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 611

_id ascaad2021_118
id ascaad2021_118
authors Abdelmohsen, Sherif; Passaint Massoud
year 2021
title Material-Based Parametric Form Finding: Learning Parametric Design through Computational Making
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. 521-535
summary Most approaches developed to teach parametric design principles in architectural education have focused on universal strategies that often result in the fixation of students towards perceiving parametric design as standard blindly followed scripts and procedures, thus defying the purpose of the bottom-up framework of form finding. Material-based computation has been recently introduced in computational design, where parameters and rules related to material properties are integrated into algorithmic thinking. In this paper, we discuss the process and outcomes of a computational design course focused on the interplay between the physical and the digital. Two phases of physical/digital exploration are discussed: (1) physical exploration with different materials and fabrication techniques to arrive at the design logic of a prototype panel module, and (2) deducing and developing an understanding of rules and parameters, based on the interplay of materials, and deriving strategies for pattern propagation of the panel on a façade composition using variation and complexity. The process and outcomes confirmed the initial hypothesis, where the more explicit the material exploration and identification of physical rules and relationships, the more nuanced the parametrically driven process, where students expressed a clear goal oriented generative logic, in addition to utilizing parametric design to inform form finding as a bottom-up approach.
series ASCAAD
email
last changed 2021/08/09 13:13

_id ascaad2021_124
id ascaad2021_124
authors Eshaghi, Sarvin; Sepehr Afshar, Güzden Varinlioglu
year 2021
title The Sericum Via: A Serious Game for Preserving Tangible and Intangible Heritage of Iran
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. 306-316
summary Efforts to preserve cultural heritage have continued throughout history, and currently use game technology. Serious games, with their audio-visual features make it possible for players to absorb and retain the often rather arid data of heritage. Furthermore, such technology facilitates the transmission of heritage globally amongst remote people, without the need to commute personally. Exploring the literature, we noted a lack of local game culture in Iran, and in the Middle East more broadly. This region is limited in terms of the existing global game industry, and the introduction of its culture to the world depends on the global market. This ascertains the paper's research problem: the need for more local games in the field to promote local historical culture. Hence, the paper aims to preserve and disseminate the tangible and intangible cultural heritage of its focus area, Iran’s Silk Roads and its caravanserais, by developing and testing a serious game named The Sericum Via. It has a non-linear narrative, engaging the player in a long journey visiting the Safavid caravanserais on the Silk Roads, using their detailed information. The game's text-based and strategic environment demands decision-making skills throughout the game and is challenging enough to make the player revisit the game frequently.
series ASCAAD
email
last changed 2021/08/09 13:13

_id ascaad2021_114
id ascaad2021_114
authors Houda, Maryam
year 2021
title Materiality: Linking a Digital Material Framework with the Anthropological Hand
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. 568-580
summary While computers and digital technology have evolved over the years and are changing the way we design and construct, some have criticized the way in which human tactility and intuition with material has diminished at the cost of increasing productivity and efficiency. Although the digital culture that architecture is engaged with today has brought about complex forms that could not have been possible by hand, there is a rising question of the place of craft and a hand-brain coordination in design, and the notion of learning through making. This paper explores the benefits and limitations of digital design tools in light of physically exploring building materials and gaining tactile intuition. While digital tools investigate structural optimisation methods using a parametric design workflow, physical experiments deal with understanding the transitional state of mud and its dynamic properties. This research is interested in how information is learnt from materiality during the physical act of making and what tactile experimentation can offer that the digital space cannot. Three key areas are explored: geometry and parametric variation, material properties and morphogenic behavior, as well as structural optimization methods using density grids. Force-matter relations are investigated through exploring material parameters through digital and physical form-finding processes as a way of exploring the notion of re-introducing the hand and craft in the design process which may bring about novel ways of thinking and doing.
series ASCAAD
email
last changed 2021/08/09 13:13

_id ascaad2021_054
id ascaad2021_054
authors Kontovourkis, Odysseas; Andreas Konstantinou, Nikos Kyrizi, Panagiota Tziourrou,
year 2021
title Built-In Immersive VR Technology for Decision-Making in Design and Simulation of a Flexible Shading Device
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. 190-200
summary This paper discusses the potential offered by Virtual Reality (VR) and accompanied gesture-based devices as tools for architectural design and simulation. This is done by outlining a workflow and by demonstrating an experimental study for the development of an interactive, flexible and parametric shading device consisting of bending-active wooden strips. More specifically, the project focuses on the relationship between physical inputs acquisition and virtual experience of two users in space. Through the use of Kinect and VR headset, the first user is responsible to check and control the shading system regarding the shape and sun direction. The aim is to create configurations that serves his/her shading needs by moving his/her hand in order to hide the sun in a game like procedure until satisfactory shading is acquired. The second user, through the use of a leap motion sensor and a projection screen, is able to check and control the efficiency of structure in terms of bending behavior and environmental impact, also in a loop of possibilities. Using the thump and pointer fingers he/she controls the bending behavior by watching a screen that shows in different colours the bending factor of each element. At the same time, the distance between his/her hands controls the number of elements in order to achieve the optimal rate between material consumption and shading. The two users can intervene sequentially or concurrently during the process. A series of investigations related to shading rate and bending behavior as well as minimum material consumption leading to lower environmental impact are conducted. This attempts to offer useful conclusions as regard the potential application of immersive VR technology as mechanism for decision-making in architecture and simulation but also in the fabrication of the suggested shading device.
series ASCAAD
email
last changed 2021/08/09 13:11

_id sigradi2021_359
id sigradi2021_359
authors Carrasco-Walburg, Carolina, Valenzuela-Astudillo, Eduardo, Maino-Ansaldo, Sandro, Correa-Díaz, Matías and Zapata-Torres, Diego
year 2021
title Experiential Teaching-learning Tools: Critical Study of Representational Media and Immersion in Architecture
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. 475–488
summary The use of Virtual Reality (VR) in teaching-learning process of design, theory and history of architecture has increased in terms of virtual tours. A preliminary study of techniques and capabilities of Immersive Virtual Reality (IVR) systems allowed us to establish that the immersive and interactive virtual experience facilitates the perception and enhancement of spatial qualities. In addition, it facilitates analysis since it promotes observation and the development of spatial thinking. However, the use of this medium as a tool for analysis is less frequent. Therefore, in this research we comparatively evaluate the impact that VR has on such a task. We developed an analysis instrument using experiential learning cycles that was tested with students in control and experimental groups. As a result, we found that the experience of inhabiting facilitates integration of fundamental concepts, allowing empirical evaluation of architecture and streamlining communication in the classroom as an active learning strategy.
keywords Virtual Reality, Architecture, Spatial Perception, Experiential Learning, Teaching-Learning Process
series SIGraDi
email
last changed 2022/05/23 12:11

_id ascaad2021_058
id ascaad2021_058
authors ElGewely, Maha; Wafaa Nadim, Mostafa Talaat, Ahmad El Kassed,Mohamed Yehia, Slim Abdennadher
year 2021
title Immersive VR Environment for Construction Detailing Education: BIM Approach
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. 114-128
summary According to literature in education, adults learn best when learning is active, self-directed, problem-based, and relevant to their needs. In Building Construction Education, construction site visits provide students with real-life practical experience which are considered an extension for classroom. Nevertheless, it is challenging to integrate construction site visits regularly during the academic semester with respect to the class specific needs. Virtual Reality as an interactive immersive technology may facilitate virtual construction site that meets the learning needs where students can explore and build in a real scale environment. The proposed VR environment is an HMD VR platform for construction detailing that provides experiential learning in a zero-risk environment. It builds on integrating VR technology as a medium and Building Information Modeling (BIM) as a repository of information. This work discusses the proposed environment curricular unit prototype design, implementation, and validation. System usability and immersion are assessed both qualitatively and quantitatively. After considering the feedback, The VR environment prototype is then validated on the level of learning outcomes, providing the evidence that it would enhance students’ engagement, motivation and achievement accordingly.
series ASCAAD
email
last changed 2021/08/09 13:13

_id ascaad2021_062
id ascaad2021_062
authors Elgobashi, Aya; Yasmeen El Semary
year 2021
title Redefinition of Heritage Public Spaces Using PPGIS: The Case of Religious Complex in Old Cairo
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. 355-370
summary Plenty of challenges all over the world are affecting the urban development of spaces in the cities, especially those of heritage sites; these urban spaces provide various ambiances that appeal to the senses. Although surrounded open spaces in heritage sites are full of rich, deep knowledge that plays an active role in the community perceptions, it has been recently neglected. A contribution is paid to the combination of digital technologies to help in preserving those spaces. Its integrated use could exponentially increase the effectiveness of conservation strategies of ancient buildings. GIS technology became a usual documentation tool for heritage managers, conservators, restorers, architects, archaeologists, painters, and all other categories of experts involved in cultural heritage activities. Consequently, the GIS has faced strong criticism as it is a tool for documentation without engaging in the public environment and the users’ needs; as a result, GIS cannot help in any enhancing process as it does not have any idea about the needs of the users. This paper analyses public uses efficiency in heritage public spaces in Cairene context using public participation geographic information system (PPGIS) methodology, as it gives attention to the term “user” to include the “public” incorporating the concept of “public participation” commonly used in planning. An online survey was set up, based on Google Maps, where respondents were asked to place and rate twenty-five items on an interactive map done by (ARCGIS 10.4). These items were based on the criteria of placemaking to make those spaces full of creative ambiance to be more attractive and useful to the communities. Finally, 200 valid surveys have been collected and mapped 1500 opinions have been mapped. The Results of this research show that PPGIS is an effective tool in measuring the efficiency of those heritage public spaces, which may be valuable for future planning.
series ASCAAD
email
last changed 2021/08/09 13:13

_id caadria2021_412
id caadria2021_412
authors Estrina, Tatiana, Hui, Vincent and Ma, Lena
year 2021
title The Digital Design Build - Modes of Experiential Learning in the Pandemic Era
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. 41-50
doi https://doi.org/10.52842/conf.caadria.2021.2.041
summary In recent years, academia has deviated from the lecture-based model to a hybridized system of instruction and experiential learning. Experiential learning aids students in understanding collaborative processes in architectural praxis and exposes them to engaging learning opportunities, a critical component of architectural studio education (Nijholt et al. 2013). During the COVID-19 outbreak, students are barred from accessing on-campus facilities. This causes a redevelopment of curricular delivery and disrupts experiential learning which heavily relies on in-person interaction. It is imperative for instructors to retain experiential learning in the transition to virtual instruction. This paper explores experiential learning within virtual platforms for instruction. Through outlining the implementation of technologies, capitalizing on connectivity, and maximizing opportunity for digital problem solving, the authors posit a framework that other educators may adopt. The paper concludes with a case study of a virtual design-build project, and the various techniques implemented in retaining experiential learning during the pandemic.
keywords Pedagogy; Experiential learning; Social connectivity; Resilience; Disrupted education
series CAADRIA
email
last changed 2022/06/07 07:52

_id ascaad2021_029
id ascaad2021_029
authors Goubran, Sherif; Carmela Cucuzzella, Mohamed Ouf
year 2021
title Eco-Nudging: Interactive Digital Design to Solicit Immediate Energy Actions in The Built Space
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. 177-189
summary In the built space, building occupants, their behaviours and control actions are research areas that have gained a lot of attention. This is well justified since energy behaviours can result in differences of up to 25% in building energy consumption. Previous research recommends exploring ways to influence occupants' energy behaviour – through eco-feedback and by directly engaging occupants with building controls. Very little attention has been given to the role digital art and design can play in soliciting and changing human energy-related actions and behaviours in the built space. This paper proposes a new process that combines eco-feedback, gamification, and ecological digital art to trigger occupants to take immediate and precise control actions in the built space. We design, deploy and test this by creating an immersive human-building-interaction apparatus, which we place in a month-long exhibition. This experimental interface was informed by a novel vision for engagement-based human-building interactions deeply rooted in aesthetics, digital art and design. It also uses digital art to mediate between the occupants and energy-performance of spaces by redefining their relationship with and perception of energy – moving from metrics and quantities understanding to one that is art and emotion-based. The analysis reveals that this new type of human-engagement-based interactive building-control mechanism can add a significant layer of influence on energy-related actions – without revoking the individuals' ability to control their environment. It also highlights digital design and art's power in guiding actions and interactions with the built space.
series ASCAAD
email
last changed 2021/08/09 13:11

_id acadia23_v1_242
id acadia23_v1_242
authors Noel, Vernelle A.
year 2023
title Carnival + AI: Heritage, Immersive virtual spaces, and Machine Learning
source ACADIA 2023: Habits of the Anthropocene: Scarcity and Abundance in a Post-Material Economy [Volume 1: Projects Catalog of the 43rd Annual Conference of the Association of Computer Aided Design in Architecture (ACADIA) ISBN 979-8-9860805-8-1]. Denver. 26-28 October 2023. edited by A. Crawford, N. Diniz, R. Beckett, J. Vanucchi, M. Swackhamer 242-245.
summary Built on a Situated Computations framework, this project explores preservation, reconfiguration, and presentation of heritage through immersive virtual experiences, and machine learning for new understandings and possibilities (Noel 2020; 2017; Leach and Campo 2022; Leach 2021). Using the Trinidad and Tobago Carnival - hereinafter referred to as Carnival - as a case study, Carnival + AI is a series of immersive experiences in design, culture, and artificial intelligence (AI). These virtual spaces create new digital modes of engaging with cultural heritage and reimagined designs of traditional sculptures in the Carnival (Noel 2021). The project includes three virtual events that draw on real events in the Carnival: (1) the Virtual Gallery, which builds on dancing sculptures in the Carnival and showcases AI-generated designs; (2) Virtual J’ouvert built on J’ouvert in Carnival with AI-generated J’ouvert characters specific; and (3) Virtual Mas which builds on the masquerade.
series ACADIA
type project
email
last changed 2024/04/17 13:58

_id ascaad2021_103
id ascaad2021_103
authors Yönder, Veli
year 2021
title Case Studies of Incorporating BIM Models in the Digital Game Environment: Building Game Environment with BIM Tools and Game Scripts
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. 507-520
summary The emerging video game industry has provided opportunities for innovation and transformation starting with the late 20th century. In line with ever-changing needs and increasing demand, the extent of the digital gaming industry has outreached to the education sector and its subdomains besides the entertainment industry and its sub-branches as users obtain ambidextrous achievements through the gamification processes in which an experimental learning environ-ment is formed naturally. Numerous dissimilar disciplines from en-gineering, architecture, construction, work safety, renewable ener-gy, education, and health, etc. train users thru educational simula-tions prepared in digital environments to amplify their learning processes. Undoubtedly, the fields of architecture, engineering, and construction (AEC) are gradually adapting to the conditions of ac-celerating digitalization efforts in this era. Thus, BIM technology being one of the common denominators of the digitalization efforts in those fields serves the diverse agenda of the users with increas-ing popularity. Professional interaction and education may greatly benefit from conjoining the model outputs of BIM technology and interactive visual fidelity of the digital gaming industry. This ongo-ing research project aims to develop and compare two different BIM-based models of the historic Çardak Khan and the contempo-rary student center building by creating sophisticated digital game environments with architectural educational space-based informa-tive scenarios. Space-based virtual cards were created for each sce-ne. Research results in response to the diversity of spaces, geomet-ric qualities, number of scenarios and sequences were reported. Fur-thermore, textual data such as game scripts and drafts were ana-lysed with Voyant Tools.
series ASCAAD
email
last changed 2021/08/09 13:13

_id acadia21_160
id acadia21_160
authors Cao, Shicong; Zheng, Hao
year 2021
title A POI-Based Machine Learning Method in Predicting Health
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. 160-169.
doi https://doi.org/10.52842/conf.acadia.2021.160
summary This research aims to explore the quantitative relationship between urban planning decisions and the health status of residents. By modeling the Point of Interest (POI) data and the geographic distribution of health-related outcomes, the research explores the critical factors in urban planning that could influence the health status of residents. It also informs decision-making regarding a healthier built environment and opens up possibilities for other data-driven methods. The data source constitutes two data sets, the POI data from OpenStreetMap, and the PLACES: Local Data for Better Health dataset from CDC. After the data is collected and joined spatially, a machine learning method is used to select the most critical urban features in predicting the health outcomes of residents. Several machine learning models are trained and compared. With the chosen model, the prediction is evaluated on the test dataset and mapped geographically. The relations between factors are explored and interpreted. Finally, to understand the implications for urban design, the impact of modified POI data on the prediction of residents' health status is calculated and compared. This research proves the possibility of predicting resident's health from urban conditions with machine learning methods. The result verifies existing healthy urban design theories from a different perspective. This approach shows vast potential that data could in future assist decision-making to achieve a healthier built environment.
series ACADIA
type paper
email
last changed 2023/10/22 12:06

_id ascaad2021_113
id ascaad2021_113
authors Gün, Ahmet; Burak Pak, Yüksel Demir
year 2021
title Technology-Driven Participatory Spatial Design in a Developing World Context: The Case of Istanbul
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. 551-567
summary Nowadays, ICT-based participatory design methods, techniques and tools are increasingly used across the globe. A majority of these are employed in high-income “developed” countries with advanced democratic systems which aim at including citizens; desires, needs, proposals as valuable input in city-making processes. In contrast, in the Global South, only a limited number of ICT-based practices aim to empower the citizens in urban design and planning at higher instances. There is a need for deeper research into how citizens can be involved in urban design in developing countries like Turkey situated in between the Global North and the South. In this context, this research will focus on Istanbul, Turkey as a key case. Different than the developed world context, enabling ICT-based participation in Turkey has a wide range of challenges. Among those are the lack of open and governmental data and transparency, the unwillingness of the policymakers to promote and employ participatory design, top-down approaches are the other weak points of these countries. Responding to these challenges, the aims of this study are: 1) to critically address the weaknesses and requirements of existing urban development practices in developing countries with a focus on Turkey, Istanbul and 2) to discuss the possible potentials of ICT-based participation tools and techniques to involve citizens in city-making processes.
series ASCAAD
email
last changed 2021/08/09 13:13

_id ecaade2021_223
id ecaade2021_223
authors Liu, Jie
year 2021
title From Physiology to Architecture - The methodology for interactive architecture behavior design
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. 195-204
doi https://doi.org/10.52842/conf.ecaade.2021.1.195
summary Interactive architectural design is a booming topic in current architectural research, which requires thinking about how to realize buildings provide various spatial services according to users' needs. In the human-building interaction (HBI) design, the architectural behavior design plays as one of the most relevant and essential parts of architectural space design. HBI design requires the establishment of a standard behavioral language system for architecture and people. Therefore, this paper proposes that the design of architectural behavior can mimic human behavior at the physiological level, thus making it easier for people to understand the behavior of architecture. The paper systematically analyzes the design methods and design routes to build muscular and glandular systems for architecture through some case studies.
keywords interactive architecture; human-building interaction; design methodology
series eCAADe
email
last changed 2022/06/07 07:59

_id acadia21_564
id acadia21_564
authors Pellicano, Emily; Sturken, Carlo
year 2021
title GPT-OA; Generative Pretrained Treatise--On Architecture
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. 564-571.
doi https://doi.org/10.52842/conf.acadia.2021.564
summary Technological advancements throughout the industrial era have created more efficient, more economical, and safer machines to aid – and often replace – human operations, continually altering our ways of knowledge and world making. Each industrial advancement radically changes social, political, economic, environmental, and even linguistic conditions. Currently upon us is artificial intelligence (AI); machine to human and machine to machine communications. Our investigation examines AI as a creative tool, instead of a machine for industry. Recent advancements in natural language processing have made artificially intelligent machines, specifi cally Generative Pretrained Transformers (GPT), a potential active partici- pant in a creative computational discourse. Our particular interest in GPT, and the core of this project, explores the role of language in machine learning and the role of the author and editor within a continually expanding network of agents in the construction of our collective environments.
series ACADIA
type field note
email
last changed 2023/10/22 12:06

_id ascaad2021_155
id ascaad2021_155
authors Seddiki, Mohammed; Amar Bennadji, Richard Laing, David Gray
year 2021
title User-Friendly Tool to Enable Individual Homeowners to Invest in Energy Efficiency
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. 750-756
summary Buildings are an important source of CO2 emissions and account for almost a third of final energy consumption globally. The necessity to achieve energy efficiency standards in new and existing buildings is now recognised. The residential sector consumes 25% of the global energy and is responsible of 17% of the global CO2 emissions. EU governments have developed different support measures to decrease energy consumption in the residential sector. However, energy renovation by individual homeowners is lagging because the support measures do not take into account concerns of homeowners. This study is part of Sustainable housing for strong communities (Stronghouse) project, which aim to propose new tools and redesign support measures based on a better understanding of the drivers that motivate homeowners. This paper proposes a new user-friendly web-based multi-criteria decision-making tool that aims to empower homeowners to select the appropriate energy improvement method for their home fitting their criteria. The set of criteria that will be included in the application will be based on the preferences of residents obtained through questionnaires. A layered approach will be used to develop the proposed web application
series ASCAAD
email
last changed 2021/08/09 13:14

_id ecaade2023_259
id ecaade2023_259
authors Sonne-Frederiksen, Povl Filip, Larsen, Niels Martin and Buthke, Jan
year 2023
title Point Cloud Segmentation for Building Reuse - Construction of digital twins in early phase building reuse projects
source Dokonal, W, Hirschberg, U and Wurzer, G (eds.), Digital Design Reconsidered - Proceedings of the 41st Conference on Education and Research in Computer Aided Architectural Design in Europe (eCAADe 2023) - Volume 2, Graz, 20-22 September 2023, pp. 327–336
doi https://doi.org/10.52842/conf.ecaade.2023.2.327
summary Point cloud processing has come a long way in the past years. Advances in computer vision (CV) and machine learning (ML) have enabled its automated recognition and processing. However, few of those developments have made it through to the Architecture, Engineering and Construction (AEC) industry. Here, optimizing those workflows can reduce time spent on early-phase projects, which otherwise could be spent on developing innovative design solutions. Simplifying the processing of building point cloud scans makes it more accessible and therefore, usable for design, planning and decision-making. Furthermore, automated processing can also ensure that point clouds are processed consistently and accurately, reducing the potential for human error. This work is part of a larger effort to optimize early-phase design processes to promote the reuse of vacant buildings. It focuses on technical solutions to automate the reconstruction of point clouds into a digital twin as a simplified solid 3D element model. In this paper, various ML approaches, among others KPConv Thomas et al. (2019), ShapeConv Cao et al. (2021) and Mask-RCNN He et al. (2017), are compared in their ability to apply semantic as well as instance segmentation to point clouds. Further it relies on the S3DIS Armeni et al. (2017), NYU v2 Silberman et al. (2012) and Matterport Ramakrishnan et al. (2021) data sets for training. Here, the authors aim to establish a workflow that reduces the effort for users to process their point clouds and obtain object-based models. The findings of this research show that although pure point cloud-based ML models enable a greater degree of flexibility, they incur a high computational cost. We found, that using RGB-D images for classifications and segmentation simplifies the complexity of the ML model but leads to additional requirements for the data set. These can be mitigated in the initial process of capturing the building or by extracting the depth data from the point cloud.
keywords Point Clouds, Machine Learning, Segmentation, Reuse, Digital Twins
series eCAADe
email
last changed 2023/12/10 10:49

_id caadria2021_243
id caadria2021_243
authors Stojanovic, Djordje and Vujovic, Milica
year 2021
title Contactless and context-aware decision making for automated building access systems
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. 193-202
doi https://doi.org/10.52842/conf.caadria.2021.2.193
summary In the current context of the COVID-19 pandemic, contactless solutions are becoming increasingly important to making buildings more resilient to the spread of infectious diseases in complementing social distancing and disinfection procedures for disease prevention. The presented study focuses on contactless technology and its role beyond automated interaction with the built environment by examining how it expedited space use and could improve compliance with sanitary norms. We introduce a conceptual framework for the intelligent operation of automated doors in an educational facility, enabled by the network of sensory devices and the application of computational techniques. Our research indicates how versatile data gathered by RFID systems, in conjunction with data extracted from occupancy schedules and sanitary protocols, can be used to enable the intelligent and context-aware application of disease prevention measures. In conclusion, we discuss the benefits of the proposed concept and its role beyond the need for social distancing after the pandemic.
keywords Human-Building Interaction; Interactive Environments; Responsive Environments; Occupancy Scheduling; Occupational Density
series CAADRIA
email
last changed 2022/06/07 07:56

_id acadia23_v3_71
id acadia23_v3_71
authors Vassigh, Shahin; Bogosian, Biayna
year 2023
title Envisioning an Open Knowledge Network (OKN) for AEC Roboticists
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 The construction industry faces numerous challenges related to productivity, sustainability, and meeting global demands (Hatoum and Nassereddine 2020; Carra et al. 2018; Barbosa, Woetzel, and Mischke 2017; Bock 2015; Linner 2013). In response, the automation of design and construction has emerged as a promising solution. In the past three decades, researchers and innovators in the Architecture, Engineering, and Construction (AEC) fields have made significant strides in automating various aspects of building construction, utilizing computational design and robotic fabrication processes (Dubor et al. 2019). However, synthesizing innovation in automation encounters several obstacles. First, there is a lack of an established venue for information sharing, making it difficult to build upon the knowledge of peers. First, the absence of a well-established platform for information sharing hinders the ability to effectively capitalize on the knowledge of peers. Consequently, much of the research remains isolated, impeding the rapid dissemination of knowledge within the field (Mahbub 2015). Second, the absence of a standardized and unified process for automating design and construction leads to the individual development of standards, workflows, and terminologies. This lack of standardization presents a significant obstacle to research and learning within the field. Lastly, insufficient training materials hinder the acquisition of skills necessary to effectively utilize automation. Traditional in-person robotics training is resource-intensive, expensive, and designed for specific platforms (Peterson et al. 2021; Thomas 2013).
series ACADIA
type field note
email
last changed 2024/04/17 13:59

_id caadria2021_016
id caadria2021_016
authors Wang, Yujie and Godoy, Marcela
year 2021
title PNEU-SKIN - A Haptic Social Interface with Inflatable Fabrics
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. 713-722
doi https://doi.org/10.52842/conf.caadria.2021.1.713
summary Wearable electronics endow us a great capacity to see clothing as an extension of our body and an interface to interact with our physical and social environment. The fashion industry is experimenting with new tectonics and materiality, however, few projects have explored wearables in the public and social domains and how it can dynamically respond to a wide range of interpersonal distances in social interaction. PNEU-SKIN is a pneumatic wearable that uses critical making as a research strategy to explore interactive and soft interfaces to create soft boundaries between private and public space. This paper proposes an embodied computation agenda and describes the design and prototyping process of a multi-sensory smart skin in response to varying social distance in interpersonal communication. By looking at adaptive behaviors in nature and the way that certain animal species respond to external stimuli by increasing their size and providing multi-sensory responses, PNEU-SKIN looks into how our clothing could become an adaptable skin to redefine interpersonal communication experience within everyday social interaction.
keywords Pneumatic Wearables; Interpersonal Communication; Embodied Computation; Critical Making ; Sensory Feedback
series CAADRIA
email
last changed 2022/06/07 07:58

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