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 595

_id caadria2019_211
id caadria2019_211
authors Globa, Anastasia, Wang, Rui and Beza, Beau B.
year 2019
title Sensory Urbanism and Placemaking - Exploring Virtual Reality and the Creation of Place
source M. Haeusler, M. A. Schnabel, T. Fukuda (eds.), Intelligent & Informed - Proceedings of the 24th CAADRIA Conference - Volume 2, Victoria University of Wellington, Wellington, New Zealand, 15-18 April 2019, pp. 737-746
doi https://doi.org/10.52842/conf.caadria.2019.2.737
summary Sensory Urbanism is an experimental prototyping project exploring the potential of immersive Virtual Reality (VR) environments to support the incorporation of sensory and intangible aspects of place. The study investigates how sensory exploration of urban places can be integrated into decision making regarding the future of cities. In the past, numerous studies reported various sophisticated 'livability' measures, deeming to determine what makes a city a great place to live in. While a part of these measures can be quantified and be represented as text, graphs or images, most of the qualitative aspects of place are inherently abstract and sensory. These aspects have to be experienced to be understood and therefore they are extremely difficult to communicate using conventional representation means. The proposition explored in this study is that the increasing ubiquity of VR and Augmented Reality (AR) technologies can provide new opportunities to engage with the multi-sensory and temporal aspects of urban place. A mixed media approach was adopted, tapping into a temporal dimension as well as visual, aural and kinesthetic range of human senses. The paper reports on the development of the VR sensory urbanism prototype and the initial pilot study that demonstrated the proof-of-concept.
keywords Sensory Urbanism; Immersive Environments; Virtual Reality; Design Evaluation; Placemaking
series CAADRIA
email
last changed 2022/06/07 07:51

_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
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
doi https://doi.org/10.52842/conf.caadria.2019.1.553
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 ijac201917403
id ijac201917403
authors Alva, Pradeep; Patrick Janssen and Rudi Stouffs
year 2019
title Geospatial tool-chains: Planning support systems for organisational teams
source International Journal of Architectural Computing vol. 17 - no. 4, 336-356
summary In practice, most planners do not make significant use of planning support systems. Although extensive research has been conducted, the focus tends to be on supporting individual tasks, and the outcomes are often the development of new stand-alone tools that are difficult to integrate into existing workflows. The knowledge contribution in this article focuses on developing a novel spatial decision support framework focusing on the workflows and tool-chains that span across different teams with varying skill sets and objectives, within an organisation. In the proposed framework, the core decision-making process uses a set of decision parameters that are combined using a weighted decision tree. The framework is evaluated by developing and testing a workflow and GIS tool-chain for a real-world case study of land suitability and mixed-use potentiality analysis.
keywords GIS, SDSS, PSS, planning automation, TOD, raster geoprocessing, data analytics, geoinformatics
series journal
email
last changed 2020/11/02 13:34

_id acadia19_310
id acadia19_310
authors Leblanc, Maxime; Vardouli, Theodora
year 2019
title Bursting the Bubble
source ACADIA 19:UBIQUITY AND AUTONOMY [Proceedings of the 39th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-0-578-59179-7] (The University of Texas at Austin School of Architecture, Austin, Texas 21-26 October, 2019) pp. 310-319
doi https://doi.org/10.52842/conf.acadia.2019.310
summary The “bubble" is an oft-used keyword in discussions about Virtual Reality (VR) and Virtual Environments (VE). Apart from pointing to the growing, yet precarious, rise of these domains in technology markets, the “bubble" is also a prolific metaphor for spatial, experiential, and technical aspects of virtual worlds. Combining material from architectural history and history of computing, this paper situates and critically activates two threads of the “bubble" metaphor: the bubble as a closed, autonomous system severed from its surroundings, and the bubble as an ubiquitous, limitless environment. Through historical episodes from the development of Head Mounted Displays (HMDs), the paper positions current VR HDMs into a genealogy of miniaturization of actual architectural “bubbles”— from military simulation domes to wearable “micro environments”—and examines the techniques that support the illusion of these closed, autonomous worlds as limitless and ubiquitous. The paper concludes with the description of a critical design project that exposes the limits of VR's limitless worlds and the role of context (physical, architectural) in both making and breaking the VR bubble.
series ACADIA
type normal paper
email
last changed 2022/06/07 07:52

_id caadria2019_196
id caadria2019_196
authors Bekele, Mafkereseb Kassahun and Champion, Erik
year 2019
title Redefining Mixed Reality: User-Reality-Virtuality and Virtual Heritage Perspectives
source M. Haeusler, M. A. Schnabel, T. Fukuda (eds.), Intelligent & Informed - Proceedings of the 24th CAADRIA Conference - Volume 2, Victoria University of Wellington, Wellington, New Zealand, 15-18 April 2019, pp. 675-684
doi https://doi.org/10.52842/conf.caadria.2019.2.675
summary The primary objective of this paper is to present a redefinition of Mixed Reality from a perspective emphasizing the relationship between users, virtuality and reality as a fundamental component. The redefinition is motivated by three primary reasons. Firstly, current literature in which Augmented Reality is the focus appears to approach Augmented Reality as an alternative to Mixed Reality. Secondly, Mixed Reality is often considered to encompass Augmented Reality and Virtual Reality rather than specifying it as a segment along the reality-virtuality continuum. Thirdly, most common definitions of Augmented Reality (AR), Augmented Virtuality (AV), Virtual Reality (VR) and Mixed Reality (MxR) in current literature are based on outdated display technologies, and a relationship between virtuality and reality, neglecting the importance of the users necessarily complicit sense of immersion from the relationship. The focus of existing definitions is thus currently technological, rather than experiential. We resolve this by redefining the continuum and MxR, taking into consideration the experiential symbiotic relationship and interaction between users, reality, and current immersive reality technologies. In addition, the paper will suggest some high-level overview of the redefinition's contextual applicability to the Virtual Heritage (VH) domain.
keywords Mixed Reality; Reality-Virtuality Continuum; Virtual Heritage
series CAADRIA
email
last changed 2022/06/07 07:54

_id ecaadesigradi2019_425
id ecaadesigradi2019_425
authors Betti, Giovanni, Aziz, Saqib and Ron, Gili
year 2019
title Pop Up Factory : Collaborative Design in Mixed Rality - Interactive live installation for the makeCity festival, 2018 Berlin
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 3, University of Porto, Porto, Portugal, 11-13 September 2019, pp. 115-124
doi https://doi.org/10.52842/conf.ecaade.2019.3.115
summary This paper examines a novel, integrated and collaborative approach to design and fabrication, enabled through Mixed Reality. In a bespoke fabrication process, the design is controlled and altered by users in holographic space, through a custom, multi-modal interface. Users input is live-streamed and channeled to 3D modelling environment,on-demand robotic fabrication and AR-guided assembly. The Holographic Interface is aimed at promoting man-machine collaboration. A bespoke pipeline translates hand gestures and audio into CAD and numeric fabrication. This enables non-professional participants engage with a plethora of novel technology. The feasibility of Mixed Reality for architectural workflow was tested through an interactive installation for the makeCity Berlin 2018 festival. Participants experienced with on-demand design, fabrication an AR-guided assembly. This article will discuss the technical measures taken as well as the potential in using Holographic Interfaces for collaborative design and on-site fabrication.Please write your abstract here by clicking this paragraph.
keywords Holographic Interface; Augmented Reality; Multimodal Interface; Collaborative Design; Robotic Fabrication; On-Site Fabrication
series eCAADeSIGraDi
email
last changed 2022/06/07 07:52

_id ecaadesigradi2019_342
id ecaadesigradi2019_342
authors Costa Couceiro, Mauro, Lobo, Rui and Monteiro, António
year 2019
title Inserting and Encircling - Two complementary immersive strategies for mixed-reality applied to cultural heritage *
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 3, University of Porto, Porto, Portugal, 11-13 September 2019, pp. 91-98
doi https://doi.org/10.52842/conf.ecaade.2019.3.091
summary To accomplish the aims of a three-year research project we are developing, connected to cultural heritage, we became interested in the fusion of Virtual Reality and Augmented Reality, two emergent development fields that gave birth to what was coined as Mixed Reality. Both dimensions have intricate connections with hardware and software improvements related with the so called "4th Industrial Revolution".Virtual Reality (VR), an interactive experience generated by a computer, takes place inside of simulated environments, which can be analogous to the real world or which can be created as imaginary contexts. On the other hand, Augmented Reality (AR) is always based in an interactive experience inside a tangible environment where the elements of that reality are nurtured with digital information, across several senses, to empathize certain aspects of reality. Our research combines both VR and AR to empathize sensory and intellectual experience. To do so, several senses, mainly visual and auditory, are stimulated.We therefore explore two Case-Studies from our research project in order to show two different strategies. The intention of both situations is to create immersive mixed reality environments where the fusion of the digital and analogue elements can be persistently sustained by the visual outputs.
keywords Santa Cruz Monastery; Mixed Reality; VR/AR; 3D scanning; 3D modeling; Lost heritage
series eCAADeSIGraDi
email
last changed 2022/06/07 07:56

_id caadria2020_426
id caadria2020_426
authors Goepel, Garvin and Crolla, Kristof
year 2020
title Augmented Reality-based Collaboration - ARgan, a bamboo art installation case study
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. 313-322
doi https://doi.org/10.52842/conf.caadria.2020.2.313
summary ARgan is a geometrically complex bamboo sculpture that relied on Mixed Reality (MR) for its joint creation by multiple sculptors and used latest Augmented Reality (AR) technology to guide manual fabrication actions. It was built at the Chinese University of Hong Kong in the fall of 2019 by thirty participants of a design-and-build workshop on the integration of AR in construction. As part of its construction workflow, holographic setups were created on multiple devices, including a series of Microsoft HoloLenses and several handheld Smartphones, all linked simultaneously to a single digital base model to interactively guide the manufacturing process. This paper critically evaluates the experience of extending recent AR and MR tool developments towards applications that centre on creative collaborative production. Using ARgan as a demonstrator project, its developed workflow is assessed on its ability to transform a geometrically complex digitally drafted design to its final physically built form, highlighting the necessary strategic integration of variability as an opportunity to relax notions on design precision and exact control. The paper concludes with a plea for digital technology's ability to stimulate dialogue and collaboration in creative production and augment craftsmanship, thus providing greater agency and more diverse design output.
keywords Augmented-Reality; Mixed-Reality; Post-digital; High-tech vs low-tech; Bamboo
series CAADRIA
email
last changed 2022/06/07 07:51

_id acadia19_430
id acadia19_430
authors Goepel, Garvin
year 2019
title Augmented Construction
source ACADIA 19:UBIQUITY AND AUTONOMY [Proceedings of the 39th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-0-578-59179-7] (The University of Texas at Austin School of Architecture, Austin, Texas 21-26 October, 2019) pp. 430-437
doi https://doi.org/10.52842/conf.acadia.2019.430
summary This paper discusses the integration of Mixed Reality in the design and implementation of non-standard architecture. It deliberates a method that does not require conventional 2D drawings, and the need for skilled labor, by using the aid of holographic instructions. Augmented Construction allow builders to execute complex tasks and to understand structural relations intuitively by overlaying digital design information onto their field of view on the building site. This gives the implementation system authors different levels of control. As a proof of concept, a group of non-professionals reconstructed the south wall of Corbusier’s Ronchamp chapel, the Notre-Dame du Haut, at scale 1:5 using no architectural 2D drawings but only custom-built Augmented Reality apps for HoloLens and mobile devices. This project focused on the assembly of non-standard prefabricated elements, based on an optimized parametric structure that enables designers to integrate imprecision within the construction phases into the design through a constant feedback-loop between the real and the digital. The setup was designed in a non-linear process that allows the integration of new information during the Augmented Construction phases. The paper evaluates applied Augmented Construction for further improvements and research and concludes by discussing the impact potential of Augmented Construction on architectural design, socio-cultural, and economical levels.
series ACADIA
type normal paper
email
last changed 2022/06/07 07:51

_id ecaadesigradi2019_218
id ecaadesigradi2019_218
authors Grasser, Alexander
year 2019
title Towards an Architecture of Collaborative Objects
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 1, University of Porto, Porto, Portugal, 11-13 September 2019, pp. 325-332
doi https://doi.org/10.52842/conf.ecaade.2019.1.325
summary Towards an Architecture of Collaborative Objects, explores the potential of playing with Collaborative Objects in real, augmented and mixed realities. A multi-player game platform App: VoxelCO, developed by the author, provides a speculative playground to research, the interaction with objects, things and people, as well as provokes new opportunities to engage deeply with its content and context. Furthermore, VoxelCO, reveals new modes of participation, to design and collaborate in real-time with augmented reality, using millennial tools: mobile devices. A case study project, the VoxelStage, offered an opportunity to apply VoxelCO to design a stage together with a group of students. To merge the collaboratively aggregated virtual objects of VoxelCO with reality, real WireCubes were augmented and assembled, proposing an architecture of socially augmented fuzzy formations.
keywords Collaborative Objects; Augmented Reality; Realtime; Fuzzy; Play
series eCAADeSIGraDi
email
last changed 2022/06/07 07:51

_id ecaadesigradi2019_117
id ecaadesigradi2019_117
authors Kido, Daiki, Fukuda, Tomohiro and Yabuki, Nobuyoshi
year 2019
title Development of a Semantic Segmentation System for Dynamic Occlusion Handling in Mixed Reality for Landscape Simulation
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 1, University of Porto, Porto, Portugal, 11-13 September 2019, pp. 641-648
doi https://doi.org/10.52842/conf.ecaade.2019.1.641
summary The use of mixed reality (MR) for landscape simulation has attracted attention recently. MR can produce a realistic landscape simulation by merging a three-dimensional computer graphic (3DCG) model of a new building on a real space. One challenge with MR that remains to be tackled is occlusion. Properly handling occlusion is important for the understanding of the spatial relationship between physical and virtual objects. When the occlusion targets move or the target's shape changes, depth-based methods using a special camera have been applied for dynamic occlusion handling. However, these methods have a limitation of the distance to obtain depth information and are unsuitable for outdoor landscape simulation. This study focuses on a dynamic occlusion handling method for MR-based landscape simulation. We developed a real-time semantic segmentation system to perform dynamic occlusion handling. We designed this system for use in mobile devices with client-server communication for real-time semantic segmentation processing in mobile devices. Additionally, we used a normal monocular camera for practice use.
keywords Mixed Reality; Dynamic occlusion handling; Semantic segmentation; Deep learning; Landscape simulation
series eCAADeSIGraDi
email
last changed 2022/06/07 07:52

_id caadria2019_671
id caadria2019_671
authors Mun, Kristine, Clemenson, Dane and Bogosian, Biayna
year 2019
title The Well Tempered Environment of Experience - (Neuro)Scientific Methods for Data Collection, Analysis & Visualization
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. 573-582
doi https://doi.org/10.52842/conf.caadria.2019.1.573
summary In our ever increasing media(ted) world, the robustness of digital communication networked environment is transforming how we relate to our environment. With the rise of the Internet of Things (IOTs) and other ubiquitous mobile communication devices connecting our bodies to our environments, our spaces are requiring a recalibration of the 'well tempered environment'. As technological devices are becoming seamlessly fused with our everyday lifestyles, habits and spaces, articulating experience is one of the most important topics to discuss in human-centered approach to design. This paper presents the initial methods for a data-driven process to enhance human experience as the central motivation. Combining knowledge from neuroscience and experimenting with embodied medias such as Virtual and Augmented Reality (+ MR) , the inquiries into the human dimension is explored in novel ways. The aim is to show how data-driven experiments could be used to assist designers find better performative solutions and that new collaborations between scientist and designers are on the rise as data moves fluidly between bodies and spaces like air in our 21st century.
keywords Experience Design; Human-Computer-Interface; Emotion; Neuroscience; VR, AR & Mixed Reality, Human Centered Design, Data-Driven Design; Interactivity
series CAADRIA
email
last changed 2022/06/07 07:59

_id caadria2019_342
id caadria2019_342
authors Qureshi, Cyrus, Moleta, Tane Jacob and Schnabel, Marc Aurel
year 2019
title Beyond the portal - A Study of the Tangible and Intangible Rituals within Sacred Spaces
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. 525-534
doi https://doi.org/10.52842/conf.caadria.2019.1.525
summary In its ambitions, the paper aims to propose a proof of concept for a Virtual, Augmented and Mixed (VAM) environment that digitally overlays a multifaith space in order to optimize their use, essentially transforming itself to the spiritual needs of the user. In order to do so, a mixed reality experience was developed by investigating and interpreting both the tangible and intangible rituals of prayer. By incorporating an immersive experience, the project promotes the idea of a multifaith space that moves beyond the notion of an "empty white room (Crompton, 2013, p.487)". To develop an immersive experience that caters to people of all religions or no religion is beyond the scope of this project. Hence, by creating a VAM environment for users of the Muslim faith the project may be able to support design ideologies for others, furthering research in this field.
keywords Tangible and Intangible Rituals; Multifaith Space; Mixed Reality; Digital Mosque
series CAADRIA
email
last changed 2022/06/07 08:00

_id caadria2019_132
id caadria2019_132
authors Zhu, Yuehan, Fukuda, Tomohiro and Yabuki, Nobuyoshi
year 2019
title Synthesizing 360-Degree Live Streaming for an Erased Background to Study Renovation using Mixed Reality
source M. Haeusler, M. A. Schnabel, T. Fukuda (eds.), Intelligent & Informed - Proceedings of the 24th CAADRIA Conference - Volume 2, Victoria University of Wellington, Wellington, New Zealand, 15-18 April 2019, pp. 71-80
doi https://doi.org/10.52842/conf.caadria.2019.2.071
summary In a modern society, people spend more time indoors. Indoor Environmental Quality (IEQ) and its effect on occupants' health and comfort has become an important area of study. Many existing building stocks still have huge social, economic, and environmental value. There is a high demand for stock renovation, which gives existing buildings new lives, rather than building new ones. In the early stage of the renovation design, it is essential to achieve a timely feedback process as bring together stakeholders. Introducing Mixed Reality (MR) with Diminished Reality (DR) provides users with an indirect view of the world where some objects have been made invisible which makes it easier to display indoor renovation plans. This paper describes the development of an MR system for architectural designers that integrates DR results into the MR system. Aiming to provide a stable, realistic and real-time DR results for enhancing feedback efficiency during renovation design which can help stakeholders better understand or evaluate the renovation plan.
keywords building stock renovation; mixed reality (MR); diminished reality (DR); real-time background update
series CAADRIA
email
last changed 2022/06/07 07:57

_id ecaadesigradi2019_061
id ecaadesigradi2019_061
authors Alkadri, Miktha Farid, De Luca, Francesco, Turrin, Michela and Sariyildiz, Sevil
year 2019
title Making use of Point Cloud for Generating Subtractive Solar Envelopes
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 1, University of Porto, Porto, Portugal, 11-13 September 2019, pp. 633-640
doi https://doi.org/10.52842/conf.ecaade.2019.1.633
summary As a contextual and passive design strategy, solar envelopes play a great role in determining building mass based on desirable sun access during the predefined period. With the rapid evolution of digital tools, the design method of solar envelopes varies in different computational platforms. However, current approaches still lack in covering the detailed complex geometry and relevant information of the surrounding context. This, consequently, affects missing information during contextual analysis and simulation of solar envelopes. This study proposes a subtractive method of solar envelopes by considering the geometrical attribute contained in the point cloud of TLS (terrestrial laser scanner) dataset. Integration of point cloud into the workflow of solar envelopes not only increases the robustness of final geometry of existing solar envelopes but also enhances awareness of architects during contextual analysis due to consideration of surface properties of the existing environment.
keywords point cloud data; solar envelopes; subtractive method; solar access
series eCAADeSIGraDi
email
last changed 2022/06/07 07:54

_id caadria2019_005
id caadria2019_005
authors Alva, Pradeep, Janssen, Patrick and Stouffs, Rudi
year 2019
title A Spatial Decision Support Framework For Planning - Creating Tool-Chains for Organisational Teams
source M. Haeusler, M. A. Schnabel, T. Fukuda (eds.), Intelligent & Informed - Proceedings of the 24th CAADRIA Conference - Volume 2, Victoria University of Wellington, Wellington, New Zealand, 15-18 April 2019, pp. 11-20
doi https://doi.org/10.52842/conf.caadria.2019.2.011
summary In practice, most planners do not make significant use of planning support systems. Although significant research has been conducted, the focus tends to be on supporting individual tasks, and the outcomes are often the development of new stand-alone tools that are difficult to integrate into existing workflows. The knowledge contribution in this paper focuses on developing a novel spatial decision support framework focusing on the workflows and tool-chains that span across different teams within an organisation, with varying skill sets and objectives. In the proposed framework, the core decision-making process uses set decision parameters that are combined using a weighted decision tree. The framework is evaluated by developing and testing tool-chains for a real-world land suitability case study. The tool-chain was implemented on top of a GIS platform.
keywords GIS SDSS PSS; Planning Automation; Geoprocessing; Data Analytics; Geoinformatics
series CAADRIA
email
last changed 2022/06/07 07:54

_id caadria2019_234
id caadria2019_234
authors Bamborough, Chris
year 2019
title The Nature of Data in Early Modern Architectural Practice.
source M. Haeusler, M. A. Schnabel, T. Fukuda (eds.), Intelligent & Informed - Proceedings of the 24th CAADRIA Conference - Volume 2, Victoria University of Wellington, Wellington, New Zealand, 15-18 April 2019, pp. 343-352
doi https://doi.org/10.52842/conf.caadria.2019.2.343
summary In contemporary data-driven society, forces of capital increasingly seek risk-averse decision making through data and digital calculation, aligned to this the discourse around design intelligence in architecture has begun to embrace the role of data and the technical non-human as much as the human. In parallel, the cultural understanding of data, in technologically mediated societies, has become tied to the digital representation of information experienced in everyday life, which in turn influences human practices. A problem exists in the dominance of scientific thought around data in architecture that exerts disciplinary bias towards quantity rather than quality. In contemporary digital practice, data is assumed to offer an objective characterisation of the world and have faithful representation through the mechanisms of the computer. From this shift, a macro question exists concerning the influence of data's conceptualisation on the physical products of architecture. To contribute to this overall question this paper considers the register of data in early modernism identified as a moment when scientific abstraction and the mapping capacity of the machine combine to afford recognisable data practices and infrastructures.
keywords Data; Design Practice; Infrastructure; History; Theory
series CAADRIA
email
last changed 2022/06/07 07:54

_id caadria2019_491
id caadria2019_491
authors Cai, Chenyi, Tang, Peng and Li, Biao
year 2019
title Intelligent Generation of Architectural layout inheriting spatial features of Chinese Garden Based on Prototype and Multi-agent System - A Case Study on Lotus Teahouse in Yixing
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. 291-300
doi https://doi.org/10.52842/conf.caadria.2019.1.291
summary This study presents an approach for the intelligent generation of architectural layout, in which partial space inherits Chinese garden spatial features. The approach combines spatial prototype analysis and evolutionary optimization process. On one hand, from the perspective of shape grammar, this paper both analyzes and abstracts the spatial prototype that describes the spatial characteristics of Chinese gardens, including the organization system of architecture and landscape, with the spatial sequences along the tourism orientation. On the other hand, taking the design task of Lotus teahouse as an example, a typical spatial prototype is selected to develop the generative intelligent experiment to achieve the architectural layout, in which the spatial prototype is inherited. Through rule-making and parameter adjustment, the spatial prototype will eventually be transformed into a computational model based on the multi-agent system. Hence, the experiment of intelligent generation of architectural layout is carried out under the influence of the function, form and environmental factors; and a three-dimensional conceptual model that inherits the Chinese garden spatial prototype is obtained ultimately.
keywords Chinese garden; Architectural layout; Spatial prototype; Multi-agent system; Intelligent generation
series CAADRIA
email
last changed 2022/06/07 07:54

_id caadria2019_190
id caadria2019_190
authors Chan, Zion and Crolla, Kristof
year 2019
title Simplifying Doubly Curved Concrete - Post-Digital Expansion of Concrete's Construction Solution Space
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. 23-32
doi https://doi.org/10.52842/conf.caadria.2019.1.023
summary This action research project develops a novel conceptual method for non-standardised concrete construction component fabrication and tests its validity through a speculative design project. The paper questions the practical, procedural and economic drivers behind the design and construction of geometrically complex concrete architecture. It proposes an alternative, simple and economical fabrication method for doubly curved concrete centred on the robotic manufacturing of casting moulds through 5-axis hotwire foam cutting for the making of doubly-curved fiber-reinforced concrete (FRC) panels. These panels are used as light-weight sacrificial formwork for in-situ concrete casting. The methodology's opportunity space is tested, evaluated and discussed through a conceptual architectural design project proposal that operates as demonstrator. The paper concludes by addressing the advantages of a design-and-build architecture delivery setup, the potential from using computational technology to adapt conventional design and construction procedures and the expanded role within the design and construction process this gives to architects.
keywords Doubly Curved Concrete; Robotic Manufacture; Post-Digital Architecture; Design and Build; Casting Mould Making
series CAADRIA
email
last changed 2022/06/07 07:56

_id caadria2019_452
id caadria2019_452
authors Choi, Minkyu, Yi, Taeha, Kim, Meereh and Lee, Ji-Hyun
year 2019
title Land Price Prediction System Using Case-based Reasoning
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. 767-774
doi https://doi.org/10.52842/conf.caadria.2019.1.767
summary Real estate price prediction is very complex process. Big data and machine learning technology have been introduced in many research areas, and they are also making such an attempt in the real estate market. Although real estate price forecasting studies is actively conducted, using support vector machine, machine learning algorithm, AHP method, and so on, validity and accuracy are still not reliable.In this research, we propose a Case-Based Reasoning system using regression analysis to allocate weight of attributes. This proposed system can support to predict the real estate price based on collecting public data and easily update the knowledge about real estate. Since the result shows error rate less than 30% through the experiment, this algorithm gives better performance than previous one. By this research, it is possible for help decision-makers to expect the real estate price of interested area.
keywords Artificial intelligence; Case-based reasoning; Land price prediction; Regression
series CAADRIA
email
last changed 2022/06/07 07:56

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