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

PDF papers
References

Hits 1 to 20 of 611

_id ecaade2021_214
id ecaade2021_214
authors Emo, Beatrix, Gerber, Andri and Hölscher, Christoph
year 2021
title User-Centred Spatial Thinking in Architectural Design with Mixed Reality
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. 115-122
doi https://doi.org/10.52842/conf.ecaade.2021.2.115
summary We present the findings from an architecture seminar where students used heads-up mixed reality devices to design from the users' perspective. The aims of the course were to 1) help students design user-oriented spaces; 2) allow students to experience a design-analysis feedback loop; and 3) test the feasibility and effectiveness of using mixed reality in the architecture curriculum. The course required students to apply advanced spatial thinking, and so course content was specifically-developed to challenge students' spatial thinking. We present findings on the merit of using mixed reality for user-centric design based on i) student feedback and ii) a linguistic analysis of how students presented their work. Findings show that the use of mixed reality improved students' capacity to design from the users' perspective. While there is still much untapped potential for including mixed reality in architecture courses, technical difficulties are to be expected.
keywords user-centric design; mixed reality; spatial thinking; Hololens
series eCAADe
email
last changed 2022/06/07 07:56

_id caadria2021_130
id caadria2021_130
authors Han, Yoojin and Lee, Hyunsoo
year 2021
title Exploring the Key Attributes of Lifestyle Hotels: A Content Analysis of User-Created Content on Instagram
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. 71-80
doi https://doi.org/10.52842/conf.caadria.2021.1.071
summary This study aims to investigate the key attributes of lifestyle hotels by analyzing user-created content on Instagram, an image-based social network service. In an era of uncertainty in the tourism and hospitality industry, it is inevitable that hotels must create a competitive identity. However, even with the significant growth of the lifestyle hotel segment, the concept of a lifestyle hotel is still vague. Therefore, to explore how to define, perceive, and interpret lifestyle hotels and to suggest their crucial attributes, this paper examines user-created content on Instagram. The data from 20,886 Instagram posts related to lifestyle hotels, including 2,209 locations, 43,586 hashtags, and 20,866 images, were analyzed using Vision AI, a social network analysis method and computer vision technology. The results of this study demonstrated that lifestyle hotels are perceived as design-focused branded hotels that represent the urban lifestyle and share both vacation and urban activities. Furthermore, the results reflected one of the latest hospitality trends-a holiday in an urban setting in addition to the primary purpose of traveling. Finally, this research suggests broader uses of big data and deep learning for analyzing how a place is consumed in a geospatial context.
keywords Lifestyle Hotel; Hospitality Experiences; User-Created Content; Social Network Analysis; Vision AI
series CAADRIA
email
last changed 2022/06/07 07:50

_id acadia21_92
id acadia21_92
authors Imai, Nate; Conway, Matthew
year 2021
title Data Waltz
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. 92-99.
doi https://doi.org/10.52842/conf.acadia.2021.092
summary This paper explores the impacts of the Internet of Things (IoT) on the field of interactive architecture and the ways this novel technology enables realignments toward inclusive and critical practices in the design of computational systems across different scales. Specifically, it examines how the integration of IoT in the design of architectural surfaces can encourage interaction between local and remote users and increase accessibility amongst contributors. Beginning with a survey of media facades and the superimposition of architectural surfaces with projected images, the paper outlines a historical relationship between buildings and the public realm through advancements in technology.

The paper next reveals ways in which IoT can transform the field of interactive architecture through the documentation and analysis of a project that stages an encounter between local and remote Wikipedia contributors. The installation creates a feedback loop for engaging Wikipedia in real-time, allowing visitors to follow and produce content from their interactions with the gallery’s physical environment. Light, sound, and fabric contextualize the direction and volume of real-time user-generated event data in relation to the gallery’s location, creating an interface that allows participants to dance with dynamic bodies of knowledge.

By incorporating IoT with the field of interactive architecture, this project creates a framework for designing computational systems responsive to multiple scales and expanding our understanding of computational publics.

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

_id acadia21_238
id acadia21_238
authors Anifowose, Hassan; Yan, Wei; Dixit, Manish
year 2021
title BIM LOD + Virtual Reality
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. 238-245.
doi https://doi.org/10.52842/conf.acadia.2021.238
summary Architectural Education faces limitations due to its tactile approach to learning in classrooms with only 2-D and 3-D tools. At a higher level, virtual reality provides a potential for delivering more information to individuals undergoing design learning. This paper investigates a hypothesis establishing grounds towards a new research in Building Information Modeling (BIM) and Virtual Reality (VR). The hypothesis is projected to determine best practices for content creation and tactile object virtual interaction, which potentially can improve learning in architectural & construction education with a less costly approach and ease of access to well-known buildings. We explored this hypothesis in a step-by-step game design demonstration in VR, by showcasing the exploration of the Farnsworth House and reproducing assemblage of the same with different game levels of difficulty which correspond with varying BIM levels of development (LODs). The game design prototype equally provides an entry way and learning style for users with or without a formal architectural or construction education seeking to understand design tectonics within diverse or cross-disciplinary study cases. This paper shows that developing geometric abstract concepts of design pedagogy, using varying LODs for game content and levels, while utilizing newly developed features such as snap-to-grid, snap-to-position and snap-to-angle to improve user engagement during assemblage may provide deeper learning objectives for architectural precedent study.
series ACADIA
type paper
email
last changed 2023/10/22 12:06

_id ecaade2021_273
id ecaade2021_273
authors Dania, Panagiota, Theodoropoulou, Helena G., Karagianni, Anna, Geropanta, Vasiliki and Parthenios, Panagiotis
year 2021
title Enhancing User Experience through Interaction Design - Rethinking the municipal agora of Chania through AR narratives
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. 263-272
doi https://doi.org/10.52842/conf.ecaade.2021.2.263
summary This paper examines the relationship between designing interactive experiences based on new technologies and the process of architectural narration. It highlights the idea of rethinking a building with historical, architectural and functional value, as an experience and a journey. Referring to the historic building of the Municipal Market of Chania, Greece and using the conceptual idea of designing through narratives, it delineates the process of integrating new technologies into the process of designing a spatial and temporal experience. Exploiting Augmented Reality, we design an application implementing a digital layer with architectural and historical content, that is integrated into reality, improving the on-site visit, providing enhanced understanding of the building and introducing experiential visitor-building interaction. The application is available through mobile devices and the proposed system is evaluated by a group of users showing the positive effects of the use of interactive technologies in redesigning the experience of a space.
keywords Mobile AR; cultural dissemination; architectural narration; interactive spatial experiences; interactive visualization
series eCAADe
email
last changed 2022/06/07 07:55

_id ijac202119106
id ijac202119106
authors Del Campo, Matias; Alexandra Carlson, and Sandra Manninger
year 2021
title Towards Hallucinating Machines - Designing with Computational Vision
source International Journal of Architectural Computing 2021, Vol. 19 - no. 1, 88–103
summary There are particular similarities in how machines learn about the nature of their environment, and how humans learn to process visual stimuli. Machine Learning (ML), more specifically Deep Neural network algorithms rely on expansive image databases and various training methods (supervised, unsupervised) to “make sense” out of the content of an image. Take for example how students of architecture learn to differentiate various architectural styles. Whether this be to differentiate between Gothic, Baroque or Modern Architecture, students are exposed to hundreds, or even thousands of images of the respective styles, while being trained by faculty to be able to differentiate between those styles. A reversal of the process, striving to produce imagery, instead of reading it and understanding its content, allows machine vision techniques to be utilized as a design methodology that profoundly interrogates aspects of agency and authorship in the presence of Artificial Intelligence in architecture design. This notion forms part of a larger conversation on the nature of human ingenuity operating within a posthuman design ecology. The inherent ability of Neural Networks to process large databases opens up the opportunity to sift through the enormous repositories of imagery generated by the architecture discipline through the ages in order to find novel and bespoke solutions to architectural problems. This article strives to demystify the romantic idea of individual artistic design choices in architecture by providing a glimpse under the hood of the inner workings of Neural Network processes, and thus the extent of their ability to inform architectural design.The approach takes cues from the language and methods employed by experts in Deep Learning such as Hallucinations, Dreaming, Style Transfer and Vision. The presented approach is the base for an in-depth exploration of its meaning as a cultural technique within the discipline. Culture in the extent of this article pertains to ideas such as the differentiation between symbolic and material cultures, in which symbols are defined as the common denominator of a specific group of people.1 The understanding and exchange of symbolic values is inherently connected to language and code, which ultimately form the ingrained texture of any form of coded environment, including the coded structure of Neural Networks.A first proof of concept project was devised by the authors in the form of the Robot Garden. What makes the Robot Garden a distinctively novel project is the motion from a purely two dimensional approach to designing with the aid of Neural Networks, to the exploration of 2D to 3D Neural Style Transfer methods in the design process.
keywords Artificial intelligence, design agency, neural networks, machine learning, machine vision
series journal
email
last changed 2021/06/03 23:29

_id ecaade2021_017
id ecaade2021_017
authors Fukuda, Tomohiro, Nada, Hideki, Fujii, Hiroyuki and Pencreach, Yoann
year 2021
title A Motion Vector Visualization Method on a Virtual Reality Screen - Preventing virtual reality sickness for architectural investigation
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. 513-520
doi https://doi.org/10.52842/conf.ecaade.2021.2.513
summary In the age of mass customization, virtual reality (VR) allows users to virtually visualize architecture from any viewpoint they prefer and to examine the design. It is important to evaluate the movement of the virtual camera to guarantee the quality of VR content in addition to preventing VR sickness. The development of rendering methods to visualize the speed of VR cameras has begun. However, the only absolute velocity values are insufficient because the amount of movement of objects close to the camera is large, and that of distant objects is small. Therefore, this research aims to develop a visualization method of relative velocities known as motion vectors on a VR screen. A prototype of a new rendering technique has been implemented and successfully applied to a VR application for design review of a complex building. There are two rendering methods to display a gradient in RGB colors and to give a motion blur effect. This function allows VR creators to understand where in the virtual world VR sickness is likely to occur.
keywords virtual reality; rendering; shader; virtual reality sickness; motion vector; computer-aided architectural design
series eCAADe
email
last changed 2022/06/07 07:50

_id ecaade2021_216
id ecaade2021_216
authors Grasser, Alexander and Parger, Alexandra
year 2021
title Reappraising Configuration and its Potential for Collaborative Objects
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. 181-188
doi https://doi.org/10.52842/conf.ecaade.2021.1.181
summary This year's conference theme `Towards a new configurable architecture', provides a good starting point for reappraising and reapplying previous concepts of `Configuration' in architectural design. The concept reappears often, but was particularly powerful whenever new computational tools and architectural concepts emerged and revealed strong synergies. In the 1960ties there was such a moment when configuration's pluralistic properties embraced architectural concepts of structuralism and early computing. Therefore this paper looks back at previous concepts of configuration to identify capacities that could inform current synergies of computational tools, such as open platforms, and architectural concepts of the second digital turn in architecture. The way we communicate, access, and exchange information recently accelerated towards realtime sharing of data, bits & pieces, and experiences. Open platforms that enable user-generated content and collective production of value are becoming more common in design. This paper discusses ways in which this collective content production can enable a computational and human-centric architecture, by reappraising previous concepts of configuration such as: open configurations, latent structures and variable infills.
keywords Collaborative Objects; Open Configurations ; Latent Structures; Vaiable Infill; Realtime Platform; Participation
series eCAADe
email
last changed 2022/06/07 07:51

_id sigradi2021_135
id sigradi2021_135
authors Portella, Grazielle, Linhares, Mário and Passarinho, Hugo
year 2021
title 5 Minutes of Drawing: Instagram for Scientific, Pedagogical and Artistic Communications in the Covid-19 Era
source Gomez, P and Braida, F (eds.), Designing Possibilities - Proceedings of the XXV International Conference of the Ibero-American Society of Digital Graphics (SIGraDi 2021), Online, 8 - 12 November 2021, pp. 365–376
summary In this article, we present the international event - 5 Minutes of Drawing. Created by a researchers group at the Fine Arts Faculty of the University of Lisbon, the event transforms the model of conferences established within the scientific environment by using a massive social network combined with video, thus providing opportunities to communicate theoretical content about drawing developed not only by academics but also from artists outside the mainstream. This project emerges as a response to the Covid-19 context. The methods chosen make use of Instagram IGTV and Live tools. The event is programmed with a curatorial approach. In this article we highlight and reflect on four case studies selected from the 59 participants. We then conclude the paper with the outcomes (exponential impacts outside the university) and statistics after one successful year, completing 12 series with 117 videos published about drawing, totaling 75.200 views.
keywords Drawing, Video, Online event, Instagram, Covid-19
series SIGraDi
email
last changed 2022/05/23 12:10

_id sigradi2021_161
id sigradi2021_161
authors Silva de Almeida, Juliane and Schneider de Castro, Márcio
year 2021
title Applying Geogebra in Descriptive Geometry Online Teaching to Model Fundamental Concepts
source Gomez, P and Braida, F (eds.), Designing Possibilities - Proceedings of the XXV International Conference of the Ibero-American Society of Digital Graphics (SIGraDi 2021), Online, 8 - 12 November 2021, pp. 389–400
summary Gamification tools are becoming increasingly common, especially due to the COVID-19 pandemic, as it has been necessary to adapt subjects for distance learning. Gamification tools include software classified as digital interactive technologies for teaching. Hence, it propitiates the student to learn through software interaction. One renowned gamification tool available in calculus and geometry is Geogebra® with an attractive and interactive graphic interface. Owing to these features, this article will present the authors’ didactic materials developed in Geogebra®. They consist of 3D dynamic models, which illustrate fundamental concepts of descriptive geometry. Thus, the models aim to support spatial vision acquisition in the teaching-learning process in descriptive geometry courses. This course is part of the undergrad engineering curricula at the Universidade Federal de Santa Catarina, Brazil. After testing the new materials, the students classified the 3D dynamic models of Geogebra® as useful to comprehend the content and exercises.
keywords Geogebra, Descriptive Geometry, 3d Representation, Dynamic Models, Online Teaching Geometry, Adjacent View
series SIGraDi
email
last changed 2022/05/23 12:10

_id caadria2021_042
id caadria2021_042
authors Sun, Chengyu, Lin, Yinshan and Li, Shuyang
year 2021
title Automatic Generation of Signboards in Large-Scale Transportation Building Driven by Passengers' Paths
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. 11-20
doi https://doi.org/10.52842/conf.caadria.2021.1.011
summary The signage design of any large-scale transportation building is vital to its passengers wayfinding experiences. Firstly, a set of passengers paths should be re-designed by signage designers according to the latest requirements, which always deviates from the initial ones in large-scale projects or inevitably updates during a long-term running. Afterwards, the path design has to be transformed into the layout and content of signboards manually. It is a time-consuming and error-prone process. This study introduces a human-computer hybrid workflow keeping the flexible path design in the hands of designers and leaving the following procedures to an algorithm, which automatically generates signboard contents ready for construction. It is proved efficient with more than 3000 signboards in the project of PVG Airport, Shanghai. Furthermore, the designer got an opportunity to optimize his path design through various alternatives, which impossible traditionally.
keywords Design Automation; Human-Computer Hybrid; Signboard; Passenger Path; Transportation Building
series CAADRIA
email
last changed 2022/06/07 07:56

_id sigradi2021_205
id sigradi2021_205
authors Vaez Afshar, Sepehr, Aytaç, Gülşen and Eshaghi, Sarvin
year 2021
title SU: A Serious Game for Water Management - Based on Istanbul
source Gomez, P and Braida, F (eds.), Designing Possibilities - Proceedings of the XXV International Conference of the Ibero-American Society of Digital Graphics (SIGraDi 2021), Online, 8 - 12 November 2021, pp. 523–532
summary With the increasing population growth of human beings, the world is being threatened by the water scarcity problem, causing insecurity in water accessibility. Therefore, a deliberated water management gains fatal importance. In addition, the awareness of the issue through education, specifically in the early ages, plays a crucial role in this path. This research considers the water issue of Istanbul in its content. However, regarding the target audience, which is the kids, it uses a novel approach to tackle the problem. The paper proposes a visually enriched and nonlinear, serious game for the children to teach them about the importance of water and its impact on the planet, specific to Istanbul. The game is inspired by National Geographic Turkey's documentary named 25 Liters: In Pursuit of Water, asking the players to survive in a drought situation in the future. It aims to change the kid's lifestyle to revive the country's in-danger future.
keywords Serious Games, Water Management, Virtual Water, Drought
series SIGraDi
email
last changed 2022/05/23 12:11

_id ecaade2021_285
id ecaade2021_285
authors Vaez Afshar, Sepehr, Eshaghi, Sarvin, Varinlioglu, Guzden and Balaban, Özgün
year 2021
title Evaluation of Learning Rate in a Serious Game - Based on Anatolian cultural heritage
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. 273-280
doi https://doi.org/10.52842/conf.ecaade.2021.2.273
summary Cultural heritage conservation has two aspects, tangible and intangible, both of which contribute greatly to the understanding of ancient inheritances. Due to the role of education in the preservation process, and the strength of the new media in the current era, serious games can play a key role in conservancy by transmitting the target culture. There is a gap in the serious game field in relation to Turkey's cultural heritage on the Silk Roads, underlining the motivation of this research. Hence, this study proposes the Anatolian Journey serious game, which is developed in the Twine platform, designed to transmit Turkey's tangible and intangible cultural heritage, providing comprehensive information on the Seljuk caravanserais, located on the Silk Roads. Moreover, the research compares undergraduate and graduate students' gains in knowledge of heritage data while playing a serious game and encountering the same content in text form with an online survey.
keywords Digital Heritage; Serious Game; The Silk Roads; Anatolian Caravanserais; Learning Rate
series eCAADe
email
last changed 2022/06/07 07:57

_id caadria2021_446
id caadria2021_446
authors Zhou, Yifan and Park, Hyoung-June
year 2021
title Sketch with Artificial Intelligence (AI) - A Multimodal AI Approach for Conceptual Design
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. 201-210
doi https://doi.org/10.52842/conf.caadria.2021.1.201
summary The goal of the research is to investigate an AI approach to assist architects with multimodal inputs (sketches and textual information) for conceptual design. With different textual inputs, the AI approach generates the architectural stylistic variations of a users initial sketch input as a design inspiration. A novel machine learning approach for the multimodal input system is introduced and compared to other approaches. The machine learning approach is performed through procedural training with the content curation of training data in order to control the fidelity of generated designs from the input and to manage their diversity. In this paper, the framework of the proposed AI approach is explained. Furthermore, the implementation of its prototype is demonstrated with various examples.
keywords Artificial Intelligence; Stylistic Variations; Multimodal Input; Content Curation; Procedural Training
series CAADRIA
email
last changed 2022/06/07 07:57

_id ascaad2021_017
id ascaad2021_017
authors Abouhadid, Mariam
year 2021
title Affective Computing in Space Design: A Review of Literature of Emotional Comfort Tools and Measurements
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. 330-340
summary Architecture Digital Platforms are capable of creating buildings that provide comfort that meets human thermal, acoustic and visual needs. However, some building technologies can choose the physical energy arena of the building on the expense of the mentioned aspects of human comfort. Nevertheless, aspects like emotional and psychological human comfort exist in limited studies practiced in interior design, or in active design of public spaces and on the landscape and urban scale. It is not mandatory in building design: How different spaces affect humans and what makes an environment stressful or not. Study gathers literature theoretically and categorizes it per topic: 1) Affective computing Introduction and uses, 2) Human responses to different stimulus and environments, 3) Factors that affect humans, 4) Technologies like brain imaging and Galvanic Skin Response (GSR) that are used to measure human anxiety levels, as well as blood pressure and other indications on the person’s well-being, and some 5) Case Studies. Affective computing can be an addition to different pre- design analysis made to a project. Different areas of comfort like space dimensions, height, colour and shape can be the start of coding “Human Comfort” analysis software. Study has been restricted to previous research, and can be expanded further to experimentation. Future work aims to code it into Building Information Modelling Software.
series ASCAAD
email
last changed 2021/08/09 13:11

_id ecaade2021_106
id ecaade2021_106
authors Agirbas, Asli and Basogul, Elif Feyza
year 2021
title Structural Performance of Reciprocal Structures formed by using Islamic Geometrical Patterns
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. 391-400
doi https://doi.org/10.52842/conf.ecaade.2021.2.391
summary Many Islamic geometric patterns consist of stripes which are recognizable in the two dimensional patterns. These stripes systematically pass over or under each other, thus they create a tessellation. This system has the same principle with reciprocal frame structures. Considering this situation, in this study, it is aimed to lift the two dimensional Islamic geometric patterns to the third dimension with the principle of reciprocal frame structures. A selected Islamic geometric pattern has been lifted to the third dimension in the reciprocal structure principle, and structural analyzes have been performed.
keywords Reciprocal frame structures; Islamic geometric patterns; Structural analysis
series eCAADe
email
last changed 2022/06/07 07:54

_id sigradi2021_235
id sigradi2021_235
authors Akcay Kavakoglu, Aysegul
year 2021
title Computational Aesthetics of Low Poly: [Re]Configuration of Form
source Gomez, P and Braida, F (eds.), Designing Possibilities - Proceedings of the XXV International Conference of the Ibero-American Society of Digital Graphics (SIGraDi 2021), Online, 8 - 12 November 2021, pp. 17–28
summary Low-poly modeling as an emerging field in visual arts, product design and architecture has an essential effect both on the designer's and the viewer/user's experience. It has an advanced abstraction ability over the reconfiguration of form. This paper examines the visual features of low-poly form in terms of the computability of its aesthetics. A visual feature classification is made by referencing George David Birkhoff's aesthetic measure theory based on the complexity and order relationship. Topo[i]wall installation has been examined as a case study during the analysis. The relationship between form, computation, aesthetics and human-computer interaction are elaborated according to the results. It has been observed that low poly modeling offers a variation set in terms of compositional features, which are proportion, balance, vertical and horizontal network system while protecting its unity through the analysis of the generated computational model.
keywords computational aesthetics, low poly, form configuration, projection mapping, media art
series SIGraDi
email
last changed 2022/05/23 12:10

_id sigradi2021_234
id sigradi2021_234
authors Al Nouri, Mhd Ziwar, Baghdadi, Bilal and Khateeb, Nairooz
year 2021
title Re-coding Post-War Syria: The Role of Data Collection & Objective Investigations in PostWar Smart City
source Gomez, P and Braida, F (eds.), Designing Possibilities - Proceedings of the XXV International Conference of the Ibero-American Society of Digital Graphics (SIGraDi 2021), Online, 8 - 12 November 2021, pp. 127–145
summary Re-coding post-war Syria is an ongoing research and data platform, focused on innovation and collecting comprehensive, infrastructural and socioeconomic analytics, synchronization data, by using AI driven to give a more transparent image of innovating a new methodology to regenerate the future of post-war smart cities into advanced and sustainable urban environments in a smarter way (Fig. 1). The pressure to achieve a rapid Post-war smart city without clear strategy and comprehensive analysis of all aspects will cause a particularly catastrophic collapse in the interconnected social structure, services, education and health care system, leaving a long-term impact on the society. This paper presents the current status of the Research & Documentation methodology in the Data Collection phase by the objective investigations conducted through a series of local and international workshops species developed in this research called “Re-Coding“, offering consequent direct ground surveys, statistics and documentation study of the targeted areas, merging professionalism and youth power with local community to detect an open source data used as a tool to re-generate a precarious area towards a new methodology.
keywords Post-War Smart cities, Collecting Data, Local community, Objective Investigations, Artificial intelligence
series SIGraDi
email
last changed 2022/05/23 12:10

_id ascaad2021_007
id ascaad2021_007
authors Alabbasi, Mohammad; Han-Mei Chen, Asterios Agkathidis
year 2021
title Developing a Design Framework for the 3D Printing Production of Concrete Building Components: A Case Study on Column Optimization for Efficient Housing Solutions in Saudi Arabia
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. 713-726
summary This paper is examining the development of a design and fabrication framework aiming to increase the efficiency of the construction of concrete building components by introducing 3D concrete printing in the context of Saudi Arabia. In particular, we will present an algorithmic process focusing on the design and fabrication of a typical, mass customised, single-family house, which incorporates parametric modelling, topology optimisation, finite element (FE) analysis and robotic 3D printing techniques. We will test and verify our framework by designing and fabricating a loadbearing concrete column with structural and material properties defined by the Saudi Building Code of Construction. Our findings are highlighting the advantages and challenges of the proposed file-to-factory framework in comparison to the conventional construction methods currently applied in Saudi Arabia, or other similar sociopolitical contexts. By comparing the material usage in both conventional and optimised columns, the results have shown that material consumption has been reduced by 25%, the required labour in the construction site has been mitigated by 28 and the duration time has been reduced by 80% without the need for formwork.
series ASCAAD
email
last changed 2021/08/09 13:11

_id ecaade2021_130
id ecaade2021_130
authors Alassaf, Nancy and Clayton, Mark
year 2021
title The Use of Diagrammatic Reasoning to Aid Conceptual Design in Building Information Modeling (BIM)
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. 39-48
doi https://doi.org/10.52842/conf.ecaade.2021.2.039
summary Architectural design is an intellectual activity where the architect moves from the abstract to the real. In this process, the abstract represents the logical reasoning of how architectural form is configured or structured, while the real refers to the final physical form. Diagrams become an integral part of the conceptual design stage because they mediate between those two realms. Building Information Modeling (BIM) can reallocate the effort and time to emphasize conceptual design. However, many consider BIM a professionally-oriented tool that is less suitable for the early design stages. This research suggests that architectural design reasoning can be achieved using constraint-based parametric diagrams to aid conceptual design in BIM. The study examines several techniques and constructs a framework to use diagrams in the early design stages. This framework has been investigated through Villa Stein and Citrohan House by Le Corbusier. This study addresses two roles of diagrams: the generative role to create various design solutions and the analytical one to conduct an early performance study of the building. Our research contributes to the discussion on the ways designers can use digital diagrams to support the architectural design process.
keywords Building Information Modeling (BIM); Performance analysis ; Architectural Form; Diagram; Parametric modeling
series eCAADe
email
last changed 2022/06/07 07:54

For more results click below:

this is page 0show page 1show page 2show page 3show page 4show page 5... show page 30HOMELOGIN (you are user _anon_85230 from group guest) CUMINCAD Papers Powered by SciX Open Publishing Services 1.002