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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In this work, we present progress on the application of contemporary ML techniques to the design process in the architecture, engineering, and construction (AEC) industry. We introduce a technique to partially circumvent the data hungriness of neural networks, which is a significant impediment to their application outside of the ML research community. We also show results on the applicability of this technique to real-world drawings and present research that addresses how some fundamental attributes of drawings as images affect the way they are interpreted in deep neural networks. Our primary contribution is a technique to train a neural network to segment real-world architectural drawings after using only generated pseudodrawings.
We argue a way of creating intelligent architecture, not through classical Artificial Intelligence (AI), but rather through Artificial Life (ALife), embracing the aesthetic emergent possibilities that can spontaneously arise from this approach. In order to make these ideas of emergent life more tangible we present this paper in four integrated parts, namely: narrative, material, hardware and computation. The Edge of Chaos installation is an explicit realization of creating emergent systems and translating them into an architectural design. Our results demonstrate the effectiveness of a custom CA for maximizing aesthetic impact while minimizing the live time of architectural kinetic elements.
The paper contextualizes the approach with respect to the current state of the art of the usage of artificial neural networks both in architecture and beyond. It illustrates the cyber physical system that is at the core of this research, with a focus on the employed neural network–based computational method. Finally, the paper discusses the repercussions of these design tools on the contemporary design paradigm.
This paper makes the case that video game technology and its audiences have reached a state of technical capability that could allow for architectural platforms to emerge, one in which players could learn, create, and share architectural designs. Such a platform comes with a series of ethical imperatives, questions of value proposition, and liabilities, as well as a high potential to communicate and proliferate architectural knowledge and know-how. Common’hood, currently under development, will be used as a case study to engage the development of an ethical architectural platform that develops a proposition towards authorship, ownership, and collective engagement.
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