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 589

_id sigradi2021_83
id sigradi2021_83
authors Kim, Taeyong, Guida, George and Kim, Dongyun
year 2021
title VitruviAR: Interactive Augmented Reality for Early Design Stage Applications
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. 1101–1112
summary The increasing development of Augmented Reality (AR) applications have found prevalence within construction stages of architectural projects. The workflows developed within digital fabrication and assembly processes provide insights on how the design cycle could be completed through mixed reality. In this paper we present VitruviAR, an AR prototype for handheld devices which focuses on the design ideation stages of a project through an intuitive user interface and multi-functional toolset. Three design methodologies relating to the act of sketching digitally are proposed: freeform 3D sketching in point-based meshes, additive 3D sketching with primitive and scanned objects, and computational 3D sketching via a User Datagram Protocol (UDP). These each demonstrate engaging ways of designing and visualizing new spaces and interacting with urban contexts in real-time.
keywords Augmented Reality, Design, Accessibility, Interaction
series SIGraDi
email
last changed 2022/05/23 12:11

_id ecaade2021_297
id ecaade2021_297
authors Guida, George, Tian, Runjia and Dong, Yuebin
year 2021
title Multimodal Virtual Experience for Design Schools in the Immersive Web
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. 415-424
doi https://doi.org/10.52842/conf.ecaade.2021.1.415
summary The COVID-19 pandemic has made most schools, universities, and gathering spaces fully virtual. Commonly used communication platforms such as Zoom, Skype, and Microsoft Teams are limited in recreating physical interactions and offer mostly static interfaces with limited occasions for spontaneous encounters. This project creates a space that seeks to address this issue, first through the digitization of familiar physical spaces, and then through their augmentation via WebXR technologies[1]. A gamification strategy is adopted, where users can virtually learn, collaborate and socialize through personalized avatars within a dynamic and multi-sensorial digital environment. In this paper, we present a completed prototype that is currently being tested at the Harvard Graduate School of Design. The school of architecture has been digitized and experientially augmented thanks to an asymmetrical system that offers rich modalities of interaction through different platforms. The project builds upon the wide experiential potential of digital platforms, otherwise not possible in reality, and implements a customized multi-modal user interface (Reeves et al. 2004).
keywords WebXR; Virtual Reality; Human Computer Interaction; Gamification; User Interface
series eCAADe
email
last changed 2022/06/07 07:51

_id caadria2021_261
id caadria2021_261
authors Pei, Wanyu, Guo, Xiangmin and Lo, TianTian
year 2021
title Detecting Virtual Perception Based on Multi-Dimensional Biofeedback - A Method to Pre-Evaluate Architectural Design Objectives
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. 183-192
doi https://doi.org/10.52842/conf.caadria.2021.2.183
summary In the information age, the attention to architectural design has gradually shifted from spatial aesthetics to the human's spatial experience. The situation of human perception becomes essential feedback information that designers can use to improve the design schemes. This research proposes an auxiliary method for pre-evaluating the architectural design goals and providing recommendations for architects to optimize the scheme. Specifically, by aggregating and quantitative analyzing electrophysiological signals and eye-tracking data, this research obtained the user's spatial perception with little effect of subjective consciousness as their feedback on the architectural environment. We took the campus outdoor space of an International School of Design as the research sample. By combining the architect's design concept and objectives, we constructed the contrast spatial schemes in virtual reality (VR) for users to experience and analyzed the usability of this method when pre-evaluate design objectives in a practical project.
keywords multi-dimensional biofeedback; architectural design objectives; pre-evaluation; virtual reality
series CAADRIA
email
last changed 2022/06/07 07:59

_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 caadria2023_127
id caadria2023_127
authors Franze, Anthony, Caldwell, Glenda, Belek Fialho Teixeira, Muge and Rittenbruch, Markus
year 2023
title Informing User-Centred Approaches to Augmented Custom Manufacturing Practices
source Immanuel Koh, Dagmar Reinhardt, Mohammed Makki, Mona Khakhar, Nic Bao (eds.), HUMAN-CENTRIC - Proceedings of the 28th CAADRIA Conference, Ahmedabad, 18-24 March 2023, pp. 353–362
doi https://doi.org/10.52842/conf.caadria.2023.1.353
summary This practice-based research presents insights into the potential and challenges for augmented and mixed reality (AR/MR) technology to enhance Australian small-to-medium (SME) custom manufacturers’ agility to overcome existing Industry 4.0 (I4.0) workforce productivity and efficiency challenges. Moreover, it seeks to understand the technology’s ability to support custom manufacturers and the architectural, engineering and construction (AEC) sector transition to a more human-centric Industry 5.0 (I5.0) model, whereby the well-being of the fabricator is placed back at the centre of manufacturing processes. This qualitative study draws on interviews with eleven Australian custom manufacturing industry professionals to inform pertinent themes around fabricators’ current use and perceptions of mixed reality technology. Results indicate benefits for fabricators in reducing 2D drawing and task-related ambiguities in fabrication and assembly practices and reveal factors surrounding underutilisation. Synthesising insights and reflecting on Teixeira et al., (2021)’s XR-PACT framework, key research areas are identified for future AR/MR development centred on fabrication users’ distinct needs to improve accessibility, empower fabricators and ultimately assist the competitiveness of custom manufacturers and the AEC sector.
keywords Augmented and Mixed Reality, Custom Manufacturing, SME, User-centred design, Industry 5.0
series CAADRIA
email
last changed 2023/06/15 23:14

_id caadria2021_301
id caadria2021_301
authors Goepel, Garvin and Crolla, Kristof
year 2021
title Secret Whispers & Transmogrifications:a case study in online teaching of Augmented Reality technology for collaborative design production.
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. 21-30
doi https://doi.org/10.52842/conf.caadria.2021.2.021
summary This paper focusses on teaching the integration of Augmented (AR) and Mixed Reality (MR), combined referred to as Extended-Reality (XR), and photogrammetry technology into handicraft using an online-taught digital fabrication workshop as an educational case study. Set up in response to restrictions from Covid-19, workshop 'Secret Whispers & Transmogrifications' had students and instructors around the world participate in a course that challenged our understanding of educating craft and technology without the necessity of physical presence. The integration of AR into craftsmanship enhances architectural design and fabrication processes as it overlays computation-driven information onto the hands of the end user. These computer-numerically-controlled workflows incorporate and rely on manual actions as an integral part of a process that is typified by inevitable, unpredictable, human error. In doing so, the workshop questions common infatuation with precision in digital fabrication and construction by striving for alternative approaches that embrace the inaccuracies and imprecisions innate to technologically-augmented human craftsmanship. Participants took part in a hands-on clay modelling 'secret whispers' experiment that was designed to introduce theoretical concepts and applications of XR technology into the production workflows. This paper concludes by highlighting that the accessibility of today's technology enables AR-enhanced craftsmanship to be successfully taught remotely and online.
keywords collaborative design; augmented-reality ; mixed reality ; human-computer interaction ; tolerances and error
series CAADRIA
email
last changed 2022/06/07 07:51

_id acadia21_222
id acadia21_222
authors Lok, Leslie; Samaniego, Asbiel; Spencer, Lawson
year 2021
title Timber De-Standardized
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. 222-231.
doi https://doi.org/10.52842/conf.acadia.2021.222
summary Timber De-Standardized is a framework that salvages irregular and regular shaped tree logs by utilizing a mixed reality (MR) interface for the design, fabrication, and assembly of a structurally viable tree log assembly. The process engages users through a direct, hands-on design approach to iteratively modify and design irregular geometry at full scale within an immersive MR environment without altering the original material.

A digital archive of 3D scanned logs are the building elements from which users, designing in the MR environment, can digitally harvest (though slicing) and place the elements into a digitally constructed whole. The constructed whole is structurally analyzed and optimized through recursive feedback loops to preserve the user’s predetermined design. This iterative toggling between the physical and virtual emancipates the use of irregular tree log structures while informing and prioritizing the user’s design intent. To test this approach, a scaled prototype was developed and fabricated in MR.

By creating a framework that links a holographic digital design to a physical catalog of material, the interactive workflow provides greater design agency to users as co-creators in processing material parts. This participation enables users to have a direct impact on the design of discretized tree logs that would otherwise have been discarded in standardized manufacturing. This paper presents an approach in which complex tree log structures can be made without the use of robotic fabrication tools. This workflow opens new opportunities for design in which users can freely configure structures with non-standardized elements within an intuitive MR environment.

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

_id cdrf2021_263
id cdrf2021_263
authors Risu Na and Haocheng Dai
year 2021
title A Framework for Cypher-Physical Human-robot Collaborative Immersive MR Interaction – Beaux Arts Ball 4.0
source Proceedings of the 2021 DigitalFUTURES The 3rd International Conference on Computational Design and Robotic Fabrication (CDRF 2021)

doi https://doi.org/https://doi.org/10.1007/978-981-16-5983-6_25
summary In this paper, we presented a human-robot collaborative mixed reality application – Beaux Arts Ball 4.0, in which a real-time interactive hybrid and physical architectural environment were designed and experienced through the tools and techniques of mixed reality, cypher-physical, teleoperation, telepresence, and automation. The application engaged the user and observer in a continuous loop of architectural transformation during the experience, where every type of sensory was blurred between physical and digital perception.
series cdrf
email
last changed 2022/09/29 07:53

_id ecaade2021_069
id ecaade2021_069
authors Yan, Muchen and Tamke, Martin
year 2021
title Augmented Reality for Experience-centered Spatial Design - A quantitative assessment method for architectural space
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. 173-180
doi https://doi.org/10.52842/conf.ecaade.2021.1.173
summary While interaction and product design are using data-driven methods on a daily basis, not only similar data but also methods for making use of such data for designing architectural space is missing. The spatial design feedback loop is broken, as we lack quantitative assessment systems that reveal experience and interaction from the user's perspective. This paper describes the first of its kind development of a spatial assessment and design methodology utilizing Augmented Reality headsets, aiming to fill the gaps in the spatial design iteration loop.
keywords Augmented Reality; Behaviour Tracking; Feedback Loop; Occupancy Observation; Mixed Reality
series eCAADe
email
last changed 2022/06/07 07:57

_id caadria2021_216
id caadria2021_216
authors Aman, Jayedi, Tabassum, Nusrat, Hopfenblatt, James, Kim, Jong Bum and Haque, MD Obidul
year 2021
title Optimizing container housing units for informal settlements - A parametric simulation & visualization workflow for architectural resilience
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. 51-60
doi https://doi.org/10.52842/conf.caadria.2021.1.051
summary In rapidly growing cities like Dhaka, Bangladesh, sustainable housing in urban wetlands and slums present a challenge to more affordable and livable cities. The Container Housing System (CHS) is among the latest methods of affordable, modular housing quickly gaining acceptance among local stakeholders in Bangladesh. Even though container houses made of heat-conducting materials significantly impact overall energy consumption, there is little research on the overall environmental impact of CHS. Therefore, this study aims to investigate the performance of CHS in the climatic context of the Korail slum in Dhaka. The paper proposes a building envelope optimization and visualization workflow utilizing parametric cluster simulation modeling, multi-objective optimization (MOO) algorithms, and virtual reality (VR) as an immersive visualization technique. First, local housing and courtyard patterns were used to develop hypothetical housing clusters. Next, the CHS design variables were chosen to conduct the MOO analysis to measure Useful Daylight Illuminance and Energy Use Intensity. Finally, the prototype was integrated into a parametric VR environment to enable local stakeholders to walk through the clusters with the goal of generating feedback. This study shows that the proposed method can be implemented by architects and planners in the early design process to help improve the stakeholders understanding of CHS and its impact on the environment. It further elaborates on the implementation results, challenges, limitations of the parametric framework, and future work needed.
keywords Multi-objective Optimization; Building Energy Use; CHS; Informal Settlements; Parametric VR
series CAADRIA
email
last changed 2022/06/07 07:54

_id acadia21_258
id acadia21_258
authors Augustynowicz, Edyta; Smigielska, Maria; Nikles, Daniel; Wehrle, Thomas; Wagner, Heinz
year 2021
title Parametric design and multirobotic fabrication of wood facades
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. 258-269.
doi https://doi.org/10.52842/conf.acadia.2021.258
summary The paper describes the findings of the applied research project by Institute Integrative Design (currently ICDP) HGK FHNW and ERNE AG Holzbau to design and manufacture prefabricated wooden façades in the collaborative design manner between architects and industry. As such, it is an attempt to respond to the current interdisciplinary split in the construction, which blocks innovation and promotes standardized inefficient building solutions. Within this project, we apply three innovations in the industrial setup that result in the integrated design-to-production process of individualized, cost-efficient and well-crafted façades. The collaborative design approach is a method in which architect, engineer and manufacturer start exchange on the early stage of the project during the collaborative design workshops. Digital design and fabrication tools enable architects to generate a large scope of façade variations within production feasibility of the manufacturer and engineers to prepare files for robotic production. Novel multi-robot fabrication processes, developed with the industrial partner, allows for complex façade assembly. This paper introduces the concept of digital craftsmanship, manifested in a mixed fabrication system, which intelligently combines automated and manual production to obtain economic feasibility and highest aesthetic quality. Finally, we describe the design and fabrication of the project demonstrator consisting of four intricate façades on a modular office building, inspired by local traditional solutions, which validate the developed methods and highlight the architectural potential of the presented approach.
series ACADIA
type paper
email
last changed 2023/10/22 12:06

_id sigradi2021_157
id sigradi2021_157
authors Bustos, Gabriela, Aguirre, Erwin and Costa, Caue
year 2021
title Ilustremos: UX+XR and Parametric Design for MUVEs
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. 451–462
summary In the midst of a global pandemic crisis, this proposal seeks to solve a need for a synchronous and multi-user interactive virtual environment for the exhibition of artworks as part of an international illustrators encounter. This research shows a UX+XR design strategy based on UX methodology and the inclusion of parametric design for MUVEs that is framed in a UX+XR prototype for the exhibition, virtual-meeting place, and pedagogical experiential approach directed to defined users. The result, a virtual space named “Ilustremos” (let's illustrate) is created to promote creativity, celebrate art, create community and multidisciplinary collaboration.
keywords UX, XR, diseno paramétrico, MUVE, ambiente virtual
series SIGraDi
email
last changed 2022/05/23 12:11

_id caadria2021_266
id caadria2021_266
authors Chen, Yao, Lo, Tiantian, Guo, Xiangmin, Du, Ruijie and Hu, Xinchuang
year 2021
title Interactive Virtual Sand Table - A theoretical review on its application towards Urban Planning
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. 629-638
doi https://doi.org/10.52842/conf.caadria.2021.2.629
summary The sand table is a tool of expression of urban planning.With the development of computer science and technology,virtual reality technology is playing an important role in many aspects of urban planning and design,as well as,the virtual sand table.This article analyzes the limitations of the current urban planning sand table from designers and other participants perspectives. It analyses the advantages of applying interactive technology in a sand table for urban planning and proposes using such interactive technology in the future. This paper will also investigate three aspects of interactions: human-computer interaction technology, collaborative interaction technology, remote visual interaction technology. The application of interactive technology on the virtual sand table, on the one hand, can carry out a multi-angle forward-looking analysis of the problems of urban construction and improve the efficiency of planning and approval, and development; on the other hand, it can increase public participation in urban planning and design.
keywords interactive technology; urban planning; urban planning sand table; electronic sand table
series CAADRIA
email
last changed 2022/06/07 07:55

_id ascaad2021_055
id ascaad2021_055
authors El Hussainy, Mariam; Mohammed Mayhoub, Ahmed El Kordy
year 2021
title A Computational Approach for Optimizing the Daylighting Performance of Existing Buildings
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. 69-83
summary Daylighting provision gives a significant contribution to the enhancement of the indoor visual environment and user comfort. This study aims to provide a methodology to assess and optimize daylighting performance in buildings. The paper utilizes simulation techniques for identifying the most efficient daylight performance by incorporating parametric optimization tools to enhance the daylighting performance of existing buildings. The developed workflow includes three consecutive phases. The first examines the daylighting performance of the existing building. The second phase is concerned with daylighting adequacy and the third aims to optimize the quality of light rather than just the quantity through the utilization of a simple shading system to parametrically investigate the effect of using different shading configurations on daylighting performance and to select the optimal solution. A louver system was parameterized according to a predefined process that associates its depth, count and rotation angle while a vertical screen was parametrized according to its scale and tilt angle. To examine the potentials of the proposed multi-stage method, it has been implemented on an office building located in new Cairo, Egypt. The results demonstrate that using the proposed optimization strategy drastically enhanced the Spatial Daylighting Autonomy of the building from 27% to 87% in comparison with the base case. Moreover, the optimum shading solution enhanced the daylighting quality by reducing the glare probability for better visual comfort from 60% to only 14%.
series ASCAAD
email
last changed 2021/08/09 13:13

_id caadria2021_226
id caadria2021_226
authors Fang, Yu-Cyuan, Chang, Teng-Wen, Hsiao, Chi-Fu and Chen, Chun-Yen
year 2021
title Developing a correcting tool for interactive fabrication process
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. 653-662
doi https://doi.org/10.52842/conf.caadria.2021.1.653
summary This paper will propose the integration of multi-view stereo and time of flight technologies and components. Through the spatial point cloud sensor, the changes of objects in the space are converted into digital point clouds, which are feedback on the virtual interface. To make the virtual and physical will continuously communicate and feedback in space, which we established a correction tool for the integration of virtual and physical. The agent-based sensor computing method combines the fabrication process of visual sensors and behavior, from virtual object control to fabrication machines. In this tool, users can explain the reasons for design decisions by visualizing process and process-related information. It allows virtual and physical previews and feedback in real time, and finds out the differences between the two and makes real-time corrections. Solved the correction problem of coexistence.
keywords Digital fabrication; Digital Twin; Co-existing; Design process
series CAADRIA
email
last changed 2022/06/07 07:55

_id caadria2021_067
id caadria2021_067
authors Michopoulou, Sofia, Giesecke, Rena, Ward Van den Bulcke, Jonas, Odaglia, Pietro and Dillenburger, Benjamin
year 2021
title Robotic Color Grading for Glass - Additive Manufacturing of Heterogeneous Color and Transparency
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. 563-572
doi https://doi.org/10.52842/conf.caadria.2021.1.563
summary This paper presents a new additive manufacturing method for color grading of glass. Color-graded elements, ranging from product design to architectural scale, could filter light and view in a novel way through locally differentiated color and opacity, and produce color effects in space. Existing methods for manufacturing multi-colored glass are either not economic for building due to labor intensity, limited to surface applications or small scale objects made of resins or plastics. To allow for automated color grading of glass in two-and-a-half and three dimensions we propose a robotic multi-channel process. The multi-channel tool mounted on a Universal Robot consists of four compartments, containing red, yellow, blue and transparent glass granules. Colors can be mixed on the fly by implementing varying flow rate ratios along the print path. Loose granules are fused in a kiln at high temperature into color-graded glass elements. The goal of this research is to lay the basis for color-graded elements of larger size and volume with higher pattern differentiation for functional and aesthetic purposes.
keywords color grading; robotic fabrication; multi-channel printing; glass
series CAADRIA
email
last changed 2022/06/07 07:58

_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 cdrf2021_242
id cdrf2021_242
authors Waishan Qiu , Wenjing Li, Xun Liu, and Xiaokai Huang
year 2021
title Subjectively Measured Streetscape Qualities for Shanghai with Large-Scale Application of Computer Vision and Machine Learning
source Proceedings of the 2021 DigitalFUTURES The 3rd International Conference on Computational Design and Robotic Fabrication (CDRF 2021)

doi https://doi.org/https://doi.org/10.1007/978-981-16-5983-6_23
summary Recently, many new studies emerged to apply computer vision (CV) to street view imagery (SVI) dataset to objectively extract the view indices of various streetscape features such as trees to proxy urban scene qualities. However, human perceptions (e.g., imageability) have a subtle relationship to visual elements which cannot be fully captured using view indices. Conversely, subjective measures using survey and interview data explain more human behaviors. However, the effectiveness of integrating subjective measures with SVI dataset has been less discussed. To address this, we integrated crowdsourcing, CV, and machine learning (ML) to subjectively measure four important perceptions suggested by classical urban design theory. We first collected experts’ rating on sample SVIs regarding the four qualities which became the training labels. CV segmentation was applied to SVI samples extracting streetscape view indices as the explanatory variables. We then trained ML models and achieved high accuracy in predicting the scores. We found a strong correlation between predicted complexity score and the density of urban amenities and services Point of Interests (POI), which validates the effectiveness of subjective measures. In addition, to test the generalizability of the proposed framework as well as to inform urban renewal strategies, we compared the measured qualities in Pudong to other five renowned urban cores worldwide. Rather than predicting perceptual scores directly from generic image features using convolution neural network, our approach follows what urban design theory suggested and confirms various streetscape features affecting multi-dimensional human perceptions. Therefore, its result provides more interpretable and actionable implications for policymakers and city planners.
series cdrf
last changed 2022/09/29 07:53

_id caadria2021_064
id caadria2021_064
authors Yang, Chunxia, Liu, Mengxuan, Zhan, Ming, Lyu, Chengzhe and Fan, Zhaoxiang
year 2021
title Research on the Influence of Microclimate on Recreation Behavior in Urban Waterfront Public Space - Based on Multi-agent Behavior Simulation
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. 417-426
doi https://doi.org/10.52842/conf.caadria.2021.2.417
summary Microclimate is one of the important components of the city environment. Previous researches on public space focused on the influence of spatial forms on user behavior, while ignoring the microclimate elements. This makes it difficult to be authentic of further recreational behavior simulation. The study puts forward a new path to study the influence of microclimate on recreational behavior. Taking the waterfront public space as an example, through the combination of field investigation and microclimate simulation, the influence of wind, temperature, and sunshine environment on residents recreational is explored, and the influence will be merged into the recreational behavior simulation. In the process of behavior simulation, the microclimate environment classification evaluation map is used. The study committed to achieve a higher degree of adaption between behavior simulation results and actual conditions. The study introduced microclimate influence factors on the basis of the influence of urban spatial form and service facility elements on behavior activities in the past. Based on that, we optimize the simulation method of urban public space recreational behavior, and improve the accuracy of space diagnosis through showing the impact of microclimate on the behavior of people in the space more objectively and intuitively.
keywords Behavior simulation; Microclimate; Waterfront public space
series CAADRIA
email
last changed 2022/06/07 07:57

_id caadria2021_006
id caadria2021_006
authors Agirachman, Fauzan Alfi and Shinozaki, Michihiko
year 2021
title VRDR - An Attempt to Evaluate BIM-based Design Studio Outcome Through Virtual Reality
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. 223-232
doi https://doi.org/10.52842/conf.caadria.2021.2.223
summary During the COVID-19 pandemic situation, educational institutions were forced to conduct all academic activities in distance learning formats, including the architecture program. This act barred interaction between students and supervisors only through their computers screen. Therefore, in this study, we explored an opportunity to utilize virtual reality (VR) technology to help students understand and evaluate design outcomes from an architectural design studio course in a virtual environment setting. The design evaluation process is focused on building affordance and user accessibility aspect based on the design objectives that students must achieve. As a result, we developed a game-engine based VR system called VRDR for evaluating design studio outcomes modeled as Building Information Modeling (BIM) models.
keywords virtual reality; building information modeling; building affordance; user accessibility; architectural education
series CAADRIA
email
last changed 2022/06/07 07:54

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