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 658

_id ecaade2022_234
id ecaade2022_234
authors Afsar, Secil, Estévez, Alberto T., Abdallah, Yomna K., Turhan, Gozde Damla, Ozel, Berfin and Doyuran, Aslihan
year 2022
title Activating Co-Creation Methodologies of 3D Printing with Biocomposites Developed from Local Organic Wastes
source Pak, B, Wurzer, G and Stouffs, R (eds.), Co-creating the Future: Inclusion in and through Design - Proceedings of the 40th Conference on Education and Research in Computer Aided Architectural Design in Europe (eCAADe 2022) - Volume 1, Ghent, 13-16 September 2022, pp. 215–224
doi https://doi.org/10.52842/conf.ecaade.2022.1.215
summary Compared to the take-make-waste-oriented linear economy model, the circular model has been studied since the 1980s. Due to consumption-oriented lifestyles along with having a tendency of considering waste materials as trash, studies on sustainable materials management (SMM) have remained at a theoretical level or created temporary and limited impacts. To ensure SMM supports The European Green Deal, there is a necessity of developing top-down and bottom-up strategies simultaneously, which can be metaphorized as digging a tunnel from two different directions to meet in the middle of a mountain. In parallel with the New European Bauhaus concept, this research aims to create a case study for boosting bottom-up and data-driven methodologies to produce short-loop products made of bio-based biocomposite materials from local food & organic wastes. The Architecture departments of two universities from different countries collaborated to practice these design democratization methodologies using data transfer paths. The 3D printable models, firmware code, and detailed explanation of working with a customized 3D printer paste extruder were shared using online tools. Accordingly, the bio-based biocomposite recipe from eggshell, xanthan gum, and citric acid, which can be provided from local shops, food & organic wastes, was investigated concurrently to enhance its printability feature for generating interior design elements such as a vase or vertical gardening unit. While sharing each step from open-source platforms with adding snapshots and videos allows further development between two universities, it also makes room for other researchers/makers/designers to replicate the process/product. By combining modern manufacturing and traditional crafting methods with materials produced with DIY techniques from local resources, and using global data transfer platforms to transfer data instead of products themselves, this research seeks to unlock the value of co-creative design practices for SMM.
keywords Sustainable Materials Management, Co-Creation, Food Waste, 3D Printing, New European Bauhaus
series eCAADe
email
last changed 2024/04/22 07:10

_id ecaade2022_299
id ecaade2022_299
authors Bauscher, Erik, Philipp, Klaus Jan, Reisinger, Stefanie and Wortmann, Thomas
year 2022
title Reimagining Gego: Geometrical Reconstruction of Nubes, an Undocumented and Lost Sculpture from 1974
source Pak, B, Wurzer, G and Stouffs, R (eds.), Co-creating the Future: Inclusion in and through Design - Proceedings of the 40th Conference on Education and Research in Computer Aided Architectural Design in Europe (eCAADe 2022) - Volume 2, Ghent, 13-16 September 2022, pp. 217–226
doi https://doi.org/10.52842/conf.ecaade.2022.2.217
summary This paper describes a method to understand and digitally reconstruct two sculptures by Gertrud Goldschmidt, a German-born, Venezuelan artist also called Gego. Gego is best known for her series of works called “Reticuláres”. These three-dimensional and open installations, mostly hanging freely in space, are playing with the concept and perception of space as well as challenging the definition of the traditional sculpture. The paper aims to generate information about two specific structures called “Nubes” (Clouds for Spanish) to assist in a physical reconstruction for a larger exhibition about Gego and to contribute to understanding Gego’s work process. Originally, the structures were suspended from a building's ceiling as an art installation in Caracas, 1974. There are three main challenges for this reconstruction: (1) The installations exhibit a complex three-dimensional geometry. (2) Scant drawings and photographs exist. (3) Gego might not have followed her initial drawings completely when building Nubes physically, because of the mentioned complexity and due to the light and bendable material properties of the employed material. The paper describes a computational process that recreates the object’s geometry in four steps: (1) Analyse all existing media of the structure. (2) Translate found information to the digital environment of Grasshopper. (3) Use a physical simulation to derive the end state of the hanging structure. (4) Optimize and tune the simulation with an optimization algorithm for better results. This paper demonstrates the usefulness of computational tools for reconstructing lost sculptures with little documentation. In this case, these tools allow a more accurate reconstruction and contribute to a fuller understanding of the design and realization process of Gego's Nubes.
keywords Geometry Reconstruction, Lost Art, Computational Design, Physics Simulation
series eCAADe
email
last changed 2024/04/22 07:10

_id sigradi2022_246
id sigradi2022_246
authors Bustos Lopez, Gabriela; Aguirre, Erwin
year 2022
title Walking the Line: UX-XR Design Experiment for Ephemeral Installations in Pandemic Times
source Herrera, PC, Dreifuss-Serrano, C, Gómez, P, Arris-Calderon, LF, Critical Appropriations - Proceedings of the XXVI Conference of the Iberoamerican Society of Digital Graphics (SIGraDi 2022), Universidad Peruana de Ciencias Aplicadas, Lima, 7-11 November 2022 , pp. 699–710
summary Throughout COVID 19 Pandemic since 2020, it was necessary to generate instructional strategies including digital platforms for creative processes in architecture. This article exposes an experience that integrates pedagogical, operational, and technical dimensions in architecture virtual teaching. A pedagogical methodology was designed and implemented, fusing User Experience (UX) and Extended Reality (XR) during the architectural design process in a virtual experimental studio. The use of UX-XR as a designing-reviewing strategy in architecture, positively impacted the creative experience of both students and reviewers by enriching the perception of the space and interactively simulating the user experience. A friendly, fun, and socially inclusive environment was generated for learning architecture using synthetic media and Multiuser Virtual Environments (MUVEs). The successful results of the students’ projects by phase are shown, revealing the significance of combining UX and XR, incorporating the metaverse as a canvas to review, recreate, interact, and assess architectural designs.
keywords User Experience (UX), Extended Reality (XR), Multiuser Virtual Environments (MUVE), Virtual Campus, Usability
series SIGraDi
email
last changed 2023/05/16 16:56

_id sigradi2022_274
id sigradi2022_274
authors Diacodimitri, Alekos; Rebecchini, Federico
year 2022
title Drawing with bare hands. A hand-gesture based drawing experience with motion sensors.
source Herrera, PC, Dreifuss-Serrano, C, Gómez, P, Arris-Calderon, LF, Critical Appropriations - Proceedings of the XXVI Conference of the Iberoamerican Society of Digital Graphics (SIGraDi 2022), Universidad Peruana de Ciencias Aplicadas, Lima, 7-11 November 2022 , pp. 969–980
summary One of the features that makes analog drawing so fascinating is its manual component. The path of a graphite line on the sheet, the different pressure of the stroke, the texture described by an entropic movement, the unexpected residues of dirt, each of these things virtually refers to the intervention of a hand. This research unfolds around the idea of using the movement and gestures of the hands as a basis for the generation of forms for architectural design. Not three-dimensional models, but flat shapes, two-dimensional digital drawings generated by the author's gestures. Through a Leap Motion sensor and a digital drawing program, all the various forms of freehand drawing were explored, finding an interesting result in the field of free shape generation linked to hand gestures. The result of this experience is a different way of seeing gestures as a generative tool of architectural forms, to be used into architectural design process.
keywords Media art, Digital drawing, Shape generation, Gesture, Motion sensors
series SIGraDi
email
last changed 2023/05/16 16:57

_id ascaad2022_004
id ascaad2022_004
authors Falih, Zahraa; Mahdavinejad, Mohammadjavad; Tarawneh, Deyala; Al-Mamaniori, Hamza
year 2022
title Solar Energy Control Strategy using Interactive Modules
source Hybrid Spaces of the Metaverse - Architecture in the Age of the Metaverse: Opportunities and Potentials [10th ASCAAD Conference Proceedings] Debbieh (Lebanon) [Virtual Conference] 12-13 October 2022, pp. 117-138
summary The concept of interactive canopy emerged as a notable manifestation of smart buildings in architectural endeavors, using artificial intelligence applications in computational architecture, interactive canopies came as a potential response for living organisms to combat external environmental changes as well as reduce energy consumption in buildings. This research aims to explore architecture with higher efficiency through the impact of environmentally technological factors on the design form by introducing solar energy into the design process through the implementation of interactive curtains that interact with the sun in the form of an umbrella. The main objective of the umbrellas is to protect the users from the sun's harmful rays. After designing an interactive cell using Grasshopper, the methodology follows an analytical and experimental approach, the analytical section is summarized by conducting a case study of multiple models and analyzing the techniques used in these models to discover the significant advantages and disadvantages of the design. While the experimental section demonstrates the mechanism for implementing the interactive modules. The research suggests that by designing an interactive canopy that responds to external changes and senses solar radiation in ways that when the intensity of solar radiation increases and the sun is perpendicular to the dynamic units, will lead to maintaining a more balanced level of illumination. The work efficiency is studied by simulating it by Climate Studio.
series ASCAAD
email
last changed 2024/02/16 13:24

_id caadria2022_279
id caadria2022_279
authors Kim, Dongyun, Guida, George and Garcia del Castillo y Lopez, Jose Luis
year 2022
title PlacemakingAI : Participatory Urban Design with Generative Adversarial Networks
source Jeroen van Ameijde, Nicole Gardner, Kyung Hoon Hyun, Dan Luo, Urvi Sheth (eds.), POST-CARBON - Proceedings of the 27th CAADRIA Conference, Sydney, 9-15 April 2022, pp. 485-494
doi https://doi.org/10.52842/conf.caadria.2022.2.485
summary Machine Learning (ML) is increasingly present within the architectural discipline, expanding the current possibilities of procedural computer-aided design processes. Practical 2D design applications used within concept design stages are however limited by the thresholds of entry, output image fidelity, and designer agency. This research proposes to challenge these limitations within the context of urban planning and make the design processes accessible and collaborative for all urban stakeholders. We present PlacemakingAI, a design tool made to envision sustainable urban spaces. By converging supervised and unsupervised Generative Adversarial Networks (GANs) with a real-time user interface, the decision-making process of planning future urban spaces can be facilitated. Several metrics of walkability can be extracted from curated Google Street View (GSV) datasets when overlayed on existing street images. The contribution of this framework is a shift away from traditional design and visualization processes, towards a model where multiple design solutions can be rapidly visualized as synthetic images and iteratively manipulated by users. In this paper, we discuss the convergence of both a generative image methodology and this real-time urban prototyping and visualization tool, ultimately fostering engagement within the urban design process for citizens, designers, and stakeholders alike.
keywords Machine Learning, Generative Adversarial Networks, user interface, real-time, walkability, SDG 11
series CAADRIA
email
last changed 2022/07/22 07:34

_id ascaad2022_087
id ascaad2022_087
authors Mallasi, Zaki
year 2022
title A Pixels-Based Design Approach for Parametric Thinking in Patterning Dynamic Facades
source Hybrid Spaces of the Metaverse - Architecture in the Age of the Metaverse: Opportunities and Potentials [10th ASCAAD Conference Proceedings] Debbieh (Lebanon) [Virtual Conference] 12-13 October 2022, pp. 654-673
summary In today’s Architectural design process, there has been considerable advancements in design computation tools that empowers designer to explore and configure the building façades schemes. However, one could formally argue that some processes are prescribed, lacks automation and are only for the purpose of visualizing the aesthetic design concepts. As a result, these design concept explorations are driven manually to exhibit variations between schemes. To overcome such limitations, the development presented here describes a proactive approach to incorporate parametric design thinking process and Building Information Modeling (BIM). This paper reports on an ongoing development in computational design and its potential application in exploring an interactive façade pattern. The objective is to present the developed approach for exploring façade patterns that responds parametrically to design-performance attractors. Examples of these attractors are solar exposure, interior privacy importance, and aesthetics. It introduces a paradigm-shift in the development of design tools and theory of parameterization in architecture. This work utilizes programming script to manipulate the logic behind placement of faced panels. The placement and sizes for the building facade 3D parametric panels react to variety of Analytical Image Data (AID) as a source for the design-performance data (e.g.: solar exposure, interior privacy importance, and aesthetics). Accordingly, this research developed the PatternGen(c) add-on in Autodesk ® Revit that utilizes a merge (or an overlay) of AID images as a source to dynamically pattern the building façade and generate the facade panels arrangement rules panels on the building exterior. This work concludes by a project case study assessment, that the methodology of applying AID would be an effective dynamic approach to patterning façades. A case-study design project is presented to show the use of the AID pixel-gradient range from Red, Green and Blue as information source value. In light of the general objectives in this study, this work highlights how future designers may shift to a hybrid design process.
series ASCAAD
email
last changed 2024/02/16 13:29

_id ecaade2022_384
id ecaade2022_384
authors Naboni, Roberto, Breseghello, Luca and Sanin, Sandro
year 2022
title Environment-Aware 3D Concrete Printing through Robot-Vision
source Pak, B, Wurzer, G and Stouffs, R (eds.), Co-creating the Future: Inclusion in and through Design - Proceedings of the 40th Conference on Education and Research in Computer Aided Architectural Design in Europe (eCAADe 2022) - Volume 2, Ghent, 13-16 September 2022, pp. 409–418
doi https://doi.org/10.52842/conf.ecaade.2022.2.409
summary In the 2020s, large scale 3D concrete printing (3DCP) is one of the most important areas of development for research and industry in construction automation. However, the available technology fails to adapt to the complexity of a real construction site and building process, oversimplifying design, production, and products to fit the current state of technology. We hypothesise that by equipping printing machinery with sensing devices and adaptive design algorithms we can radically expand the range of applications and effectiveness of 3DCP. In this paper we prove this concept through a full-scale design-to- fabrication experiment, SENS-ENV, consisting of three main phases: (i) we equip and calibrate an existing robotic setup for 3DCP with a camera which collects geometric data; (ii) building upon the collected information, we use environment-aware generative design algorithms to conceive a toolpath design tailored for the specific environment with a quasi-real-time workflow; (iii) we successfully prove this approach with a number of fabrication test-elements printed on unknown environment configurations and by monitoring the fabrication process to apply printing corrections. The paper describes the implementation and the successful experiments in terms of technology setup, process development, and documenting the outcomes. SENS-ENV opens a new agenda for context-aware autonomous additive construction robots.
keywords 3D Concrete Printing, Robot Vision, Environment Mapping, Adaptive Design
series eCAADe
email
last changed 2024/04/22 07:10

_id caadria2022_505
id caadria2022_505
authors Nanasca, James and Beebe, Aaron G.
year 2022
title Dynamic Projection
source Jeroen van Ameijde, Nicole Gardner, Kyung Hoon Hyun, Dan Luo, Urvi Sheth (eds.), POST-CARBON - Proceedings of the 27th CAADRIA Conference, Sydney, 9-15 April 2022, pp. 39-48
doi https://doi.org/10.52842/conf.caadria.2022.1.039
summary Rarely are technologies of projection mapping (PM) and mixed reality (MR) used together with an architectural agenda. Dynamic Projection imagines the confluence of accessible PM and MR technologies and asks "How might we leverage the strengths of both technologies while obviating their weaknesses?‚ And then "How might this technology be of use in making architecture from within the Climate Movement?‚ First, we will examine the dormant potential of Projected MR by augmenting a physical model in an exhibition setting. The exhibition set-up deploys Unity and Vuforia to generate MR, and Mad Mapper to generate a projection mapped background space. Using this set-up reveals strengths in both technologies, which we can evaluate with a Cybernetically Enhanced Mixed Reality Framework. We can leverage this Projected MR as a suite of tools to make architecture a more active participant in the Climate Movement: for example, by augmenting buildings with statistics that could help reduce energy consumption or through the augmentation of the construction process, helping facilitate waste reduction through efficient construction. Our initial research is being expanded through development of a more versatile Projected MR platform with Dynamic Projection 02, in which we are utilizing better MR tools, more responsive PM tools, and an industrial robot to simulate various dynamic feedback systems. This expanded research design speculates on a 3-part exhibition that can respond with low latency via Projected MR controls during a public and private interactive experience.
keywords Projection Mapping, Augmented Reality, Projected Augmented Reality, Cybernetics, Mixed Reality, Responsible Consumption and Production, Climate Action, SDG 12, SDG 13
series CAADRIA
email
last changed 2022/07/22 07:34

_id ecaade2022_346
id ecaade2022_346
authors Sartorius, Marie P. and von Both, Petra
year 2022
title Rule-Based Design for the Integration of Humanoid Assistance Robotics into the Living Environment of Senior Citizens
source Pak, B, Wurzer, G and Stouffs, R (eds.), Co-creating the Future: Inclusion in and through Design - Proceedings of the 40th Conference on Education and Research in Computer Aided Architectural Design in Europe (eCAADe 2022) - Volume 2, Ghent, 13-16 September 2022, pp. 367–376
doi https://doi.org/10.52842/conf.ecaade.2022.2.367
summary The following paper deals with the hypothesis that in a few years, the everyday lives of seniors and those in need of care will be considerably facilitated by using humanoid assistance robots to improve and prolong their independent lives. The interdisciplinary research project JuBOT of the Karl-Zeiss Foundation deals with developing and applying AI-supported humanoid robots in seniors living spaces. In the research area of architecture, several questions arise in the sense of co-design: Which requirements and design rules can be derived and generalised to develop suitable typologies? And how can these requirements of robotics and buildings be integrated into a digital design process? In this matter, a master thesis identified and categorised areas of action for the assistance robot through a user- and function-based analysis process. Afterwards, a proposal for a generalisable typology for residential modules has been developed, applied, and evaluated. In addition to gaining architectural knowledge, the JuBOT project is also about implementing a suitable digital design process. Thus, the identified planning requirements must be implemented in a BIM-based checking process (ModelCheck).
keywords Senior Residence, Accessibility, Care Concept, Living Concept, Architectural Psychology, Assistant Robot, BIM, Building Information Modeling, ModelCheck
series eCAADe
email
last changed 2024/04/22 07:10

_id cdrf2022_52
id cdrf2022_52
authors Yixuan Zeng, Qiaoming Deng, and Yubo Liu
title Research on the Spatial Layout Design of University Educational Buildings Based on Rule Screening and Multi-agent System
source Proceedings of the 2022 DigitalFUTURES The 4st International Conference on Computational Design and Robotic Fabrication (CDRF 2022)
doi https://doi.org/https://doi.org/10.1007/978-981-19-8637-6_5
summary Unlike traditional empiricism-based building design, the data-oriented quantitative analysis method is more rigorous and intuitive, taking into account a variety of factors such as site conditions, functional requirements and design specifications, and combining computer technology to propose a more rational and efficient design strategy. This study takes the design logic process and algorithm rule screening as the entry point to explore the design method of using multi-agent body algorithm planning to realize the spatial layout of university education buildings. Based on multi-agent algorithms, spatially rich and morphologically complex architectural solutions can be quickly generated, and new designs with generality and universality can be produced by changing the initial shape and syntax rules. The authors attempt to design a program based on a multi-agent body system, where architects only need to set initial parameters to quickly construct a variety of initial volume solutions, offering a wide range of possibilities for initial design.
email
last changed 2024/05/29 14:02

_id ecaade2022_202
id ecaade2022_202
authors Acican, Oyku and Luyten, Laurens
year 2022
title Experiential Learning of Structural Systems - Comparison of design-based and experiment-based pedagogies
source Pak, B, Wurzer, G and Stouffs, R (eds.), Co-creating the Future: Inclusion in and through Design - Proceedings of the 40th Conference on Education and Research in Computer Aided Architectural Design in Europe (eCAADe 2022) - Volume 2, Ghent, 13-16 September 2022, pp. 535–544
doi https://doi.org/10.52842/conf.ecaade.2022.2.535
summary This research aims to compare two experiential learning methods’ effectiveness for (1) a deeper understanding of structural behaviour, and (2) skills to design architectural forms that are structurally informed. A course was planned to investigate the effect of the type and order of the two teaching units: (1) guided experiments on a parametric design model, and (2) parametric design of a tower and custom experiments using Grasshopper and Karamba. Results indicate that the group that started with the experiments learned to ask the relevant questions by experimenting with the appropriate parameters that helped them to find the structural principles and apply them during their design phase. The group that started with the design were lost in the structural concepts and in identifying the meaningful parameters to test for. However, after the experiment was completed, this group could make a knowledge transfer. Acquisition of structures knowledge may require the experience of multiple situations while the application of this knowledge may involve selecting the relevant structural experience with the architectural form-finding process. In the future, a proposed experiential learning method will be compared with an instructive learning approach of structural systems for architecture students.
keywords Structures Education, Experiential Learning, Parametric Structural Analysis, Comparative Pedagogy
series eCAADe
email
last changed 2024/04/22 07:10

_id ascaad2022_013
id ascaad2022_013
authors Al-Suwaidi, Mohammed; Agkathidis, Asterios; Haidar, Adonis; Lombardi, Davide
year 2022
title Application of Immersive Technologies in the Early Design Stage in Architecture Education: A Systematic Review
source Hybrid Spaces of the Metaverse - Architecture in the Age of the Metaverse: Opportunities and Potentials [10th ASCAAD Conference Proceedings] Debbieh (Lebanon) [Virtual Conference] 12-13 October 2022, pp. 313-330
summary This paper reviews existing research on the use of immersive technologies, Virtual Reality in particular, in various stages of the architectural design process. Nine research papers were systematically reviewed and analyzed. They were filtered down by using the keywords: ‘Virtual/Augmented Reality, Architectural Education, Gravity Sketch, Unity and Virtual Environments’ from two main databases that focus on digital and computer-aided design research: Cumulative Index about publications in Computer Aided Architectural Design (CuminCAD) and Elsevier's abstract and citation database (Scopus). The selection of papers was filtered down based on relevant approaches which investigate architectural design, creative thinking and teaching methodology using immersive technologies. Another criterion applied to the filtering process of the research papers is the exploration and integration process of new tools and overlapping external software to aid the existing workflow of the user. Our findings explore the evolution of immersive tools to highlight the advantages and disadvantages of virtual reality-based software and hardware, as a creative development tool in the field of education and practice. This paper also proposes a novel teaching methodology that incorporates immersive technologies in the early design phase of architectural education.
series ASCAAD
email
last changed 2024/02/16 13:24

_id cdrf2022_304
id cdrf2022_304
authors Anni Dai
year 2022
title Co-creation: Space Reconfiguration by Architect and Agent Simulation Based Machine Learning
source Proceedings of the 2022 DigitalFUTURES The 4st International Conference on Computational Design and Robotic Fabrication (CDRF 2022)
doi https://doi.org/https://doi.org/10.1007/978-981-19-8637-6_27
summary This research is a manifestation of architectural co-creation between agent simulation based machine learning and an architect’s tacit knowledge. Instead of applying machine learning brains to agents, the author reversed the idea and applied machine learning to buildings. The project used agent simulation as a database, and trained the space to reconfigure itself based on its distance to the nearest agents. To overcome the limitations of machine learning model’s simplified solutions to complicated architectural environments, the author introduced a co-creation method, where an architect uses tacit knowledge to overwatch and have real-time control over the space reconfiguration process. This research combines both the strength of machine learning’s data-processing ability and an architect’s tacit knowledge. Through exploration of emerging technologies such as machine learning and agent simulation, the author highlights limitations in design automation. By combining an architect’s tacit knowledge with a new generation design method of agent simulation based machine learning, the author hopes to explore a new way for architects to co-create with machines.
series cdrf
email
last changed 2024/05/29 14:02

_id ijac202220214
id ijac202220214
authors Baghi, Ali; Saleh Kalantari; Aryan Baghi
year 2022
title Reconfigurable molds and a fabrication-aware design tool for manufacturing concrete grid structures
source International Journal of Architectural Computing 2022, Vol. 20 - no. 2, pp. 420–433
summary The design and manufacturing of concrete elements need to be reconsidered in light of current trends in architectural geometry. Today, there is a movement toward greater customization and adaptability of concrete elements using “reconfigurable formworks” and “additive manufacturing.” Our study approached the issue of fabricating non-standardized concrete elements from the perspective of a “reconfigurable fabrication platform.” Specifically, we developed a method of fabricating geometrically diverse concrete joints by combining flexible pressure-enduring tubes with a rigid mechanism, resulting in an adaptive concretecasting machine. This platform, which we named “Flexi-node,” can be used in conjunction with a relevant fabrication-aware digital design tool. Users can computationally design and fabricate a great variety of concrete joints using just one mold, with a minimum of material waste and with no distortion from hydrostatic pressure as would typically occur in a fully flexible formwork
keywords Reconfigurable formwork, concrete casting, concrete joints, fabrication-aware design tool
series journal
last changed 2024/04/17 14:29

_id ecaade2022_16
id ecaade2022_16
authors Bailey, Grayson, Kammler, Olaf, Weiser, Rene, Fuchkina, Ekaterina and Schneider, Sven
year 2022
title Performing Immersive Virtual Environment User Studies with VREVAL
source Pak, B, Wurzer, G and Stouffs, R (eds.), Co-creating the Future: Inclusion in and through Design - Proceedings of the 40th Conference on Education and Research in Computer Aided Architectural Design in Europe (eCAADe 2022) - Volume 2, Ghent, 13-16 September 2022, pp. 437–446
doi https://doi.org/10.52842/conf.ecaade.2022.2.437
summary The new construction that is projected to take place between 2020 and 2040 plays a critical role in embodied carbon emissions. The change in material selection is inversely proportional to the budget as the project progresses. Given the fact that early-stage design processes often do not include environmental performance metrics, there is an opportunity to investigate a toolset that enables early-stage design processes to integrate this type of analysis into the preferred workflow of concept designers. The value here is that early-stage environmental feedback can inform the crucial decisions that are made in the beginning, giving a greater chance for a building with better environmental performance in terms of its life cycle. This paper presents the development of a tool called LearnCarbon, as a plugin of Rhino3d, used to educate architects and engineers in the early stages about the environmental impact of their design. It facilitates two neural networks trained with the Embodied Carbon Benchmark Study by Carbon Leadership Forum, which learns the relationship between building geometry, typology, and construction type with the Global Warming potential (GWP) in tons of C02 equivalent (tCO2e). The first one, a regression model, can predict the GWP based on the massing model of a building, along with information about typology and location. The second one, a classification model, predicts the construction type given a massing model and target GWP. LearnCarbon can help improve the building life cycle impact significantly through early predictions of the structure’s material and can be used as a tool for facilitating sustainable discussions between the architect and the client.
keywords Pre-Occupancy Evaluation, Immersive Virtual Environment, Wayfinding, User Centered Design, Architectural Study Design
series eCAADe
email
last changed 2024/04/22 07:10

_id caadria2022_205
id caadria2022_205
authors Bielski, Jessica, Langenhan, Christoph, Ziegler, Christoph, Eisenstadt, Viktor, Dengel, Andreas and Althoff, Klaus-Dieter
year 2022
title Quantifying the Intangible, A Tool for Retrospective Protocol Studies of Sketching During the Early Conceptual Design of Architecture
source Jeroen van Ameijde, Nicole Gardner, Kyung Hoon Hyun, Dan Luo, Urvi Sheth (eds.), POST-CARBON - Proceedings of the 27th CAADRIA Conference, Sydney, 9-15 April 2022, pp. 403-411
doi https://doi.org/10.52842/conf.caadria.2022.1.403
summary Sketching is a craft supporting the development of ideas and design intentions, as well as an effective tool for communication during the early architectural design stages by making them tangible. Even though sketch-based interaction is a promising approach for Computer-Aided Architectural Design (CAAD) systems, it remains a challenge for computers to recognise information in a sketch. Design protocol studies conducted to deconstruct the sketch and sketching process collect solely qualitative data so far. However, the 'metis' projects aim to create an intelligent design assistant, using an artificial neural network (ANN), in the manner of Negroponte‚s Architecture Machine. By assimilating to the user's idiosyncrasies, the system suggests further design steps to the architect to improve the design decision making process for economic growth, qualitative self-education through the dialogue and reducing stress. For training such ANN quantitative data is needed. In order to produce quantifiable results from such a study, we propose our open-source web-tool ‚Sketch Protocol Analyser‚. By correlating different parameters (i.e. video, transcript and sketch built) through the same labels and their timestamps, we create quantitative data for further use.
keywords Design Protocol Studies, Sketching, Data Collection, Architectural Design Process, ANN, SDG 3, SDG 4, SDG 8, SDG 9
series CAADRIA
email
last changed 2022/07/22 07:34

_id caadria2022_208
id caadria2022_208
authors Bielski, Jessica, Langenhan, Christoph, Ziegler, Christoph, Eisenstadt, Viktor, Petzold, Frank, Dengel, Andreas and Althoff, Klaus-Dieter
year 2022
title The What, Why, What-If and How-To for Designing Architecture, Explainability for Auto-Completion of Computer-Aided Architectural Design of Floor Plan Layouting During the Early Design Stages
source Jeroen van Ameijde, Nicole Gardner, Kyung Hoon Hyun, Dan Luo, Urvi Sheth (eds.), POST-CARBON - Proceedings of the 27th CAADRIA Conference, Sydney, 9-15 April 2022, pp. 435-444
doi https://doi.org/10.52842/conf.caadria.2022.2.435
summary In the next thirty years, the world's population is expected to increase to ten billion people, posing major challenges for the construction industry. To meet the growing demands for residential housing in the future, architects need to work faster, more efficiently, and more sustainably, while increasing architectural quality. The hypothetical intelligent design assistant WHITE BRIDGE, based on the methods of the 'metis' projects, suggests further design steps to support the architectural design decision-making processes of the early design phases. This facilitates faster and better decisions early in the process for a more responsible resource consumption, better mental well-being, and ultimately economic growth. Through a case study we investigate if additional information supports the understanding of these suggestions to reduce the cognitive workload of architectural design decisions on the backdrop of their respective representation. The paper contributes an approach for visualising explanations of an intelligent design assistant, their integration into paper prototypes for case studies, and a workflow for data collection and analysis. The results suggest that the cognitive horizon of the architects is broadened by the explanations, while the visualisation methods significantly influence the usefulness and use of the conveyed information within the explanations.
keywords Explainability, Artificial intelligence, XAI, SDG 3, SDG 8, SDG 12
series CAADRIA
email
last changed 2022/07/22 07:34

_id sigradi2022_104
id sigradi2022_104
authors Bielski, Jessica; Eisenstadt, Viktor; Langenhan, Christoph; Petzold, Frank
year 2022
title Lost in architectural designing - Possible cognitive biases of architects during the early design phases
source Herrera, PC, Dreifuss-Serrano, C, Gómez, P, Arris-Calderon, LF, Critical Appropriations - Proceedings of the XXVI Conference of the Iberoamerican Society of Digital Graphics (SIGraDi 2022), Universidad Peruana de Ciencias Aplicadas, Lima, 7-11 November 2022 , pp. 557–568
summary In order to meet the housing demands of the future, architects need to work faster and more efficiently while improving architectural quality. The metis projects aim to create an intelligent design assistant supporting architects during the early design stages through suggesting further design steps for spatial layouting, based on the best practice of reference buildings. By enhancing suggestions with explainability, the system offers insight to improve Human-System-Interaction (HSI), bridging the ‘black box’ problem. The explanations aim to either support the reasoning process or mitigate possible biases of architects, which can be rooted in the heuristic ‘System 1’, as well as the analytical ‘System 2’, drawing from the ‘dual process model’. Within this paper, we propose our approach to clarify the four main heuristic biases and the logical errors of architects, when using reference buildings, and their respective representation during the architectural design decision-making process.
keywords Decision Making, Biases, Explainability, XAI, Human System Interaction
series SIGraDi
email
last changed 2023/05/16 16:56

_id caadria2022_507
id caadria2022_507
authors Bolojan, Daniel, Vermisso, Emmanouil and Yousif, Shermeen
year 2022
title Is Language All We Need? A Query Into Architectural Semantics Using a Multimodal Generative Workflow
source Jeroen van Ameijde, Nicole Gardner, Kyung Hoon Hyun, Dan Luo, Urvi Sheth (eds.), POST-CARBON - Proceedings of the 27th CAADRIA Conference, Sydney, 9-15 April 2022, pp. 353-362
doi https://doi.org/10.52842/conf.caadria.2022.1.353
summary This project examines how interconnected artificial intelligence (AI)-assisted workflows can address the limitations of current language-based models and streamline machine-vision related tasks for architectural design. A precise relationship between text and visual feature representation is problematic and can lead to "ambiguity‚ in the interpretation of the morphological/tectonic complexity of a building. Textual representation of a design concept only addresses spatial complexity in a reductionist way, since the outcome of the design process is co-dependent on multiple interrelated systems, according to systems theory (Alexander 1968). We propose herewith a process of feature disentanglement (using low level features, i.e., composition) within an interconnected generative adversarial networks (GANs) workflow. The insertion of natural language models within the proposed workflow can help mitigate the semantic distance between different domains and guide the encoding of semantic information throughout a domain transfer process.
keywords Neural Language Models, GAN, Domain Transfer, Design Agency, Semantic Encoding, SDG 9
series CAADRIA
email
last changed 2022/07/22 07:34

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