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 lasg_whitepapers_2019_063
id lasg_whitepapers_2019_063
authors Börner, Katy; and Andreas Bueckle
year 2019
title Envisioning Intelligent Interactive Systems; Data Visualizations for Sentient Architecture
source Living Architecture Systems Group White Papers 2019 [ISBN 978-1-988366-18-0] Riverside Architectural Press: Toronto, Canada 2019. pp.063 - 088
summary This paper presents data visualizations of an intelligent environment that were designed to serve the needs of two stakeholder groups: visitors wanting to understand how that environment operates, and developers interested in optimizing it. The visualizations presented here were designed for [Amatria], a sentient sculpture built by the Living Architecture Systems Group (LASG) at Indiana University Bloomington, IN, USA, in the spring of 2018. They are the result of an extended collaboration between LASG and the Cyberinfrastructure for Network Science Center (CNS) at Indiana University. We introduce [Amatria], review related work on the visualization of smart environments and sentient architectures, and explain how the Data Visualization Literacy Framework (DVL-FW) can be used to develop visualizations of intelligent interactive systems (IIS) for these two stakeholder groups.
keywords living architecture systems group, organicism, intelligent systems, design methods, engineering and art, new media art, interactive art, dissipative systems, technology, cognition, responsiveness, biomaterials, artificial natures, 4DSOUND, materials, virtual projections,
email
last changed 2019/07/29 14:02

_id ecaade2018_195
id ecaade2018_195
authors D¹browska-¯ó³tak, Karolina, Wojtowicz, Jerzy and Wrona, Stefan
year 2018
title Design and Automation for Seniors - Robot aided design of an environment for the elderly and disabled.
doi https://doi.org/10.52842/conf.ecaade.2018.1.541
source Kepczynska-Walczak, A, Bialkowski, S (eds.), Computing for a better tomorrow - Proceedings of the 36th eCAADe Conference - Volume 1, Lodz University of Technology, Lodz, Poland, 19-21 September 2018, pp. 541-550
summary The changing social structure and the development of new technologies in the emerging Society of Knowledge makes possible the development a new kind of living space or habitat that adapts and responds to the needs and problems of elderly. The exponential growth of the aging population in EU, US and Japan is well proven and it urgently calls for the innovative solutions. Today use of automated and robotic elements in design opens the new possibilities for architecture. This paper offers the background of the problem, presents few precedents of assisted by mechatronics solutions, review the four experimental design projects from Warsaw University of Technology and in conclusion propose the agenda for further design research.
keywords mechatronic; architecture; seniors
series eCAADe
email
last changed 2022/06/07 07:55

_id ecaade2018_276
id ecaade2018_276
authors Kruºa Yemiºcio?lu, Müge, Gönenç Sorguç, Arzu and Özgenel, Ça?lar F?rat
year 2018
title Crystal Formations and Symmetry in the Search of Patterns in Architecture
doi https://doi.org/10.52842/conf.ecaade.2018.2.121
source Kepczynska-Walczak, A, Bialkowski, S (eds.), Computing for a better tomorrow - Proceedings of the 36th eCAADe Conference - Volume 2, Lodz University of Technology, Lodz, Poland, 19-21 September 2018, pp. 121-128
summary Nature is always full of patterns inspiring all the disciplines and especially architecture in many ways. Currently, with the advances in technology and growing interest towards nature-driven studies, retrieving information from nature has a new connotation in scales and dimensions including both living and non-living beings. In this study, it is aimed to explore the scales of nature from Nano to Macro and a holistic approach is embraced to cope with the complexity of nature and architecture. To understand these complexities, patterns in different forms and scales serve as valuable tools to decode and recode information from one domain to another through locating the order and how patterns exist in different and changing environments with respect to forces and the urge of the existence of the being.This research focuses on the behavior of crystal formation which can be observed both in biotic and abiotic nature to understand the order generating the patterns in nature and its adaptation into a different and changing environment. This information of crystallization has great potential for architecture in terms of spatial structures, new materials and introducing a novel lattice for freeform structures. In this study, the potentials, limits and possible contributions of crystal formation are stated for architecture in the search of symmetry and patterns.
keywords nature-driven; computational design; crystal formation; symmetry; pattern
series eCAADe
email
last changed 2022/06/07 07:52

_id ijac202018202
id ijac202018202
authors Pasquero, Claudia and Marco Poletto
year 2020
title Bio-digital aesthetics as value system of post-Anthropocene architecture
source International Journal of Architectural Computing vol. 18 - no. 2, 120-140
summary It is timely within the Anthropocene era, more than ever before, to search for a non-anthropocentric mode of reasoning, and consequently designing. The PhotoSynthetica Consortium, established in 2018 and including London-based ecoLogicStudio, the Urban Morphogenesis Lab (Bartlett School of Architecture, University College London) and the Synthetic Landscape Lab (University of Innsbruck, Austria), has therefore been pursuing architecture as a research-based practice, exploring the interdependence of digital and biological intelligence in design by working directly with non-human living organisms. The research focuses on the diagrammatic capacity of these organisms in the process of growing and becoming part of complex bio-digital architectures. A key remit is training architects’ sensibility at recognising patterns of reasoning across disciplines, materialities and technological regimes, thus expanding the practice’s repertoire of aesthetic qualities. Recent developments in evolutionary psychology demonstrate that the human sense of beauty and pleasure is part of a co-evolutionary system of mind and surrounding environment. In these terms, human senses of beauty and pleasure have evolved as selection mechanisms. Cultivating and enhancing them compensate and integrate the functions of logical thinking to gain a systemic view on the planet Earth and the dramatic changes it is currently undergoing. This article seeks to illustrate, through a series of recent research projects, how a renewed appreciation of beauty in architecture has evolved into an operational tool to design and measure its actual ecological intelligence.
keywords Bio-digital, bio-computation, bio-city, effectiveness, empathy, impact, sensing
series journal
email
last changed 2020/11/02 13:34

_id ascaad2021_065
id ascaad2021_065
authors Fraschini, Matteo; Julian Raxworthy
year 2021
title Territories Made by Measure: The Parametric as a Way of Teaching Urban Design Theory
source Abdelmohsen, S, El-Khouly, T, Mallasi, Z and Bennadji, A (eds.), Architecture in the Age of Disruptive Technologies: Transformations and Challenges [9th ASCAAD Conference Proceedings ISBN 978-1-907349-20-1] Cairo (Egypt) [Virtual Conference] 2-4 March 2021, pp. 494-506
summary Design tools like Grasshopper are often used to either generate novel forms, to automate certain design processes or to incorporate scientific factors. However, any Grasshopper definition has certain assumptions about design and space built into it from its earliest genesis, when the initial algorithm is set out. Correspondingly, implicit theoretical positions are built into definitions, and therefore its results. Approaching parametric design as a question of architectural, landscape architectural or urban design theory allows the breaking down of traditional boundaries between the technical and the historical or theoretical, and the way parametric design, and urban design history & theory, can be conveyed in the teaching environment. Once the boundaries between software and history & theory are transgressed, Grasshopper can be a way of testing the principles embedded in historical designs and thus these two disciplines can be joined. In urban design, there is an inherent clash between an ideal model and existing urban geography or morphology, and also between formal (qualitative) and numerical (quantitative) aspects. If a model provides a necessary vision for future development, an existing topography then results from the continuous human and natural modifications of a territory. To explore this hypothesis, the “Urban Design Representation” subject in the Master of Urban Design program at the University of Cape Town taught in 2017 & 2018 was approached “parametrically” from these two opposite, albeit convergent, starting points: the conceptual/rational versus the physical/empiric representations of a territory. In this framework, Grasshopper was used to represent typical standards and parameters of modern urban planning (for example, Floor/Area Ratio, height and distance between buildings, site coverage, etc), and a typological approach was adopted to study and “decode” the relationship between public and private space, between the street, the block and topography, between solids and voids. This methodology permits a cross-comparison of different urban design models and the immediate evaluation of their formal outputs derived from parametric data.
series ASCAAD
email
last changed 2021/08/09 13:13

_id caadria2018_010
id caadria2018_010
authors Han, Lu and Cardoso Llach, Daniel
year 2018
title Ludi: A Concurrent Physical and Digital Modeling Environment
doi https://doi.org/10.52842/conf.caadria.2018.1.515
source T. Fukuda, W. Huang, P. Janssen, K. Crolla, S. Alhadidi (eds.), Learning, Adapting and Prototyping - Proceedings of the 23rd CAADRIA Conference - Volume 1, Tsinghua University, Beijing, China, 17-19 May 2018, pp. 515-523
summary This paper explores the potential of a concurrent physical and digital modeling environment. We describe a prototype for a novel design modeling interface where users can take advantage of the affordances of both physical and digital modeling environments, and work back and forth between the two. Using Processing, along with the Kinect depth sensor, the system uses depth data read from a physical modeling space to produce an enhanced digital representation in real time. Users can design by moving and stacking wooden blocks in a physical space, which is represented (and enhanced) digitally as a "voxel space," which can in turn be edited digitally. The result is a proof-of-concept concurrent physical and digital modeling environment combining design affordances specific to each media: the physical space offers tactile and embodied forms of design inter-action, and the digital space offers parametric editing capabilities, along with the capacity to view the modeling space from different perspectives, and perform basic analyses on designs. Following a brief review of experimental computational and tangible interaction design interfaces, the paper discusses the system's implementation, its limitations, and future steps.
keywords Computational Design; Processing; Concurrent Modeling Environment; Tangible Interaction
series CAADRIA
email
last changed 2022/06/07 07:50

_id sigradi2018_1269
id sigradi2018_1269
authors Noronha Pinto de Oliveira e Sousa, Marcela; Caffarena Celani, Maria Gabriela
year 2018
title Towards Urban Densification: Parametric Modeling of Possible Scenarios for Urban Mobility
source SIGraDi 2018 [Proceedings of the 22nd Conference of the Iberoamerican Society of Digital Graphics - ISSN: 2318-6968] Brazil, São Carlos 7 - 9 November 2018, pp. 415-422
summary This article presents a literature review on the relationship between urban design and travel demand, and systematically maps existing studies in generative, parametric and procedural urban modeling that have approached the subject. The methods used in these papers are discussed, and the computational tools described in them are analyzed to identify how they can be used to support the design process for retrofitting urban streets. The findings are used to identify what further developments are needed in order to allow for visualizing the impact of design decisions on modal share.
keywords Urban design; Parametric urbanism; Travel behavior; Built environment
series SIGRADI
email
last changed 2021/03/28 19:59

_id caadria2020_098
id caadria2020_098
authors Davidova, Marie and McMeel, Dermott
year 2020
title Codesigning with Blockchain for Synergetic Landscapes - The CoCreation of Blockchain Circular Economy through Systemic Design
doi https://doi.org/10.52842/conf.caadria.2020.2.333
source D. Holzer, W. Nakapan, A. Globa, I. Koh (eds.), RE: Anthropocene, Design in the Age of Humans - Proceedings of the 25th CAADRIA Conference - Volume 2, Chulalongkorn University, Bangkok, Thailand, 5-6 August 2020, pp. 333-342
summary The paper is exploring methodology within the work in progress research by design through teaching project called 'Synergetic Landscapes'. It discusses codesign and cocreation processes that are crossing the academia, NGOs and applied practice within so called 'real life codesign laboratory' (Davidová, Pánek, & Pánková, 2018). This laboratory performs in real time and real life environment. The work investigates synergised bio-digital (living, non-living, physical, analogue, digital and virtual) prototypical interventions in urban environment that are linked to circular economy and life cycles systems running on blockchain. It represents a holistic systemic interactive and performing approach to design processes that involve living, habitational and edible, social and reproductive, circular and token economic systems. Those together are to cogenerate synergetic landscapes.
keywords codesign; blockchain; systemic design; prototyping; bio-digital design
series CAADRIA
email
last changed 2022/06/07 07:55

_id ecaade2018_000
id ecaade2018_000
authors Kepczynska-Walczak, A, Bialkowski, S (eds.)
year 2018
title Computing for a better tomorrow, Volume 1
doi https://doi.org/10.52842/conf.ecaade.2018.1
source Computing for a better tomorrow - Proceedings of the 36th eCAADe Conference - Volume 1, Lodz University of Technology, Lodz, Poland, 19-21 September 2018, 858 p.
summary The theme of the 36th eCAADe Conference is Computing for a better tomorrow. When we consider the aims of research activities, design efforts and mastering towards ideal solutions in the area of digital technologies in the built environment, such as CAD, CAM, CAE, BIM, FM, GIS, VR, AR and others, we may realise the actual reason for that is to make life better, healthier, prettier, happier, more sustainable and smarter. The usefulness of undertaken studies might be tested and proved by the noticeable shared approach of putting humans and their environments in a central position: man and the environment, nature and design, art and technology... Natural disasters and climate change, crime and terrorism, disabilities and society ageing - architects, designers and scientists active in the built environment domain are not able to eliminate all the risk, dangers and problems of contemporary world. On the other hand, they have social and moral responsibilities to address human needs and take up this multifaceted challenge. It involves a co-operation and, moreover, an interdisciplinary and user-oriented approach. The complexity of raised problems should not discourage us, on the contrary, it should stimulate activities towards living up to human dreams of a better and sustainable tomorrow. This calls for a revision of methods and tools applied in research, teaching and practice. Where are we? What are the milestones and roadmaps at the end of the second decade of the 21st century? Do we really take the most of the abundance of accumulated knowledge? Or we skip to explore another undiscovered domains? We invited academicians, researchers, professionals and students from all over the world to address the multifaceted notions of using computing in architectural and related domains for developing a better tomorrow. Approaches discussing the theme from the perspective of computer aided design education; design processes and methods; design tool developments; and novel design applications, as well as real world experiments and case studies were welcomed. In order to specifically address some of the questions above, we defined subthemes and organised specific sessions around these subthemes, during the conference as well as in the proceedings.
series eCAADe
last changed 2022/06/07 07:49

_id ecaade2018_001
id ecaade2018_001
authors Kepczynska-Walczak, A, Bialkowski, S (eds.)
year 2018
title Computing for a better tomorrow, Volume 2
doi https://doi.org/10.52842/conf.ecaade.2018.2
source Computing for a better tomorrow - Proceedings of the 36th eCAADe Conference - Volume 2, Lodz University of Technology, Lodz, Poland, 19-21 September 2018, 860 p.
summary The theme of the 36th eCAADe Conference is Computing for a better tomorrow. When we consider the aims of research activities, design efforts and mastering towards ideal solutions in the area of digital technologies in the built environment, such as CAD, CAM, CAE, BIM, FM, GIS, VR, AR and others, we may realise the actual reason for that is to make life better, healthier, prettier, happier, more sustainable and smarter. The usefulness of undertaken studies might be tested and proved by the noticeable shared approach of putting humans and their environments in a central position: man and the environment, nature and design, art and technology... Natural disasters and climate change, crime and terrorism, disabilities and society ageing - architects, designers and scientists active in the built environment domain are not able to eliminate all the risk, dangers and problems of contemporary world. On the other hand, they have social and moral responsibilities to address human needs and take up this multifaceted challenge. It involves a co-operation and, moreover, an interdisciplinary and user-oriented approach. The complexity of raised problems should not discourage us, on the contrary, it should stimulate activities towards living up to human dreams of a better and sustainable tomorrow. This calls for a revision of methods and tools applied in research, teaching and practice. Where are we? What are the milestones and roadmaps at the end of the second decade of the 21st century? Do we really take the most of the abundance of accumulated knowledge? Or we skip to explore another undiscovered domains? We invited academicians, researchers, professionals and students from all over the world to address the multifaceted notions of using computing in architectural and related domains for developing a better tomorrow. Approaches discussing the theme from the perspective of computer aided design education; design processes and methods; design tool developments; and novel design applications, as well as real world experiments and case studies were welcomed. In order to specifically address some of the questions above, we defined subthemes and organised specific sessions around these subthemes, during the conference as well as in the proceedings.
series eCAADe
last changed 2022/06/07 07:49

_id ecaade2018_186
id ecaade2018_186
authors Wang, Sining and Crolla, Kristof
year 2018
title Interaction between Parametric Modelling and Criteria of Product Development in China's Non-standard Practice
doi https://doi.org/10.52842/conf.ecaade.2018.2.345
source Kepczynska-Walczak, A, Bialkowski, S (eds.), Computing for a better tomorrow - Proceedings of the 36th eCAADe Conference - Volume 2, Lodz University of Technology, Lodz, Poland, 19-21 September 2018, pp. 345-354
summary This paper questions the ideal digital paradigm of its applicability for non-standard architectural practice in China. Streamlined multi-disciplinary cooperation may constrain when facing a challenging construction context which notorious for its high speed, lack of craftsmanship, low budgets, and poor detailing. Living with this, however, a group of digital practitioners has successfully been able to complete several non-standard architectural projects with a complex form. An argument raises suggesting an essential part of their success lies in their alternative use of typical parametric models, which are adapted to create tolerance space between design, development, and implementation process in response to local challenges. Here, we study two non-standard cases from Chinese architectural practice HHDFUN. By analysing the project delivery processes, this paper ambitious to extract higher-level knowledge that will contribute to the professional practice and facilitate the extension of an expanded, yet purely digital design solution space into the challenging material world of local construction.
keywords HHDFUN; parametric model; solution space; product development; China's context
series eCAADe
email
last changed 2022/06/07 07:58

_id sigradi2018_1749
id sigradi2018_1749
authors Canavezzi de Abreu, Sandro
year 2018
title Hidra System(!) in the tension between Internet of Things and Virtual Reality: programming meta-objects
source SIGraDi 2018 [Proceedings of the 22nd Conference of the Iberoamerican Society of Digital Graphics - ISSN: 2318-6968] Brazil, São Carlos 7 - 9 November 2018, pp. 908-913
summary We will characterize the relationship between Internet of Things (IOT) and Virtual Reality (VR) as the tension between analog and digital domains, organized by several interfaces specifically developed for this study, during de course Interactive Architecture at the Architecture School - UFMG. These interfaces, referred here as programmable meta-objects (MOPs), recombine themselves to form an environment where inputs and outputs of each MOP are made available to other networked MOPs through the Hydra System (!). These MOPs can have both a physical existence (object present in physical space) and a "virtual" existence (it exists in the Virtual Reality environment).
keywords Virtual Reality; Internet of Things; Combinatorial; Meta-objects; Programmable
series SIGRADI
email
last changed 2021/03/28 19:58

_id ecaade2018_188
id ecaade2018_188
authors Coppens, Adrien, Mens, Tom and Gallas, Mohamed-Anis
year 2018
title Parametric Modelling Within Immersive Environments - Building a Bridge Between Existing Tools and Virtual Reality Headsets
doi https://doi.org/10.52842/conf.ecaade.2018.2.711
source Kepczynska-Walczak, A, Bialkowski, S (eds.), Computing for a better tomorrow - Proceedings of the 36th eCAADe Conference - Volume 2, Lodz University of Technology, Lodz, Poland, 19-21 September 2018, pp. 711-716
summary Even though architectural modelling radically evolved over the course of its history, the current integration of Augmented Reality (AR) and Virtual Reality (VR) components in the corresponding design tasks is mostly limited to enhancing visualisation. Little to none of these tools attempt to tackle the challenge of modelling within immersive environments, that calls for new input modalities in order to move away from the traditional mouse and keyboard combination. In fact, relying on 2D devices for 3D manipulations does not seem to be effective as it does not offer the same degrees of freedom. We therefore present a solution that brings VR modelling capabilities to Grasshopper, a popular parametric design tool. Together with its associated proof-of-concept application, our extension offers a glimpse at new perspectives in that field. By taking advantage of them, one can edit geometries with real-time feedback on the generated models, without ever leaving the virtual environment. The distinctive characteristics of VR applications provide a range of benefits without obstructing design activities. The designer can indeed experience the architectural models at full scale from a realistic point-of-view and truly feels immersed right next to them.
keywords Computer-aided Design; Parametric modelling; Virtual Reality; Architectural modelling; Human-Computer Interaction
series eCAADe
email
last changed 2022/06/07 07:56

_id sigradi2018_1349
id sigradi2018_1349
authors Fialho Silva, Carolina
year 2018
title White Cube in Evolution: Lighting and Digital Technology in Beyeler Foundation Architecture
source SIGraDi 2018 [Proceedings of the 22nd Conference of the Iberoamerican Society of Digital Graphics - ISSN: 2318-6968] Brazil, São Carlos 7 - 9 November 2018, pp. 52-59
summary This document aims to analyze the lighting system design at the Beyeler Foundation, which is controlled by digital devices. The domination of light is considered its architectural achievement, which generates a peculiar spatial effect. The discussion draws on the white cube concept, as applied in exhibition spaces, on the notion of device, as proposed by Flusser, and on the black box expounded by Latour's theory. The design is understood as the evolution of the white cube, since it maintains the premise of neutral space, but also remains open to the external environment through a glass roof equipped with computerized shutters.
keywords Museum architecture lighting; Digital technology; White cube; Device; Black box
series SIGRADI
email
last changed 2021/03/28 19:58

_id acadia18_98
id acadia18_98
authors Fox, Michael; Schulitz, Marc; Gershfeld, Mikhail; Cohen, Marc
year 2018
title Full Integration: Closing the Gap on Technology Readiness
doi https://doi.org/10.52842/conf.acadia.2018.098
source ACADIA // 2018: Recalibration. On imprecisionand infidelity. [Proceedings of the 38th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-0-692-17729-7] Mexico City, Mexico 18-20 October, 2018, pp. 98-107
summary This paper discusses the authors’ experiences and lessons learned through designing and constructing small- and large-scale robotic prototypes and the fully integrated use of VR and AR for design. Also of focus here are the methodological tools utilized to implement this student-led research in an interdisciplinary educational environment, as well as the design explorations of Mars habitation systems. Through the systems engineering approach, students will generate ideas that may or may not make it to the final design development stage, but may potentially be valuable to future real exploration habitats and mission architectures. The final prototype allows an assessment of the focus parameters, which are the vessels’ transformation capacities and layout adaption. The design objective of this project is to examine strategies for commonality between an interplanetary vehicle (IPV) and a Mars surface habitat. The presented design proposals address this challenge to create a common habitation system in both habitats so that crew members will be familiar with the layout, function, and location throughout the expedition. The design tools operate at the intersection of architectural layout design, mechanics, and structural design, and use origami folding techniques and structural form-finding concepts to generate shell action rigidity. In addition, the project develops a strategy for mobility and transformation of the surface habitat prior to its transformed configuration. The value here lies in understanding lessons from this strategy for both the design process as well as efficiency and optimization in design as a model for terrestrial design.
keywords full paper, bim, flexible structures, performance + simulation, representation + perception, building technologies, vr/ar/mr
series ACADIA
type paper
email
last changed 2022/06/07 07:50

_id ecaade2018_197
id ecaade2018_197
authors Fuchkina, Ekaterina, Schneider, Sven, Bertel, Sven and Osintseva, Iuliia
year 2018
title Design Space Exploration Framework - A modular approach to flexibly explore large sets of design variants of parametric models within a single environment
doi https://doi.org/10.52842/conf.ecaade.2018.2.367
source Kepczynska-Walczak, A, Bialkowski, S (eds.), Computing for a better tomorrow - Proceedings of the 36th eCAADe Conference - Volume 2, Lodz University of Technology, Lodz, Poland, 19-21 September 2018, pp. 367-376
summary Parametric modelling allows to relatively easily generate large sets of design variants (so called design space). Typically, a designer intuitively moves through this design space, resulting in one or several satisfying solutions. Due to the theoretically large number of variants that can be created with parametric models, obviously, there is a high probability that potentially good solutions could be missed, which is not at least because of human cognitive limitations. Consequently, it is necessary to develop a certain strategy to support designers in order to search for design solutions. Even though, various methods to systematically approach large data sets exist, the application of them in the design process is a special case, firstly, due to the existence of many non-specifiable and subjective dimensions (e.g. aesthetics) and secondly because of the multiple ways how designers actually search for solutions. This demands for a more flexible approach to design space exploration. This paper investigates how different methods can be combined to support the exploration of design spaces. Therefore, a conceptual framework with a modular architecture is proposed and its prototypical implementation is demonstrated.
keywords Design Space Exploration; Parametric design
series eCAADe
email
last changed 2022/06/07 07:50

_id caadria2018_161
id caadria2018_161
authors Huang, Xiaoran, White, Marcus and Burry, Mark
year 2018
title Design Globally, Immerse Locally - A Synthetic Design Approach by Integrating Agent Based Modelling with Virtual Reality
doi https://doi.org/10.52842/conf.caadria.2018.1.473
source T. Fukuda, W. Huang, P. Janssen, K. Crolla, S. Alhadidi (eds.), Learning, Adapting and Prototyping - Proceedings of the 23rd CAADRIA Conference - Volume 1, Tsinghua University, Beijing, China, 17-19 May 2018, pp. 473-482
summary The last three decades have witnessed the explosion of technology and its impact on the architecture discipline which has drastically changed the methods of design. New techniques such as Agent-based modeling (ABM) and Virtual Reality (VR) have been widely implemented in architectural and urban design domains, yet the potential integration between these two methods remains arguably unexploited. The investigation in this paper aims to probe the following questions: How can architects and urban designers be informed more comprehensively by melding ABM and VR techniques at the preliminary/conceptual design stage? Which platform is considered more appropriate to facilitate a user-friendly system and reduces the steep learning curve? And what are the potential benefits of this approach in architectural education, particularly for the design studio environment? With those questions, we proposed a prototype in Unity, a multi-platform development tool that originated from the game industry, to simulate and visualize pedestrian behaviors in urban environments with immersive design experience and tested it in a scenario-based case study. This approach has also been further tested in an architectural design studio, demonstrating its technical feasibility as well as the potential contributions to the pedagogy.
keywords Agent based modelling; Virtual Reality; Urban Design
series CAADRIA
email
last changed 2022/06/07 07:49

_id sigradi2018_1875
id sigradi2018_1875
authors Kalantari, Cruze-Garza; Banner, Pamela; Contreras-Vidal, Jose Luis
year 2018
title Computationally Analyzing Biometric Data and Virtual Response Testing in Evaluating Learning Performance of Educational Setting Through
source SIGraDi 2018 [Proceedings of the 22nd Conference of the Iberoamerican Society of Digital Graphics - ISSN: 2318-6968] Brazil, São Carlos 7 - 9 November 2018, pp. 390-396
summary Due to construction costs, the human effects of innovations in architectural design can be expensive to test. Post-occupancy studies provide valuable data about what did and did not work in the past, but they cannot provide direct feedback for new ideas that have not yet been attempted. This presents designers with something of a dilemma. How can we harness the best potential of new technology and design innovation, while avoiding costly and potentially harmful mistakes? The current research use virtual immersion and biometric data to provide a new form of extremely rigorous human-response testing prior to construction. The researchers’ hypothesis was that virtual test runs can help designers to identify potential problems and successes in their work prior to its being physically constructed. The pilot study aims to develop a digital pre-occupancy toolset to understand the impact of different interior design variables of learning environment (independent variables) on learning performance (dependent variable). This project provides a practical toolset to test the potential human impacts of architectural design innovations. The research responds to a growing call in the field for evidence-based design and for an inexpensive means of evaluating the potential human effects of new designs. Our research will address this challenge by developing a prototype mobile brain-body imaging interface that can be used in conjunction with virtual immersion.
keywords Signal Processing; Brain; EEG; Virtual Reality; Big Data; Learning Performance
series SIGRADI
email
last changed 2021/03/28 19:58

_id acadia18_118
id acadia18_118
authors Kalantari, Saleh; Contreras-Vidal, Jose Luis; Smith, Joshua Stanton; Cruz-Garza, Jesus; Banner, Pamela
year 2018
title Evaluating Educational Settings through Biometric Data and Virtual Response Testing
doi https://doi.org/10.52842/conf.acadia.2018.118
source ACADIA // 2018: Recalibration. On imprecisionand infidelity. [Proceedings of the 38th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-0-692-17729-7] Mexico City, Mexico 18-20 October, 2018, pp. 118-125
summary The physical design of the learning environment has been shown to contribute significantly to student performance and educational outcomes. However, the existing literature on this topic relies primarily on generalized observations rather than on rigorous empirical testing. Broad trends in environmental impacts have been noted, but there is a lack of detailed evidence about how specific design variables can affect learning performance. The goal of this study was to apply a new approach in examining classroom design innovations. We developed a protocol to evaluate the effectiveness of classroom designs by measuring the physical responses of study participants as they interacted with different designs using a virtual reality platform. Our hypothesis was that virtual “test runs” can help designers to identify potential problems and successes in their work prior to its being physically constructed. The results of our initial pilot study indicated that this approach could yield important results about human responses to classroom design, and that the virtual environment seemed to be a reliable testing substitute when compared against real classroom environments. In addition to leading toward practical conclusions about specific classroom design variables, this project provides a new kind of research method and toolset to test the potential human impacts of a wide variety of architectural innovations.
keywords work in progress, signal processing, eeg, virtual reality, big data, learning performance
series ACADIA
type paper
email
last changed 2022/06/07 07:52

_id caadria2018_126
id caadria2018_126
authors Khean, Nariddh, Kim, Lucas, Martinez, Jorge, Doherty, Ben, Fabbri, Alessandra, Gardner, Nicole and Haeusler, M. Hank
year 2018
title The Introspection of Deep Neural Networks - Towards Illuminating the Black Box - Training Architects Machine Learning via Grasshopper Definitions
doi https://doi.org/10.52842/conf.caadria.2018.2.237
source T. Fukuda, W. Huang, P. Janssen, K. Crolla, S. Alhadidi (eds.), Learning, Adapting and Prototyping - Proceedings of the 23rd CAADRIA Conference - Volume 2, Tsinghua University, Beijing, China, 17-19 May 2018, pp. 237-246
summary Machine learning is yet to make a significant impact in the field of architecture and design. However, with the combination of artificial neural networks, a biologically inspired machine learning paradigm, and deep learning, a hierarchical subsystem of machine learning, the predictive capabilities of machine learning processes could prove a valuable tool for designers. Yet, the inherent knowledge gap between the fields of architecture and computer science has meant the complexity of machine learning, and thus its potential value and applications in the design of the built environment remain little understood. To bridge this knowledge gap, this paper describes the development of a learning tool directed at architects and designers to better understand the inner workings of machine learning. Within the parametric modelling environment of Grasshopper, this research develops a framework to express the mathematic and programmatic operations of neural networks in a visual scripting language. This offers a way to segment and parametrise each neural network operation into a basic expression. Unpacking the complexities of machine learning in an intermediary software environment such as Grasshopper intends to foster the broader adoption of artificial intelligence in architecture.
keywords machine learning; neural network; action research; supervised learning; education
series CAADRIA
email
last changed 2022/06/07 07:52

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