates making as a process that brings together diverse materials and combines their flow in anticipation of what might emerge. Ingold calls this approach the textility of making, which gives priority to the formation of materials as a process, in which form is generated through interventions within fields of forces and currents of materials - not through a predefined notion of an ideal outcome. The approach opposes the Aristotelian hylomorphic approach, which focuses on final products. This paper investigates textiles techniques and their potential for simultaneously creating ornamental and structural systems. This work is conducted through a sequence of architecture design studios, producing the case studies found in this paper. Within the paper different examples of textile systems are introduced ranging from a Semperian approach (wall as dress) to form finding experiments with active textile materials - demonstrating the potential for methods utilizing material agency to inform architectural design
series journal
last changed 2019/05/24 09:55

_id ascaad2014_013
id ascaad2014_013
authors Binhomaid, Omar and Tarek Hegazy
year 2014
title Comparison between Genetic Optimization and Heuristic Methods for Prioritizing Infrastructure Rehabilitation Programs
source Digital Crafting [7th International Conference Proceedings of the Arab Society for Computer Aided Architectural Design (ASCAAD 2014 / ISBN 978-603-90142-5-6], Jeddah (Kingdom of Saudi Arabia), 31 March - 3 April 2014, pp. 175-182
summary In recent years, infrastructure rehabilitation has been in the focus of attention in North America and around the world. A large percentage of existing infrastructure assets is deteriorating due to harsh environmental conditions, insufficient capacity, and age. Due to stringent budget limits, however, asset management systems become important to assess the life cycle performance of various assets, and accordingly prioritize the assets for rehabilitation purposes. While many asset management systems have been introduced in the literature, almost no studies have compared the effectiveness of their asset prioritization methods. This paper presents an extensive comparison between heuristic and optimization methods for prioritizing large-scale rehabilitation programs, under budget constraints. The paper first introduces different life cycle cost analysis (LCCA) formulations for three case studies obtained from the literature related to buildings, pavements, and bridges. Based on extensive experiments with the three case studies and on different network sizes, heuristic techniques proved its practicality for handling various network sizes. The performance of genetic optimization, on the other hand, was more efficient on small-scale networks but showed steep degradation in performance with large-scale problems. This research can be beneficial to municipalities and asset managers and can help them design efficient methods to sustain the safety and operability of the civil infrastructure, with least cost.
series ASCAAD
email
last changed 2016/02/15 13:09

_id cdrf2023_526
id cdrf2023_526
authors Eric Peterson, Bhavleen Kaur
year 2023
title Printing Compound-Curved Sandwich Structures with Robotic Multi-Bias Additive Manufacturing
doi https://doi.org/https://doi.org/10.1007/978-981-99-8405-3_44
source Proceedings of the 2023 DigitalFUTURES The 5st International Conference on Computational Design and Robotic Fabrication (CDRF 2023)
summary A research team at Florida International University Robotics and Digital Fabrication Lab has developed a novel method for 3d-printing curved open grid core sandwich structures using a thermoplastic extruder mounted on a robotic arm. This print-on-print additive manufacturing (AM) method relies on the 3d modeling software Rhinoceros and its parametric software plugin Grasshopper with Kuka-Parametric Robotic Control (Kuka-PRC) to convert NURBS surfaces into multi-bias additive manufacturing (MBAM) toolpaths. While several high-profile projects including the University of Stuttgart ICD/ITKE Research Pavilions 2014–15 and 2016–17, ETH-Digital Building Technologies project Levis Ergon Chair 2018, and 3D printed chair using Robotic Hybrid Manufacturing at Institute of Advanced Architecture of Catalonia (IAAC) 2019, have previously demonstrated the feasibility of 3d printing with either MBAM or sandwich structures, this method for printing Compound-Curved Sandwich Structures with Robotic MBAM combines these methods offering the possibility to significantly reduce the weight of spanning or cantilevered surfaces by incorporating the structural logic of open grid-core sandwiches with MBAM toolpath printing. Often built with fiber reinforced plastics (FRP), sandwich structures are a common solution for thin wall construction of compound curved surfaces that require a high strength-to-weight ratio with applications including aerospace, wind energy, marine, automotive, transportation infrastructure, architecture, furniture, and sports equipment manufacturing. Typical practices for producing sandwich structures are labor intensive, involving a multi-stage process including (1) the design and fabrication of a mould, (2) the application of a surface substrate such as FRP, (3) the manual application of a light-weight grid-core material, and (4) application of a second surface substrate to complete the sandwich. There are several shortcomings to this moulded manufacturing method that affect both the formal outcome and the manufacturing process: moulds are often costly and labor intensive to build, formal geometric freedom is limited by the minimum draft angles required for successful removal from the mould, and customization and refinement of product lines can be limited by the need for moulds. While the most common material for this construction method is FRP, our proof-of-concept experiments relied on low-cost thermoplastic using a specially configured pellet extruder. While the method proved feasible for small representative examples there remain significant challenges to the successful deployment of this manufacturing method at larger scales that can only be addressed with additional research. The digital workflow includes the following steps: (1) Create a 3D digital model of the base surface in Rhino, (2) Generate toolpaths for laminar printing in Grasshopper by converting surfaces into lists of oriented points, (3) Generate the structural grid-core using the same process, (4) Orient the robot to align in the direction of the substructure geometric planes, (5) Print the grid core using MBAM toolpaths, (6) Repeat step 1 and 2 for printing the outer surface with appropriate adjustments to the extruder orientation. During the design and printing process, we encountered several challenges including selecting geometry suitable for testing, extruder orientation, calibration of the hot end and extrusion/movement speeds, and deviation between the computer model and the physical object on the build platen. Physical models varied from their digital counterparts by several millimeters due to material deformation in the extrusion and cooling process. Real-time deviation verification studies will likely improve the workflow in future studies.
series cdrf
email
last changed 2024/05/29 14:04

_id ascaad2014_028
id ascaad2014_028
authors Hamza, Neveen
year 2014
title Crafting the Virtual Sensory Environment: building performance simulation visualization as an enabler for creating sensory environments
source Digital Crafting [7th International Conference Proceedings of the Arab Society for Computer Aided Architectural Design (ASCAAD 2014 / ISBN 978-603-90142-5-6], Jeddah (Kingdom of Saudi Arabia), 31 March - 3 April 2014, pp. 353-359
summary The sensory virtual environment is defined as a cognitive method leading to a mental model of potential value in gaining insights of how building spaces may perform to enhance the sensory experience of occupants. For architects, creating a sensory and experiential space is the holy grail of design endeavours. So far, the results of the experiential and sensory success of buildings are dependent on the architects’ own experience and judgment of materials and compositions within the space. Currently the use of tools such as 3D Max provides an ocular experience of the crafted virtual space, rarely giving indications of daylight and possible sensory experiences of the indoor thermal and acoustic conditions. In practice testing the thermal, daylight and other environmental performances of buildings at design stage is within the remit of building services consultants for conformity regulatory checks, and is dominated by extensive 2D (graphs) information exchanges. There is a need to include other formats of visual information exchanges to facilitate decisions on sustainable buildings and to achieve performing sensory environments This paper presents an exploration of endeavours to test the virtual sensory space through visualizations of building performance and aims to provide recommendations on how to fuse endeavours to disseminate knowledge within the design team while creating an information exchange mechanism that captures experts’ explicit and tacit knowledge. Case studies will be presented on how building performance simulation tools are used to provide matrices of relations to indicate the building performance, thermal comfort, daylight and natural ventilation and were used as an aid for architectural design decisions to create sensory environments.
series ASCAAD
email
last changed 2016/02/15 13:09

_id ecaade2014_067
id ecaade2014_067
authors Mehrnoush Latifi Khorasani, Jane Burry and Mahsa Salehi
year 2014
title Thermal performance of patterned facades - Studies on effects of patterns on the thermal performance of facades
doi https://doi.org/10.52842/conf.ecaade.2014.1.267
source Thompson, Emine Mine (ed.), Fusion - Proceedings of the 32nd eCAADe Conference - Volume 1, Department of Architecture and Built Environment, Faculty of Engineering and Environment, Newcastle upon Tyne, England, UK, 10-12 September 2014, pp. 267-276
summary Skin is the primary shield between our body and its surroundings. It protects the body from the harmful environmental effects like dehydration and radiation from intense sunlight. Likewise, the outer layer, or skin of a building has the same function of protecting its inhabitants against the external elements. This research is a part of a larger investigation into geometrical patterning and layering of facades as an effective intervention between the outdoor space and the indoor environment to regulate the conditions for occupant thermal comfort. This paper reports on exploration of an approach for measurement, evaluation and feedback in the design workflow through a mixed digital -physical simulation platform (MDPS) based on the objectives of the larger study. For this purpose, it introduces a new way of analyzing thermal performance of double skin facades by using temperature sensors, Arduino, post visualization with MATLAB and digital energy simulation. The main aspects of this proposed workflow is the design of a thermal performance feedback loop as an integral part of the process of geometrical patterning design for façade.
wos WOS:000361384700026
keywords Patterned facades; thermal performance; surface temperature; data visualization; mixed digital physical simulation
series eCAADe
email
last changed 2022/06/07 07:58

_id cdrf2023_273
id cdrf2023_273
authors Pixin Gong, Xiaoran Huang, Chenyu Huang, Shiliang Wang
year 2023
title Modeling on Outdoor Thermal Comfort in Traditional Residential Neighborhoods in Beijing Based on GAN
doi https://doi.org/https://doi.org/10.1007/978-981-99-8405-3_23
source Proceedings of the 2023 DigitalFUTURES The 5st International Conference on Computational Design and Robotic Fabrication (CDRF 2023)
summary With the support of new urban science and technology, the bottom-up and human-centered space quality research has become the key to delicacy urban governance, of which the Universal Thermal Climate Index (UTCI) have a severe influence. However, in the studies of actual UTCI, datasets are mostly obtained from on-site measurement data or simulation data, which is costly and ineffective. So, how to efficiently and rapidly conduct a large-scale and fine-grained outdoor environmental comfort evaluation based on the outdoor environment is the problem to be solved in this study. Compared to the conventional qualitative analysis methods, the rapidly developing algorithm-supported data acquisition and machine learning modelling are more efficient and accurate. Goodfellow proposed Generative Adversarial Nets (GANs) in 2014, which can successfully be applied to image generation with insufficient training data. In this paper, we propose an approach based on a generative adversarial network (GAN) to predict UTCI in traditional blocks. 36000 data samples were obtained from the simulations, to train a pix2pix model based on the TensorFlow framework. After more than 300 thousand iterations, the model gradually converges, where the loss of the function gradually decreases with the increase of the number of iterations. Overall, the model has been able to understand the overall semantic information behind the UTCI graphs to a high degree. Study in this paper deeply integrates the method of data augmentation based on GAN and machine learning modeling, which can be integrated into the workflow of detailed urban design and sustainable construction in the future.
series cdrf
email
last changed 2024/05/29 14:04

_id ecaade2016_225
id ecaade2016_225
authors Thompson, Emine Mine
year 2016
title Smart City: Adding to the Complexity of Cities - A Critical Reflection
doi https://doi.org/10.52842/conf.ecaade.2016.1.651
source Herneoja, Aulikki; Toni Österlund and Piia Markkanen (eds.), Complexity & Simplicity - Proceedings of the 34th eCAADe Conference - Volume 1, University of Oulu, Oulu, Finland, 22-26 August 2016, pp. 651-660
summary This paper seeks to further the state-of-the-art knowledge on what a smart city is; by analysing the smart cities across the world. It also seeks to find out how different approaches to the smart city creation influence the city. This worked based on the ongoing review on Smart Cities that was started in 2014. In particular, it is structured as follows. First, definition of "smart city" are reviewed, next typologies of smart cities were generated by analysing the different types of smart cities across the world. Following this, case studies are reported. Case studies are followed by a reflection. Paper drawn to conclusion following this section by giving research directions to take this research further.
wos WOS:000402063700070
keywords smart cities; future cities; urban planning; city transformations; number of smart cities
series eCAADe
email
last changed 2022/06/07 07:58

_id ecaadesigradi2019_645
id ecaadesigradi2019_645
authors Diniz, Nancy, Melendez, Frank, Boonyapanachoti, Woraya and Morales, Sebastian
year 2019
title Body Architectures - Real time data visualization and responsive immersive environments
doi https://doi.org/10.52842/conf.ecaade.2019.2.739
source Sousa, JP, Xavier, JP and Castro Henriques, G (eds.), Architecture in the Age of the 4th Industrial Revolution - Proceedings of the 37th eCAADe and 23rd SIGraDi Conference - Volume 2, University of Porto, Porto, Portugal, 11-13 September 2019, pp. 739-746
summary This project sets up a design framework that promotes augmenting the human body's interactions exploring methods for merging and blending the users of physical and virtual environments, through the design of wearable devices that are embedded with sensors and actuators. This allows for haptic and visual feedback through the use of data that reflects changes in the surrounding physical environment, and visualized in the immersive Virtual Reality (VR) environment. We consider the Body Architectures project to serve as mechanisms for augmenting the body in relation to the virtual architecture. These wearable devices serve to bring a hyper-awareness to our senses, as closed-loop cybernetic systems that utilize 'digitized' biometric and environmental data through the use of 3D scanning technologies and cloud point models, virtual reality visualization, sensing technologies, and actuation. The design of Body Architectures relies on hybrid design, transdisciplinary collaborations, to explore new possibilities for wearable body architectures that evolve human-machine-environment interactions, and create hyper awareness of the temporal, atmospheric qualities that make up our experience of space, as 'sensorial envelopes' (Lally 2014).
keywords Virtual Reality; Wearable Design; Physical Computing; Data Visualization; Immersive Environments; Responsive Architecture
series eCAADeSIGraDi
email
last changed 2022/06/07 07:55

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