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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Hits 1 to 20 of 317

_id ecaade2017_244
id ecaade2017_244
authors Chaltiel, Stephanie, Bravo, Maite and Chronis, Angelos
year 2017
title Digital fabrication with Virtual and Augmented Reality for Monolithic Shells
doi https://doi.org/10.52842/conf.ecaade.2017.2.211
source Fioravanti, A, Cursi, S, Elahmar, S, Gargaro, S, Loffreda, G, Novembri, G, Trento, A (eds.), ShoCK! - Sharing Computational Knowledge! - Proceedings of the 35th eCAADe Conference - Volume 2, Sapienza University of Rome, Rome, Italy, 20-22 September 2017, pp. 211-218
summary The digital fabrication of monolithic shell structures is presenting some challenges related to the interface between computational design and fabrication techniques, such as the methods chosen for the suitable parametrization of the geometry based on materiality characteristics and construction constrains, the digital optimization criteria of variables, and the translation of the relevant code used for digital fabrication. Specifically, the translation from the digital to the physical when a definite materiality appears during the digital fabrication process proves to be a crucial step, which is typically approached as a linear and predetermined sequence. This often-difficult step offers the potential of embedding a certain level of interactivity between the fabricator and the materialized model during the fabrication process in order to allow for real time adjustments or corrections. This paper features monolithic shell construction processes that promote a simple interface of live interaction between the fabricator and the tool control during the digital fabrication process. The implementation of novel digital and physical methods will be explored, offering the possibility of being combined with automated fabrication actions controlled by real time inputs with virtual reality [VR] influenced by 3d scanning and 3d CAD programs, and the possibility of incorporating augmented reality [AR].
keywords virtual reality; augmented reality; monolithic shells
series eCAADe
email
last changed 2022/06/07 07:55

_id caadria2019_626
id caadria2019_626
authors Hahm, Soomeen, Maciel, Abel, Sumitiomo, Eri and Lopez Rodriguez, Alvaro
year 2019
title FlowMorph - Exploring the human-material interaction in digitally augmented craftsmanship
doi https://doi.org/10.52842/conf.caadria.2019.1.553
source M. Haeusler, M. A. Schnabel, T. Fukuda (eds.), Intelligent & Informed - Proceedings of the 24th CAADRIA Conference - Volume 1, Victoria University of Wellington, Wellington, New Zealand, 15-18 April 2019, pp. 553-562
summary It has been proposed that, after the internet age, we are now entering a new era of the '/Augmented Age/' (King, 2016). Physician Michio Kaku imagined the future of architects will be relying heavily on Augmented Reality technology (Kaku, 2015). Augmented reality technology is not a new technology and has been evolving rapidly. In the last three years, the technology has been applied in mainstream consumer devices (Coppens, 2017). This opened up possibilities in every aspect of our daily lives and it is expected that this will have a great impact on every field of consumer's technology in near future, including design and fabrication. What is the future of design and making? What kind of new digital fabrication paradigm will emerge from inevitable technological development? What kind of impact will this have on the built environment and industry? FlowMorph is a research project developed in the Bartlett School of Architecture, B-Pro AD with the collaboration of the authors and students as a 12 month MArch programme, we developed a unique design project trying to answer these questions which will be introduced in this paper.
keywords Augmented Reality, Mixed Reality, Virtual Reality, Design Augmentation, Digital Fabrication, Cognition models, Conceptual Designing, Design Process, Design by Making, Generative Design, Computational Design, Human-Machine Collaboration, Human-Computer Collaboration, Human intuition in digital fabrication
series CAADRIA
email
last changed 2022/06/07 07:51

_id ecaade2017_212
id ecaade2017_212
authors Kwiecinski, Krystian, Markusiewicz, Jacek and Pasternak, Agata
year 2017
title Participatory Design Supported with Design System and Augmented Reality
doi https://doi.org/10.52842/conf.ecaade.2017.2.745
source Fioravanti, A, Cursi, S, Elahmar, S, Gargaro, S, Loffreda, G, Novembri, G, Trento, A (eds.), ShoCK! - Sharing Computational Knowledge! - Proceedings of the 35th eCAADe Conference - Volume 2, Sapienza University of Rome, Rome, Italy, 20-22 September 2017, pp. 745-754
summary In this paper we present our research which is focused on developing and testing a method supporting participatory design process with a use of a design system and Augmented Reality interactive interface. We propose a concept of participatory design where participants can directly interact with architectural knowledge encapsulated in the design system. The proposed concept of participatory design supported with a design system was tested during a workshop conducted in Kaunas, Lithuania. The dedicated design system was created in order to minimize physical interaction between the architect and the users while allowing for customization of design solutions by participants. The design system and the participatory design process were linked with the use of a digital communication interface. The paper is concluded with a critical view on the process. The conclusions are based substantially on the results of a survey prepared by the authors and conducted among workshop's participant.
keywords Augmented Reality; participatory design; design interface; parametric design
series eCAADe
type normal paper
email
last changed 2022/06/07 07:56

_id ecaade2017_308
id ecaade2017_308
authors Pellitteri, Giuseppe and Riccobono, Alessia
year 2017
title New digital trends in current architecture - A comprehensive critical examination
doi https://doi.org/10.52842/conf.ecaade.2017.1.251
source Fioravanti, A, Cursi, S, Elahmar, S, Gargaro, S, Loffreda, G, Novembri, G, Trento, A (eds.), ShoCK! - Sharing Computational Knowledge! - Proceedings of the 35th eCAADe Conference - Volume 1, Sapienza University of Rome, Rome, Italy, 20-22 September 2017, pp. 251-260
summary The research presented is about digital revolution in architecture, which has contributed to the birth of new figurative trends. The work was conducted through the definition of a framework to identify and classify architectural design elements that should be attributed to the methods and techniques of design computing, then applied to sixty prominent recent architectures which are acknowledged products of digital means. The early results suggest that a new era is coming, where the conceptual starting point of designers is often born in the digital space, taking advantage of the augmented representation skills to control and manipulate form. We will also do an overview of these new architectural trends, discussing both causes and cultural roots and identifying eventual criticisms and further developments.
keywords digital design thinking; contemporary architecture; design process; digital trends
series eCAADe
email
last changed 2022/06/07 07:59

_id sigradi2017_000
id sigradi2017_000
authors Roco Ibaceta, Miguel
year 2017
title Resilience Design
source SIGraDi 2017 [Proceedings of the 21th Conference of the Iberoamerican Society of Digital Graphics - ISBN: 978-956-227-439-5] Chile, Concepción 22 - 24 November 2017
summary The chosen theme, Resilience Design, evidences the researchers’ concern about issues related to our reality of climate change and natural disasters, associated with the states of vulnerability and risk, having wide effects on society and the way we inhabit territories. These matters are fundamental and highly relevant for the disciplines and in the fields of design and architecture, as they are also important for collaborative work with areas emerging from the arts and human sciences. Thinking about Resilience Design is to set ourselves on new scenarios of reflection and action which, supported by transdisciplinary thinking and collaborative design, allow us to develop a new approach towards our territories and their demands, one that is more contextualized and adjusted to their current and future requirements, a starting point to establish the key elements to drive change in our cities and society. In this sense, technology and digital development, parametric design, the use of Information and Communication Technologies (ICT) and Geographic Information Systems (GIS), in addition to work done with Building Information Modelling (BIM), among many others, have been delivering an enormous amount of tools and possibilities of interaction with living in society, leading to a substantive change in the way of understanding and relating to the built environment and the territories where buildings are sit. This demands a strong commitment to Social Responsibility from our disciplines, besides the necessary landing of cutting-edge technological and digital research and development onto our diverse realities, in order for them to be put at the service of communities in vulnerable environments or with a marked condition of risk, which are subject to constant processes of resilience. Working on Resilience Design allows to support research and productive processes, plus the appearance of new technologies in interdisciplinary contexts, which greatest value is to impact the processes of teaching and professional practice in the different areas related to human habitation. The new professionals will have to take action and immerse themselves into these new scenarios of change and constant adjustment.
series SIGRADI
email
last changed 2021/03/28 19:59

_id ecaade2017_008
id ecaade2017_008
authors Fukuda, Tomohiro, Inoue, Kazuya and Yabuki, Nobuyoshi
year 2017
title PhotoAR+DR2016 - Integrating Automatic Estimation of Green View Index and Augmented and Diminished Reality for Architectural Design Simulation
doi https://doi.org/10.52842/conf.ecaade.2017.2.495
source Fioravanti, A, Cursi, S, Elahmar, S, Gargaro, S, Loffreda, G, Novembri, G, Trento, A (eds.), ShoCK! - Sharing Computational Knowledge! - Proceedings of the 35th eCAADe Conference - Volume 2, Sapienza University of Rome, Rome, Italy, 20-22 September 2017, pp. 495-502
summary Urban vegetation has been used to tackle architectural and urban problems by reducing urban heat islands and improving the quality of urban landscapes and biodiversity. The green view index provides end users with a metric to intuitively understand the vegetation scenarios. This study integrates a green view index estimation method and augmented reality (AR) and diminished reality (DR) scenes of future architectural and urban design simulations. We developed the AR/DR system "PhotoAR+DR2016 (photogrammetry-based augmented and diminished reality)" that simultaneously measures the green view index and simulates building, urban, and planting designs with addition, demolition, and removal of the objects such as structures. The developed system enables real-time measurement of the green view index by appropriately reducing the image size and extracting the green area. Using the developed prototype system, the on-site verification can be conducted; in addition, the processing speed and the accuracy and inaccuracy rates can be measured, and the green view index can be sufficiently measured in real time.
keywords Green View Index; Landscape assessment; Design support system; Diminished Reality; Augmented Reality; Image analysis
series eCAADe
email
last changed 2022/06/07 07:50

_id ecaade2017_041
id ecaade2017_041
authors Fukuda, Tomohiro, Kuwamuro, Yasuyuki and Yabuki, Nobuyoshi
year 2017
title Optical Integrity of Diminished Reality Using Deep Learning
doi https://doi.org/10.52842/conf.ecaade.2017.1.241
source Fioravanti, A, Cursi, S, Elahmar, S, Gargaro, S, Loffreda, G, Novembri, G, Trento, A (eds.), ShoCK! - Sharing Computational Knowledge! - Proceedings of the 35th eCAADe Conference - Volume 1, Sapienza University of Rome, Rome, Italy, 20-22 September 2017, pp. 241-250
summary A new method is proposed to improve diminished reality (DR) simulations to allow the demolition and removal of entire buildings in large-scale spaces. Our research goal was to obtain optical integrity by using a scientific and reliable simulation approach. Further, we tackled presumption of the texture of the background sky by applying deep learning. Our approach extracted the background sky using information from the actual sky obtained from a photographed image. This method comprised two steps: (1) detection of the sky area from the image through image segmentation and (2) creation of an image of the sky through image inpainting. The deep convolutional neural networks developed by us to train and predict images were evaluated to be feasible and effective.
keywords Diminished Reality; Optical Integrity; Deep Learning; Augmented Reality; Landscape assessment
series eCAADe
email
last changed 2022/06/07 07:50

_id ecaade2017_053
id ecaade2017_053
authors Gül, Leman Figen
year 2017
title Studying Architectural Massing Strategies in Co-design - Mobile Augmented Reality Tool versus 3D Virtual World
doi https://doi.org/10.52842/conf.ecaade.2017.2.703
source Fioravanti, A, Cursi, S, Elahmar, S, Gargaro, S, Loffreda, G, Novembri, G, Trento, A (eds.), ShoCK! - Sharing Computational Knowledge! - Proceedings of the 35th eCAADe Conference - Volume 2, Sapienza University of Rome, Rome, Italy, 20-22 September 2017, pp. 703-710
summary Researchers attempt to offer new design tools and technologies to support design process facilitating alternative visualization and representation techniques. This paper describes a comparison study that took place in the Department of Architecture, at the Istanbul Technical University between 2016-2017. We compare when architects designed mass volumes of buildings in an marker-based mobile Augmented Reality (AR) application with that of when they used a collaborative 3D Virtual World. The massing strategy in the AR environment was an additive approach that is to collaboratively design the small parts to make the whole. Alignment and arrangement of the parts were not the main concerns of the designers in AR, instead the functional development of the design proposal, bodily engagements with the design representation, framing and re-framing of the given context and parameters become the discussion topics.
keywords Augmented reality, virtual world, massing strategies; protocol analysis
series eCAADe
email
last changed 2022/06/07 07:50

_id caadria2017_190
id caadria2017_190
authors Rasmussen, Troels A. and Merritt, Timothy R.
year 2017
title ProjecTables - Augmented CNC Tools for Sustainable Creative Practices
doi https://doi.org/10.52842/conf.caadria.2017.757
source P. Janssen, P. Loh, A. Raonic, M. A. Schnabel (eds.), Protocols, Flows, and Glitches - Proceedings of the 22nd CAADRIA Conference, Xi'an Jiaotong-Liverpool University, Suzhou, China, 5-8 April 2017, pp. 757-766
summary CNC cutting machines have become essential tools for designers and architects enabling rapid prototyping, model-building and production of high quality components. Designers often cut from new materials, discarding the irregularly shaped remains. We introduce ProjecTables, a visual augmented reality system for interactive packing of model parts onto sheet materials. ProjecTables enables designers to (re)use scrap materials for CNC cutting that would have been previously thrown away, at the same time supporting aesthetic choices related to wood grain, avoiding surface blemishes, and other relevant material properties. We conducted evaluations of ProjecTables with design students from Aarhus School of Architecture, demonstrating that participants could quickly and easily place and orient model parts reducing material waste. Contextual interviews and ideation sessions led to a deeper understanding of current work practices and sustainability issues with CNC cutting-machines, and identified useful features for interactive packing to reduce waste while supporting aesthetic concerns for exhibition quality design projects.
keywords CNC cutting; sustainability; digital fabrication; visual augmentation
series CAADRIA
email
last changed 2022/06/07 08:00

_id ijac201715304
id ijac201715304
authors Tosello, María Elena and María Georgina Bredanini
year 2017
title A personal space in the Web. Bases, processes and evaluation of a collaborative digital design experience for significant learning
source International Journal of Architectural Computing vol. 15 - no. 3, 230-245
summary We live constantly networked, performing multiple activities in virtual spaces which are intertwined with physical space, shaping an augmented and symbiotic chronotope. Considering that personal space is an area surrounding individuals that provides a framework for developing activities wouldn’t it be necessary to count on a virtual personal space? This article presents the bases, processes, and results of a didactic experience which purpose was to imagine and design a personal space in the Web, representing its properties and characteristics through a transmedia narrative unfolded through diverse languages and media. Three cases are presented, selected because they propose different strategies to approach the problem. In order to perform a comparative analysis of the results, the categories were defined based on the triadic structure of Peirce’s Theory of Signs, which in turn were divided into sub-categories that incorporate the Principles of Design and Evaluation of Interface-Spaces.
keywords Personal space, transmedia storytelling, parametric design, video games, interface-space
series journal
email
last changed 2019/08/07 14:03

_id caadria2017_081
id caadria2017_081
authors Yokoi, Kazuki, Fukuda, Tomohiro, Yabuki, Nobuyoshi and Motamedi, Ali
year 2017
title Integrating BIM, CFD and AR for Thermal Assessment of Indoor Greenery
doi https://doi.org/10.52842/conf.caadria.2017.085
source P. Janssen, P. Loh, A. Raonic, M. A. Schnabel (eds.), Protocols, Flows, and Glitches - Proceedings of the 22nd CAADRIA Conference, Xi'an Jiaotong-Liverpool University, Suzhou, China, 5-8 April 2017, pp. 85-94
summary The renovation projects to improve the thermal environment are gaining importance because of energy saving effects and occupants' health considerations. However, the indoor thermal design is not usu-ally performed in a very efficient manner by owners and designers because the architectural design data including the indoor thermal design is not centrally managed among all professional designers. Additionally, the visualizations of the CFD simulation results are difficult for the stakeholders to understand. On the other hand, greenery has been introduced to buildings as a method for adjusting the thermal condition. The research goal presented in this paper is to investigate a cooperative architectural design process for the thermal environment by developing a system in which BIM, CFD, and AR are integrated to provide interactive visualizations. Case studies are performed to verify the developed system and to assess the thermal effects of multiple indoor greenery design options.
keywords Interdisciplinary Computational Design; Indoor Thermal Environment; Computational Fluid Dynamics (CFD); Augmented Reality (AR); Indoor Greenery
series CAADRIA
email
last changed 2022/06/07 07:57

_id caadria2017_147
id caadria2017_147
authors Agirachman, Fauzan Alfi, Ozawa, Yo, Indraprastha, Aswin, Shinozaki, Michihiko, Sitompul, Irene Debora Meilisa, Nuraeni, Ruri, Chirstanti, Augustine Nathania, Putra, Andrew Cokro and Zefanya, Teresa
year 2017
title Reimagining Braga - Remodeling Bandung's Historical Colonial Streetscape in Virtual Reality
doi https://doi.org/10.52842/conf.caadria.2017.023
source P. Janssen, P. Loh, A. Raonic, M. A. Schnabel (eds.), Protocols, Flows, and Glitches - Proceedings of the 22nd CAADRIA Conference, Xi'an Jiaotong-Liverpool University, Suzhou, China, 5-8 April 2017, pp. 23-32
summary This paper presents the experience of the first phase of remodeling existing historical and colonial district in Bandung, Indonesia, including existing building façade, streetscape and street furniture. Braga Street is chosen as study case because it is a well-known historical street in Bandung with art deco style buildings constructed during Dutch colonial era. By remodeling it, it could help stakeholders to evaluate existing Braga street condition, to test any modification of buildings along the street and to determine specific regulation for the street. In this case, we use Unity3D and Oculus Rift DK2 for remodeling current situation. We gathered feedback from respondents using a questionnaire given after they experienced the model in VR. Many lessons learned from modeling process and respondents' feedback: higher frame rate to make seamless VR experience by having all components on a low poly model and provide smoother movement to prevent visual discomfort. This paper's conclusion gives suggestions for anyone who want to start architecture modeling in virtual reality for the very first time and how to optimize it.
keywords Virtual reality; historical building; digital reconstruction; streetscape
series CAADRIA
email
last changed 2022/06/07 07:54

_id ecaade2017_282
id ecaade2017_282
authors Ham, Jeremy, Kieferle, Joachim B. and Woessner, Uwe
year 2017
title Exploring the Three Dimensional Spatiality of Polyrhythmic Drum Improvisation
doi https://doi.org/10.52842/conf.ecaade.2017.2.629
source Fioravanti, A, Cursi, S, Elahmar, S, Gargaro, S, Loffreda, G, Novembri, G, Trento, A (eds.), ShoCK! - Sharing Computational Knowledge! - Proceedings of the 35th eCAADe Conference - Volume 2, Sapienza University of Rome, Rome, Italy, 20-22 September 2017, pp. 629-636
summary This paper reports on creative practice design research founded on the translation of complex polyrhythmic digital drumming into the spatial domain. We outline four exercises in the use of drumming improvisation as a methodology for the spatialization of polyrhythmic drum improvisation; as static Spatial Drum Notation and representation as 3D models, artefacts and in Virtual Environments and live drumming performance inside a VR CAVE. These creative exercises bring forward concepts of affordance of musico-spatial representations, a theoretical 'musico-perspectival hinge' and the continuum of performance, notation and representation.
keywords Music and Architecture; Drumming and Polyrhythm; Virtual Reality
series eCAADe
email
last changed 2022/06/07 07:50

_id cf2017_349
id cf2017_349
authors Kim, Eonyong; Kim, Kibum; Choo, Seungyeon; Ryu, Jikeun
year 2017
title Rule-based Security Planning System for Practical Application
source Gülen Çagdas, Mine Özkar, Leman F. Gül and Ethem Gürer (Eds.) Future Trajectories of Computation in Design [17th International Conference, CAAD Futures 2017, Proceedings / ISBN 978-975-561-482-3] Istanbul, Turkey, July 12-14, 2017, pp. 349-359.
summary Security planning is a vital part of the operation and management phase in a building’s life cycle. Ideally, this will be addressed during the building design phase. However, reality often differs from this ideal. In the real world, information such as floor plans tend to insufficiently describe or imperfectly match physical buildings, and must be surveyed and re-worked during security planning. Because of this, security companies require two kinds of staff: those in the security business and those in charge of planning, including floor plan verification. This research focused on creating an efficient way to help staff in this work environment develop a system of security planning for buildings and facilities using a rule-based approach in a tailormade CAD system. In this research, we developed a new 3D CAD system for desktops and mobile devices, which specializes in security planning using a game-engine. To avoid errors during security planning, a rule-based check system was developed and integrated into the CAD system. The rule-set of this rule base was built from the security planning manual, including guidelines on equipment layout and wiring in various situations, which could then be used in the development of an automated check. This research describes the method of system development and final results.
keywords Security Planning, Operation and Management, Rule Base, BIM, CAD
series CAAD Futures
email
last changed 2017/12/01 14:38

_id ecaade2017_151
id ecaade2017_151
authors Moloney, Jules, Twose, Simon, Jenner, Ross, Globa, Anastasia and Wang, Rui
year 2017
title Lines from the Past - Non-photorealistic immersive virtual environments for the historical interpretation of unbuilt architectural drawings
doi https://doi.org/10.52842/conf.ecaade.2017.2.711
source Fioravanti, A, Cursi, S, Elahmar, S, Gargaro, S, Loffreda, G, Novembri, G, Trento, A (eds.), ShoCK! - Sharing Computational Knowledge! - Proceedings of the 35th eCAADe Conference - Volume 2, Sapienza University of Rome, Rome, Italy, 20-22 September 2017, pp. 711-720
summary The trajectory of virtual reality for architecture is towards photo-realism. While this may be effective for some contexts, we propose that abstraction is more appropriate for the purposes of a historian interpreting drawings of unbuilt works of architecture. The case study we are using to explore this proposition is the Palazzo Littorio competition set in 1934 Rome. We present two prototype immersive virtual reality (iVR) applications developed in Unity for Oculus Rift: the first uses an etching aesthetic to produce a quasi-realistic site context and an interface that enables the comparative evaluation of competition entries from key viewing positions; the second application takes an even more abstract approach, where the aim is to immerse the historian within a 3D drawing, along with other historical material (drawings, photos, paintings, narrations of texts) and uses spatialized sound to evoke the ambience of the period.
keywords Virtual Reality; Non-Photorealism; Architectural History
series eCAADe
email
last changed 2022/06/07 07:58

_id caadria2017_028
id caadria2017_028
authors Sharah, Lachlan, Escalante, Erik, Fabbri, Alessandra, Guillot, Romain and Haeusler, M. Hank
year 2017
title Streamlining the Modelling to Virtual Reality Process - Semi-Automating Mesh Quadrangulation and UV Unwrapping for Grasshopper.
doi https://doi.org/10.52842/conf.caadria.2017.053
source P. Janssen, P. Loh, A. Raonic, M. A. Schnabel (eds.), Protocols, Flows, and Glitches - Proceedings of the 22nd CAADRIA Conference, Xi'an Jiaotong-Liverpool University, Suzhou, China, 5-8 April 2017, pp. 53-62
summary Visualisation in architecture often involves a transition between different modelling programs. This is done in order to be able to manually prepare and repair three-dimensional models for visualisations such as renders and VR simulations. In this paper the development of a direct link between a three-dimensional modelling platform and a Virtual Reality (VR) Engine is investigated. This is researched through the generation and manipulation of clean quad mesh topology, UV mapping and UV texture map creation. Through a reiterative process, all possible solutions for improved quad mesh topology for doubly curved surfaces are explored. The resulting clean quad mesh improves the usability of the model and application of textures to accurately simulate a real material. In parallel, the development of a UV unwrapping and UV map creation process was investigated to enhance the texturing process inside the same architectural modelling platform. The overall system was developed as an advanced tool for semi-automating and streamlining the process between modelling and VR simulation. The paper concludes with the limitations of the process and points out to future research to improve speed and quality as well guides to where future testing and experiments should be further investigated and applied.
keywords Virtual Reality; Quadrangulation; UV unwrapping; Physics Simulation
series CAADRIA
email
last changed 2022/06/07 07:56

_id ecaade2017_009
id ecaade2017_009
authors Takizawa, Atsushi and Furuta, Airi
year 2017
title 3D Spatial Analysis Method with First-Person Viewpoint by Deep Convolutional Neural Network with Omnidirectional RGB and Depth Images
doi https://doi.org/10.52842/conf.ecaade.2017.2.693
source Fioravanti, A, Cursi, S, Elahmar, S, Gargaro, S, Loffreda, G, Novembri, G, Trento, A (eds.), ShoCK! - Sharing Computational Knowledge! - Proceedings of the 35th eCAADe Conference - Volume 2, Sapienza University of Rome, Rome, Italy, 20-22 September 2017, pp. 693-702
summary The fields of architecture and urban planning widely apply spatial analysis based on images. However, many features can influence the spatial conditions, not all of which can be explicitly defined. In this research, we propose a new deep learning framework for extracting spatial features without explicitly specifying them and use these features for spatial analysis and prediction. As a first step, we establish a deep convolution neural network (DCNN) learning problem with omnidirectional images that include depth images as well as ordinary RGB images. We then use these images as explanatory variables in a game engine to predict a subjects' preference regarding a virtual urban space. DCNNs learn the relationship between the evaluation result and the omnidirectional camera images and we confirm the prediction accuracy of the verification data.
keywords Space evaluation; deep convolutional neural network; omnidirectional image; depth image; Unity; virtual reality
series eCAADe
email
last changed 2022/06/07 07:56

_id acadia17_28
id acadia17_28
authors Aguiar, Rita; Cardoso, Carmo; Leit?o,António
year 2017
title Algorithmic Design and Analysis Fusing Disciplines
doi https://doi.org/10.52842/conf.acadia.2017.028
source ACADIA 2017: DISCIPLINES & DISRUPTION [Proceedings of the 37th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-0-692-96506-1] Cambridge, MA 2-4 November, 2017), pp. 28-37
summary In the past, there has been a rapid evolution in computational tools to represent and analyze architectural designs. Analysis tools can be used in all stages of the design process, but they are often only used in the final stages, where it might be too late to impact the design. This is due to the considerable time and effort typically needed to produce the analytical models required by the analysis tools. A possible solution would be to convert the digital architectural models into analytical ones, but unfortunately, this often results in errors and frequently the analytical models need to be built almost from scratch. These issues discourage architects from doing a performance-oriented exploration of their designs in the early stages of a project. To overcome these issues, we propose Algorithmic Design and Analysis, a method for analysis that is based on adapting and extending an algorithmic-based design representation so that the modeling operations can generate the elements of the analytical model containing solely the information required by the analysis tool. Using this method, the same algorithm that produces the digital architectural model can also automatically generate analytical models for different types of analysis. Using the proposed method, there is no information loss and architects do not need additional work to perform the analysis. This encourages architects to explore several design alternatives while taking into account the design’s performance. Moreover, when architects know the set of design variations they wish to analyze beforehand, they can easily automate the analysis process.
keywords design methods; information processing; simulation & optimization; BIM; generative system
series ACADIA
email
last changed 2022/06/07 07:54

_id cf2017_101
id cf2017_101
authors Chen, Nai Chun; Zhang, Yan; Stephens, Marrisa; Nagakura, Takehiko; Larson, Kent
year 2017
title Urban Data Mining with Natural Language Processing: Social Media as Complementary Tool for Urban Decision Making
source Gülen Çagdas, Mine Özkar, Leman F. Gül and Ethem Gürer (Eds.) Future Trajectories of Computation in Design [17th International Conference, CAAD Futures 2017, Proceedings / ISBN 978-975-561-482-3] Istanbul, Turkey, July 12-14, 2017, pp. 101-109.
summary The presence of web2.0 and traceable mobile devices creates new opportunities for urban designers to understand cities through an analysis of user-generated data. The emergence of “big data” has resulted in a large amount of information documenting daily events, perceptions, thoughts, and emotions of citizens, all annotated with the location and time that they were recorded. This data presents an unprecedented opportunity to gauge public opinion about the topic of interest. Natural language processing with social media is a novel tool complementary to traditional survey methods. In this paper, we validate these methods using tourism data from Trip-Advisor in Andorra. “Natural language processing” (NLP) detects patterns within written languages, enabling researchers to infer sentiment by parsing sentences from social media. We applied sentiment analysis to reviews of tourist attractions and restaurants. We found that there were distinct geographic regions in Andorra where amenities were reviewed as either uniformly positive or negative. For example, correlating negative reviews of parking availability with land use data revealed a shortage of parking associated with a known traffic congestion issue, validating our methods. We believe that the application of NLP to social media data can be a complementary tool for urban decision making.
keywords Short Paper, Urban Design Decision Making, Social Media, Natural Language Processing
series CAAD Futures
email
last changed 2017/12/01 14:37

_id acadia17_292
id acadia17_292
authors Hurkxkens, Ilmar; Girot, Christophe; Hutter, Marco
year 2017
title Robotic Landscapes: Developing Computational Design Tools Towards Autonomous Terrain Modeling
doi https://doi.org/10.52842/conf.acadia.2017.292
source ACADIA 2017: DISCIPLINES & DISRUPTION [Proceedings of the 37th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-0-692-96506-1] Cambridge, MA 2-4 November, 2017), pp. 292-297
summary Until today, on-site robotic construction processes in landscape architecture have been limited to predefined and controlled environments like road building or mining pits. We are presently developing an autonomous walking excavator that paves the way for new and advanced on-site design strategies. The shift towards robotic construction in terrain modeling and landscape architecture demands an adaptive design approach, where the resulting topology is inherently linked to landscape performance and the local conditions of a site. This paper discusses the computational design tools that may help redefine how design and construction processes can be better adapted to real-time topological and sensory data. This approach will, in due time, revolutionize how designers think, act and play with contemporary landscapes robotically, and reimagine their intrinsic relationship to infrastructure.
keywords design methods; information processing; fabrication; construction/robotics; form finding
series ACADIA
email
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