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 16 of 16

_id acadia21_380
id acadia21_380
authors Huang, Zhenxiang; Chiang, Yu-Chou; Sabin, Jenny E.
year 2021
title Automating Bi-Stable Auxetic Patterns for Polyhedral Surface
doi https://doi.org/10.52842/conf.acadia.2021.380
source ACADIA 2021: Realignments: Toward Critical Computation [Proceedings of the 41st Annual Conference of the Association of Computer Aided Design in Architecture (ACADIA) ISBN 979-8-986-08056-7]. Online and Global. 3-6 November 2021. edited by B. Bogosian, K. Dörfler, B. Farahi, J. Garcia del Castillo y López, J. Grant, V. Noel, S. Parascho, and J. Scott. 380-391.
summary Bi-stable auxetic structures, a novel class of architected material systems that can transform bi-axially between two stable states, offers unique research interest for designing a deployable stable structural system. The switching behavior we discuss here relies on rotations around skewed hinges at vertex rotating connectors. Different arrangements of skewing hinges lead to different local curvatures.

This paper proposes a computational approach to design the self-interlocking pattern of a bi-stable auxetic system that can be switched between flat and desired curved states. We build an algorithm which takes a target synclastic polyhedral surface as input to generate the geometrical pattern with skewing hinges. Finally, we materialized prototypes to validate our proposed structures and to exhibit potential applications.

series ACADIA
type paper
email
last changed 2023/10/22 12:06

_id acadia21_134
id acadia21_134
authors Johanes, Mikhael; Huang, Jeffrey
year 2021
title Deep Learning Isovist
doi https://doi.org/10.52842/conf.acadia.2021.134
source ACADIA 2021: Realignments: Toward Critical Computation [Proceedings of the 41st Annual Conference of the Association of Computer Aided Design in Architecture (ACADIA) ISBN 979-8-986-08056-7]. Online and Global. 3-6 November 2021. edited by B. Bogosian, K. Dörfler, B. Farahi, J. Garcia del Castillo y López, J. Grant, V. Noel, S. Parascho, and J. Scott. 134-141.
summary Understanding the qualitative aspect of space is essential in architectural design. However, the development of computational design tools has lacked features to comprehend architectural quality that involves perceptual and phenomenological aspects of space. The advancement in machine learning opens up a new opportunity to understand spatial qualities as a data-driven approach and utilize the gained information to infer or derive the qualitative aspect of architectural space. This paper presents an experimental unsupervised encoding framework to learn the qualitative features of architectural space by using isovist and deep learning techniques. It combines stochastic isovist sampling with Variational Autoencoder (VAE) model and clustering method to learn and extract spatial patterns from thousands of floorplans data. The developed framework will enable the encoding of architectural spatial qualities into quantifiable features to improve the computability of spatial qualities in architectural design.
series ACADIA
type paper
email
last changed 2023/10/22 12:06

_id caadria2021_110
id caadria2021_110
authors Bao, Ding Wen, Yan, Xin, Snooks, Roland and Xie, Yi Min
year 2021
title SwarmBESO: Multi-agent and evolutionary computational design based on the principles of structural performance
doi https://doi.org/10.52842/conf.caadria.2021.1.241
source A. Globa, J. van Ameijde, A. Fingrut, N. Kim, T.T.S. Lo (eds.), PROJECTIONS - Proceedings of the 26th CAADRIA Conference - Volume 1, The Chinese University of Hong Kong and Online, Hong Kong, 29 March - 1 April 2021, pp. 241-250
summary This paper posits a design approach that integrates multi-agent generative algorithms and structural topology optimisation to design intricate, structurally efficient forms. The research proposes a connection between two dichotomous principles: architectural complexity and structural efficiency. Both multi-agent algorithms and Bi-directional evolutionary structural optimisation (BESO) (Huang and Xie 2010), are emerging techniques that have significant potential in the design of form and structure.This research proposes a structural behaviour feedback loop through encoding BESO structural rules within the logic of multi-agent algorithms. This hybridisation of topology optimisation and swarm intelligence, described here as SwarmBESO, is demonstrated through two simple structural models. The paper concludes by speculating on the potential of this approach for the design of intricate, complex structures and their potential realisation through additive manufacturing.
keywords Swarm Intelligence; Multi-agent; BESO (bi-directional evolutionary structural optimisation); Intricate Architectural Form; Efficient Structure
series CAADRIA
email
last changed 2022/06/07 07:54

_id caadria2021_354
id caadria2021_354
authors Huang, Chenyu, Gong, Pixin, Ding, Rui, Qu, Shuyu and Yang, Xin
year 2021
title Comprehensive analysis of the vitality of urban central activities zone based on multi-source data - Case studies of Lujiazui and other sub-districts in Shanghai CAZ
doi https://doi.org/10.52842/conf.caadria.2021.2.549
source A. Globa, J. van Ameijde, A. Fingrut, N. Kim, T.T.S. Lo (eds.), PROJECTIONS - Proceedings of the 26th CAADRIA Conference - Volume 2, The Chinese University of Hong Kong and Online, Hong Kong, 29 March - 1 April 2021, pp. 549-558
summary With the use of the concept Central Activities Zone in the Shanghai City Master Plan (2017-2035) to replace the traditional concept of Central Business District, core areas such as Shanghai Lujiazui will be given more connotations in the future construction and development. In the context of todays continuous urbanization and high-speed capital flow, how to identify the development status and vitality characteristics is a prerequisite for creating a high-quality Central Activities Zone. Taking Shanghai Lujiazui sub-district etc. as an example, the vitality value of weekday and weekend as well as 19 indexes including density of functional facilities and building morphology is quantified by obtaining multi-source big data. Meanwhile, the correlation between various indexes and the vitality characteristics of the Central Activities Zone are tried to summarize in this paper. Finally, a neural network regression model is built to bridge the design scheme and vitality values to realize the prediction of the vitality of the Central Activities Zone. The data analysis method proposed in this paper is versatile and efficient, and can be well integrated into the urban big data platform and the City Information Modeling, and provides reliable reference suggestions for the real-time evaluation of future urban construction.
keywords multi-source big data; Central Activities Zone; Vitality; Lujiazui
series CAADRIA
email
last changed 2022/06/07 07:50

_id caadria2021_118
id caadria2021_118
authors Huang, Chien-hua
year 2021
title Reinforcement Learning for Architectural Design-Build - Opportunity of Machine Learning in a Material-informed Circular Design Strategy
doi https://doi.org/10.52842/conf.caadria.2021.1.171
source A. Globa, J. van Ameijde, A. Fingrut, N. Kim, T.T.S. Lo (eds.), PROJECTIONS - Proceedings of the 26th CAADRIA Conference - Volume 1, The Chinese University of Hong Kong and Online, Hong Kong, 29 March - 1 April 2021, pp. 171-180
summary This paper discusses the potentials of reinforcement learning in game engine for design, implementation, and construction of architecture. It inaugurates a new design tool that promotes a material-informed design-build workflow for architectural design and construction industries that achieves a comprehensive circular economy. As a proof of concept, it uses the project Reform Standard, a machine-learning-based searching system that designs new shell structures composed of existing wasted materials, as a demonstration to discuss how reinforcement learning, machine vision and automated searching algorithm in the game engine can promote a material-aware design and converts wastes into construction materials. The demonstrator project sorts and transforms irregular chunks of wasted broken plastics into a new form. Instead of recycling those wastes in an energy-intensive process, the game engine is capable of finding the intricacy and new machine-oriented aesthetics in those otherwise neglected wastes. Furthermore, future research directions such as robotic-aided construction are discussed by exposing the potentials and problems in the demonstrated project. Finally, the future circular strategy is discussed beyond the demonstrated tests and local uses. The standardization of material, legislation and material lifecycle needs to be comprehensively considered and designed by architects and designers during conceptual design phase.
keywords Reinforcement Learning; ML-Agents; Unity3D; circular design; geometric analysis
series CAADRIA
email
last changed 2022/06/07 07:50

_id caadria2021_157
id caadria2021_157
authors Huang, Xiaoran, Kimm, Geoff and Burry, Mark
year 2021
title Exploiting game development environments for responsive urban design by non-programmers - melding real-time ABM pedestrian simulation and form modelling in Unity 3D
doi https://doi.org/10.52842/conf.caadria.2021.2.689
source A. Globa, J. van Ameijde, A. Fingrut, N. Kim, T.T.S. Lo (eds.), PROJECTIONS - Proceedings of the 26th CAADRIA Conference - Volume 2, The Chinese University of Hong Kong and Online, Hong Kong, 29 March - 1 April 2021, pp. 689-698
summary Precinct-level pedestrian simulation often requires moderate to high-level modelling skills with a steep learning curve, and is usually non-flexible, time-consuming and exclusive of the broader public community. Confronting these problems, our research investigates a novel and agile workflow to test precinct pedestrian behaviours by melding agent-based simulation (ABM) and responsive real-time form modelling mechanisms within accessible visualisation of city and precinct environments in a game engine, Unity 3D. We designed an agent system prototype of configurable and interoperable nodes that may be placed in an urban modelling scenario. Realtime CSG, a fast polygon-based modelling plugin, is also introduced to our workflow where users can use the evidence observed when running a scenario to quickly adjust the street morphology and buildings in response. In this process, end users are kept in the design loop and may make critical adjustments, whereby a responsive, collective, informed design agenda for our built environments can inform more detailed outcomes of pedestrian behaviour and action and promote more efficient collaborations for both professionals and local communities.
keywords Agent-based pedestrian simulation; responsive modelling; computer-aided urban design; public participation
series CAADRIA
email
last changed 2022/06/07 07:49

_id acadia23_v3_189
id acadia23_v3_189
authors Leung, Pok Yin Victor; Huang, Yijiang
year 2023
title Task and Motion Planning for Robotic Assembly
source ACADIA 2023: Habits of the Anthropocene: Scarcity and Abundance in a Post-Material Economy [Volume 3: Proceedings of the 43rd Annual Conference for the Association for Computer Aided Design in Architecture (ACADIA) ISBN 979-8-9891764-1-0]. Denver. 26-28 October 2023. edited by A. Crawford, N. Diniz, R. Beckett, J. Vanucchi, M. Swackhamer 24-32.
summary When programming robotic assembly processes, it is often necessary to create a sequential list of actions. Some actions are robotic motions (requiring motion trajectory), and some are for controlling external equipment, such as grippers and fastening tools. The act of planning these actions and motion trajectories is called Task Planning and Motion Planning. Existing literature in robotics explored many different planning algorithms for planning a single trajectory to planning a complete sequence of tasks where continuity is maintained [Garrett et al, 2021]. Many application literature focused on the TAMP for service robots, medical robots, and self-driving cars, while there are few examples for architectural applications. For digital fabrication and automated construction, the planning method has to be adapted to the needs of architectural assemblies and the scale of construction [Leung et al, 2021]. Some of the unique challenges are the highly bespoke workpiece and assembly geometry, the large workpiece (e.g., long beams), and a dense collision environment. This three-day hybrid workshop addressed the needs of the architectural robotics community to use industrial robotic arms to assemble highly bespoke objects. The objects do not have any repetitive parts or assembly targets. The workshop leaders shared their experiences using industrial robots to construct large-scale timber structures. One of the most useful techniques is the recently published “Flowchart Planning Method,” where task sequence is planned using a flowchart, and motion trajectories are planned in a second pass [Huang et al, 2021].
series ACADIA
type workshop
last changed 2024/04/17 14:00

_id caadria2021_081
id caadria2021_081
authors Li, Danrui, Huang, Rong and Wu, Yihao
year 2021
title Sensitivity Analysis of Pedestrian Simulation on Train station platforms
doi https://doi.org/10.52842/conf.caadria.2021.2.529
source A. Globa, J. van Ameijde, A. Fingrut, N. Kim, T.T.S. Lo (eds.), PROJECTIONS - Proceedings of the 26th CAADRIA Conference - Volume 2, The Chinese University of Hong Kong and Online, Hong Kong, 29 March - 1 April 2021, pp. 529-538
summary As the concerns for pedestrian safety in station design are growing, multi-agent simulation becomes more widely used nowadays. While the difference between inputs in regard to their impacts on simulation outputs needs further research, previous studies fail to provide a global analysis of it in complex environments with limited computation resources. Therefore, regression-based SRC and revised Morris Method are employed in a sensitivity analysis of train station platform simulations. Results show that preference for escalators and alighting rate are influential parameters to all three concerned outputs while the standard deviation of walking speed is negligible. Given that most simulation users have limited time and resources, this paper provides a list of parameters that deserve the time and effort to calibrate together with a factor fixing method that can be applied in similar scenarios. In this way, simulation users can lower the uncertainty of train station simulations more efficiently.
keywords Sensitivity analysis; Train station; Pedestrian; Simulation; Morris Method
series CAADRIA
email
last changed 2022/06/07 07:52

_id caadria2021_173
id caadria2021_173
authors Xu, Wenzhao, Huang, Xiaoran and Kimm, Geoff
year 2021
title Tear Down the Fences: Developing ABM Informed Design Strategies for Ungating Closed Residential Communities - Developing ABM informed design strategies for ungating closed residential communities
doi https://doi.org/10.52842/conf.caadria.2021.2.467
source A. Globa, J. van Ameijde, A. Fingrut, N. Kim, T.T.S. Lo (eds.), PROJECTIONS - Proceedings of the 26th CAADRIA Conference - Volume 2, The Chinese University of Hong Kong and Online, Hong Kong, 29 March - 1 April 2021, pp. 467-477
summary Embedded in Chinas urbanization process, the growth of gated residential estates has gradually induced severance of urban spaces, resulting in an underutilization of public amenities, a lack of walkable permeability, and congestion of traffic. Responding to these negative effects on urban development, the CPC has released a guideline in February 2016 to prohibit the development of any new closed residential areas in principle and to advocate ungated communities. In this paper, we utilized ABM simulation analysis to test different degrees of openness, the position of new entrances/openness, and pedestrian network typologies, aiming to explore feasible strategies to accommodate the new urban design agenda. A series of typical gated compounds in Beijing were selected for comparative case studies, conducted under different degrees of openness of each case and under diverse ungating modes between cases. On the basis of these analyses, we summarized a sequence of pedestrian-centric design strategies, seeking to increase the communities permeability and walkability by suggesting alternative internal and external road network design options for Beijing urban renewal. By integrating quantified simulation into the empirical method of urban design, our research can positively assist and inform urban practitioners to propose a more sustainable urbanity in the future.
keywords Gated community; agent-based modeling; pedestrian simulation; computer-aided urban design; road network optimization
series CAADRIA
email
last changed 2022/06/07 07:56

_id caadria2021_156
id caadria2021_156
authors Yao, Jiawei, Huang, Chenyu, Peng, Xi and Yuan, Philip F.
year 2021
title Generative design method of building group - Based on generative adversarial network and genetic algorithm
doi https://doi.org/10.52842/conf.caadria.2021.1.061
source A. Globa, J. van Ameijde, A. Fingrut, N. Kim, T.T.S. Lo (eds.), PROJECTIONS - Proceedings of the 26th CAADRIA Conference - Volume 1, The Chinese University of Hong Kong and Online, Hong Kong, 29 March - 1 April 2021, pp. 61-70
summary From parametric shape finding to digital shape generation, the discussion of generative design has never stopped in recent years. As an important watershed of building intelligence, generative design method has dual significance of scheme selection and building performance optimization in digital architectural design workflow. In this paper, the generative design method for the layout of residential buildings is studied. The pix2pix network, a kind of generative adversarial network, is used to learn the layout method of residential buildings in Shanghai. The generated layout uses Octopus, a genetic algorithm tool of Grasshopper, to generate the volume and optimize the sunshine hours and other performance parameters. In the generation process, different training sample sets and Pareto genetic algorithm optimization are used to realize the control of building density, plot ratio and height limit. This method can meet the real application scenarios in the early stage of architectural design to a certain extent, and has more expansibility, providing ideas for the generative design method of building group.
keywords generative design method; generative adversarial network; genetic algorithm; sunshine optimization
series CAADRIA
email
last changed 2022/06/07 07:57

_id ecaade2021_010
id ecaade2021_010
authors Huang, Yurong, Butler, Andrew, Gardner, Nicole and Haeusler, M. Hank
year 2021
title Lost in Translation - Achieving semantic consistency of name-identity in BIM
doi https://doi.org/10.52842/conf.ecaade.2021.2.009
source Stojakovic, V and Tepavcevic, B (eds.), Towards a new, configurable architecture - Proceedings of the 39th eCAADe Conference - Volume 2, University of Novi Sad, Novi Sad, Serbia, 8-10 September 2021, pp. 9-20
summary Custom room naming in architectural projects can vary considerably depending on the user. Having multiple and diverse names for the same room is particularly problematic for information retrieval processes in BIM-based projects. Current best practice includes either team agreement on naming labels in BIM or manual renaming to align with an office-wide standard. Both remain laborious and flawed and lead to compounding errors. This research explores how an automated naming-standardization workflow can enhance the interoperability of object-based modeling in a BIM environment and make information retrieval more reliable for a project life cycle. This paper presents research on (1) building a custom corpus specialized for architectural terminology to fit into the BIM environment and (2) devising a standard-naming system titled WuzzyNaming to save manual work for BIM users in maintaining room-name consistency. Our presented workflow applied natural language processing (NLP) technique and Fuzzy logic to perform the semantic analysis and automate the BIM room-name standardization.
keywords Building information modeling; Natural Language Processing; Data interoperability; Naming convention; Fuzzy logic
series eCAADe
email
last changed 2022/06/07 07:50

_id ecaade2021_294
id ecaade2021_294
authors Hui, Vincent, Estrina, Tatiana and Huang, Alvin
year 2021
title A New Player Has Entered the Game - Gaming tropes as a harbinger of architectural praxis
doi https://doi.org/10.52842/conf.ecaade.2021.2.123
source Stojakovic, V and Tepavcevic, B (eds.), Towards a new, configurable architecture - Proceedings of the 39th eCAADe Conference - Volume 2, University of Novi Sad, Novi Sad, Serbia, 8-10 September 2021, pp. 123-134
summary Video games as a medium for entertainment have evolved overtime to become impactful and relevant in current culture, industry, and education. Although architecture is a cultural commodity that has been present since the dawn of civilization, within the span of less than 50 years, video games have had an incredible impact on architectural praxis. This paper posits a dyadic relationship between computer games and architecture, exploring the influences video game design attributes have had on nascent designers within the industry. This paper documents a case study examining architectural students' studio projects from Canada's largest architecture program, identifying the influences of video games that emerge within their designs. The paper discusses the effect video games have made on architectural education through passively impacting current pedagogical practice, design tendencies, and inevitably molding the architects of the future.
keywords Architecture; Emergent Design Trends; Education; Gaming; Digital Proxy; Experiential Learning
series eCAADe
email
last changed 2022/06/07 07:50

_id sigradi2022_298
id sigradi2022_298
authors Perry, Isha N.; Xue, Zhouyi; Huang, Hui-Ling; Crispe, Nikita; Vegas, Gonzalo; Swarts, Matthew; Gomez Z., Paula
year 2022
title Human Behavior Simulations to Determine Best Strategies for Reducing COVID-19 Risk in Schools
source Herrera, PC, Dreifuss-Serrano, C, Gómez, P, Arris-Calderon, LF, Critical Appropriations - Proceedings of the XXVI Conference of the Iberoamerican Society of Digital Graphics (SIGraDi 2022), Universidad Peruana de Ciencias Aplicadas, Lima, 7-11 November 2022 , pp. 39–50
summary The dynamics of COVID-19 spread have been studied from an epidemiological perspective, at city, country, and global scales (Rabajante, 2020, Ma, 2020, and Giuliani et al., 2020), although after two years of the pandemic we know that viruses spread mostly through built environments. This study is part of the Spatiotemporal Modeling of COVID-19 spread in buildings research (Gomez, Hadi, and Kemenova et al., 2020 and 2021), which proposes a multidimensional model that integrates spatial configurations, temporal use of spaces, and virus characteristics into one multidimensional model. This paper presents a specific branch of this model that analyzes the behavioral parameters, such as vaccination, masking, and mRNA booster rates, and compares them to reducing room occupancy. We focused on human behavior, specifically human interactions within six feet. We utilized the multipurpose simulation software, AnyLogic, to quantify individual exposure to the virus, in the high school building by Perkins and Will. The results show how the most effective solution, reducing the occupancy rates or redesigning layouts, being the most impractical one, is as effective as 80% of the population getting a third boost.
keywords Spatiotemporal Modeling, Behavior Analytics, COVID-19 Spread, Agent-Based Simulation, COVID-19 Prevention
series SIGraDi
email
last changed 2023/05/16 16:55

_id ijac202119407
id ijac202119407
authors Haeusler, Matthias H.; Gardner, Nicole; Yu, Daniel K.; Oh, Claire; Huang, Blair
year 2021
title (Computationally) designing out waste: Developing a computational design workflow for minimising construction and demolition waste in early-stage architectural design
source International Journal of Architectural Computing 2021, Vol. 19 - no. 4, 594–611
summary In the architecture, engineering and construction (AEC) industry, waste is oft framed as an economic problemtypically addressed in a building’s construction and demolition phase. Yet, architectural design decision-making can significantly determine construction waste outcomes. Following the logic of zero waste, thisresearch addresses waste minimisation‘at the source’. By resituating the problem of construction wastewithin the architectural design process, the research explores waste as a data and informational problem in adesign system. Accordingly, this article outlines the creation of an integrated computational design decisionsupport waste tool that employs a novel data structure combining HTML-scraped material data and historicbuilding information modelling (BIM) data to generate waste evaluations in a browser-based 3D modellingplatform. Designing an accessible construction waste tool for use by architects and designers aims to heightenawareness of the waste implications of design decisions towards challenging the systems of consumption andproduction that generate construction and demolition waste.
keywords Construction and demolition waste, waste minimisation, zero waste, BIM databases, design process, designmanagement, web scraping, computational design, software product development
series journal
email
last changed 2024/04/17 14:29

_id ecaade2021_109
id ecaade2021_109
authors Doumpioti, Christina and Huang, Jeffrey
year 2021
title Intensive Differences in Spatial Design - Reversing form-finding
doi https://doi.org/10.52842/conf.ecaade.2021.1.009
source Stojakovic, V and Tepavcevic, B (eds.), Towards a new, configurable architecture - Proceedings of the 39th eCAADe Conference - Volume 1, University of Novi Sad, Novi Sad, Serbia, 8-10 September 2021, pp. 9-16
summary Drawing from the philosophy of science, 'intensive' qualities define differences in degree instead of 'extensive' ones that define additive quantities. More relevant to architecture, intensive differences can define transient boundaries such as warmness and coolness, dryness and moisture, light and shadow, or visual accessibility, to name a few.The question that serves as a starting point of this study is whether the attributes mentioned above can become form-giving agents during the design process and, therefore, whether they become fundamental parameters for the conceptualization and configuration of extensive spatial qualities. This question is explored using Generative Adversarial Networks and image-to-image translation. The dataset consists of two types of images; one consists of spatial configurations representing extensive attributes. The second set depicts intensive characteristics of visual accessibility. The study proposes a conceptual model and workflow that reverses form-finding and enables the design of environments through the specification of desired intensive attributes. Furthermore, it discusses the advantage of working with this method in search of architectural environments with embedded spatial experiences.
keywords Intensive Differences; Form-Finding; Isovist Simulation; conditional Generative Adversarial Networks (cGAN)
series eCAADe
email
last changed 2022/06/07 07:55

_id cdrf2021_45
id cdrf2021_45
authors Wen Gao, Xuanming Zhang, Weixin Huang, and Shaohang Shi
year 2021
title Command2Vec: Feature Learning of 3D Modeling Behavior Sequence—A Case Study on “Spiral-stair”
doi https://doi.org/https://doi.org/10.1007/978-981-16-5983-6_5
source Proceedings of the 2021 DigitalFUTURES The 3rd International Conference on Computational Design and Robotic Fabrication (CDRF 2021)

summary In this study, we applied machine learning to mine the event logs generated in modeling process for behavior sequence clustering. The motivation for the study is to develop cognitively intelligent 3D tools through process mining which has been a hot area in recent years. In this study, we develop a novel classification method Command2Vec to perceive, learn and classify different design behavior during 3D-modeling aided design process. The method is applied in a case study of 112 participate students on a ‘Spiral-stair’ modeling task. By extracting the event logs generated in each participate student’s modeling process into a new data structures: ‘command graph’, we classified participants’ behavior sequences from final 99 valid event logs into certain groups using our novel Command2Vec. To verify the effectiveness of our classification, we invited five experts with extensive modeling experience to grade the classification results. The final grading shows that our algorithm performs well in certain grouping of classification with significant features.
series cdrf
email
last changed 2022/09/29 07:53

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