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 614

_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 ecaade2022_217
id ecaade2022_217
authors Panagiotidou, Vasiliki and Koerner, Andreas
year 2022
title From Intricate to Coarse and Back - A voxel-based workflow to approximate high-res geometries for digital environmental simulations
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. 491–500
doi https://doi.org/10.52842/conf.ecaade.2022.1.491
summary Digital environmental simulations can present a computational bottleneck concerning the complexity of geometry. Therefore, a series of workarounds, ranging from cloud-based solutions to machine learning simulations as surrogate simulations are conventionally applied in practice. Concurrently, contemporary advances in procedural modelling in architecture result in design concepts with high polygon counts. This leads to an ever- increasing resolution discrepancy between design and analysis models. Responding to this problem, this research presents a step-by-step approximation workflow for handling and transferring high-resolution geometries between procedural modelling and environmental simulation software. The workflow is intended to allow designers to quickly assess a design’s interaction with environmental parameters such as airflow and solar radiation and further articulate them. A controllable voxelization procedure is applied to approximate the original geometry and therefore reduce the resolution. Controllable in this context refers to the user’s ability to locally adjust the voxel resolution to fit design needs. After export and simulation, 3d results are imported back into the design environment. The colour properties are re-mapped onto the original high- resolution geometry following a weighted proximity technique. The developed data transfer pipeline allows designers to integrate environmental analysis during initial design steps, which is essential for accessibility in the design profession. This can help to environmentally inform generative designs as well as to make simulation workflows more accessible when working with a wider range of geometries. In this, it reduces the perceived discrepancy between the concept and simulation model. This eases the use and allows a wider audience of users to develop co-creation processes between computation, architecture, and environment.
keywords Simulation, Accessibility, Computation, Environmental Data, Workflow
series eCAADe
email
last changed 2024/04/22 07:10

_id ascaad2022_110
id ascaad2022_110
authors Salem, Mona; Moussa, Ramy
year 2022
title A Hybrid Approach Based on Building Physics and Machine Learning for Thermal Comfort Prediction in Smart Buildings
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. 253-263
summary One of the most important challenges facing the world is the application of modern technology in order to create smart buildings that achieve sustainable development goals (SDGs). Thermal comfort and reduction of energy consumption in buildings are considered important factors which, in turn, are reflected in creating a healthy environment and improving human productivity. Internet of Things (IoT) provides an ideal solution for collecting real-time data on the factors affecting indoor thermal comfort and energy consumption. However, comfort level is subjective and depends on many factors, which may not be learned by conventional models, an integrated model depending on thermal comfort factors is needed. In this work, a hybrid physics-based model incorporated with machine learning techniques is used for the prediction of thermal comfort inside buildings. XGBoost (eXtreme Gradient Boost) algorithm method was used due to its abilities to handle complex problems. A calculated dataset was extracted from the physics-based model gathered with the environmental variables data such as humidity, moisture, temperature, and air velocity collected from IoT devices. The results show an improvement in the prediction of the thermal comfort approach as compared with the conventional models. The XGBoost algorithm can exhibit an effective solution for eliminating deficiencies of traditional models and can be used when designing smart buildings, simulating, and evaluating the designed buildings, controlling energy consumption, and achieving thermal comfort.
series ASCAAD
email
last changed 2024/02/16 13:38

_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 ecaade2022_89
id ecaade2022_89
authors Di Mascio, Danilo
year 2022
title An Untold Story of a Creative Community of Level Designers - Designing and sharing imaginary navigable virtual environments with game technologies
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. 481–490
doi https://doi.org/10.52842/conf.ecaade.2022.1.481
summary The following paper describes and critically reflects on the remarkable production of a creative community of level designers who designed and published 3D game levels (3D real-time virtual navigable environments) during the end of the 1990s and the first decade of the 2000s. During those years, many level designers from several countries created an impressive number and variety of custom levels (user-created content), characterised by imaginary architectures and places informed by narrative elements. This international community was supported by various websites that are no longer available. However, an open-source website, Unreal Archive, constitutes “an initiative to preserve and maintain availability of the rich and vast history of user-created content for the Unreal and Unreal Tournament series of games” (Unreal Archive, 2022). The number of levels available on Unreal Archive exceeds 34,000. For the first time in the architectural research community, this paper aims to shed light on the creative production of that period, and to identify and critically reflect on aspects that could have cultural, creative and educational value for architecture and architectural education. The author directly experienced the achievements of that historical period, and created and published a number of virtual environments using early versions of the Unreal Editor/Engine and 3D modelling software. This research is part of a larger project that investigates transdisciplinary expressions of spaces and architectures, as well as concepts, methodologies and tools in the video games field that can inspire or be transferred to the architecture field.
keywords Virtual Environments, Imaginary Architectures and Places, Narrative, 3D Navigable Environments, Digital Heritage, User-Created Content, Unreal Editor, Unreal Series, Video Games, Level Design, Environmnetal Storytelling
series eCAADe
email
last changed 2024/04/22 07:10

_id ascaad2022_062
id ascaad2022_062
authors Kanter, Jordan; Quinteros, Kamil
year 2022
title Gestural Design: Hand Tracking for Digital Drawing
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. 30-42
summary Computational design is increasingly interested in the active feedback between the user/designer and the digital space. Often, our initial instinct as designers comes from a gesture, a movement of the hands that gets translated into sketches and 3D models via the tools available to us. While the physical realm allows for muscle memory, tactile feedback, and creative output via movement, digital design often negates the body of the designer as it sequesters us into a screen-mouse-hand relationship. Moreover, current CAD software tools often reinforce this standardization, further limiting the potential of physical bodily gestures as a vehicle for architectural form-making. Seeking new opportunities for a gestural interface, this research explores how Machine Learning and parametric design tools can be used to translate active movements and gestural actions into rich and complex digital models without the need of specialized equipment. In this paper, we present an open-source and economically accessible methodology for designers to translate hand movements into the digital world, implementing the MediaPipe Hands tracking library. In developing this workflow, this research explores opportunities to create more direct, vital links between expressive gesture and architectural form, with an emphasis on creating platforms that are accessible not only to design experts, but also the broader public.
series ASCAAD
email
last changed 2024/02/16 13:29

_id ijac202220216
id ijac202220216
authors Keyvanfar, Ali; Arezou Shafaghat; Muhamad SF Rosley
year 2022
title Performance comparison analysis of 3D reconstruction modeling software in construction site visualization and mapping
source International Journal of Architectural Computing 2022, Vol. 20 - no. 2, pp. 453–475
summary Unmanned aerial vehicle (UAV) technology has overcome the limitations of conventional construction management methods using advanced and automated visualization and 3D reconstruction modeling techniques. Although the mapping techniques and reconstruction modeling software can generate real-time and high-resolution descriptive textural, physical, and spatial data, they may fail to develop an accurate and complete 3D model of the construction site. To generate a quality 3D reconstruction model, the construction manager must optimize the trade-offs among three major software-selection factors: functionalities, technical capabilities, and the system hardware specifications. These factors directly affect the robust 3D reconstruction model of the construction site and objects. Accordingly, the purpose of this research was to apply nine well-established 3D reconstruction modeling software tools (DroneDeploy, COLMAP, 3DF+Zephyr, Autodesk Recap, LiMapper, PhotoModeler, 3D Survey, AgiSoft Photoscan, and Pix4D Mapper) and compare their performances and reliabilities in generating complete 3D models. The research was conducted in an eco-home building at the University of Technology, Malaysia. A series of regression analyses were conducted to compare the performances of the selected 3D reconstruction modeling software in alignment and registration, distance computing, geometric measurement, and plugin execution. Regression analysis determined that among the software programs, LiMapper had the strongest positive linear correlation with the ground truth model. Furthermore, the correlation analysis showed a statistically significant p-value for all software, except for 3D Survey. In addition, the research found that Autodesk Recap generated the most-robust and highest-quality dense point clouds. DroneDeploy can create an accurate point cloud and triangulation without using many points as required by COLMAP and LiMapper. It was concluded that most of the software is robustly, positively, and linearly correlated with the corresponding ground truth model. In the future, other factors involving software selection should be studied, such as vendor-related, user-related, and automation factors.
keywords Construction site visualization, unmanned aerial vehicle, photogrammetry, 3D reconstruction modeling, multi-view-stereopsis, structure-from-motion, ANOVA and regression analysis
series journal
last changed 2024/04/17 14:29

_id caadria2022_148
id caadria2022_148
authors Khajehee, Arastoo, Yabe, Taisei, Lu, Xuanyu, Liu, Jia and Ikeda, Yasushi
year 2022
title Development of an Affordable On-Site Wood Craft System: Interactive Fabrication via Digital Tools
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. 31-40
doi https://doi.org/10.52842/conf.caadria.2022.2.031
summary This research aims to develop a craft system that simplifies the transition between design and fabrication. One of the main purposes of this system is to allow non-professionals to engage in craft with the aid of affordable digital fabrication tools. By removing the technical hurdles that prevent beginners from engaging in digital fabrication, the system aims to enable those who are interested in making things as a hobby or DIY projects to enjoy digital craft. The developed craft system provides a comprehensive workflow, starting from the initial shape to the final CNC milling machine G-Code generation. It is developed through Object-Oriented Programming, resulting in an interactive system that provides information about the fabricability of the final shelf structure to user/designer. The real-time design-to-fabrication aspect allows for some degree of simultaneous design changes, making the craft experience more center864108000enjoyable. In line with the UN Sustainable Development Goals, this research is an attempt to provide more opportunities for individuals to get into digital fabrication, enabling them to acquire skills within the rapidly growing industry. Furthermore, as demonstrated by other digital fabrication tools like 3D printers, DIY builds can potentially be economically beneficial for the users.
keywords Digital Fabrication, Real-Time Design to Fabrication, Affordable On-Site Craft, SDG 8, SDG 9
series CAADRIA
email
last changed 2022/07/22 07:34

_id caadria2022_387
id caadria2022_387
authors Robinson, Richard and Park, Hyoung-June
year 2022
title Learning from Hale: An Educational Augmented Reality Application for an Indigenous Hawaiian 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. 697-706
doi https://doi.org/10.52842/conf.caadria.2022.1.697
summary An educational Augmented Reality (AR) application with Head Mount Display (HMD) is developed for the revitalization of the Hales. The proposed application allows a user to have a dynamic learning experience of the Hale by 1) full immersion into an extended reality, 2) enabling the hands-on construction & assembly process with real-time feedback, and 3) visualizing context-specific information and concepts. Through this intact experience, tacit knowledge embedded in the Hawaiian Hale design is delivered. In this paper, the implementation of the proposed application is explained, and the usage of the application is also demonstrated.
keywords Augmented Reality, Tacit Knowledge, Cultural Heritage, Hale, SDG 4
series CAADRIA
email
last changed 2022/07/22 07:34

_id sigradi2022_53
id sigradi2022_53
authors Stuart-Smith, Robert; Danahy, Patrick
year 2022
title 3D Generative Design for Non-Experts: Multiview Perceptual Similarity with Agent-Based Reinforcement Learning
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. 115–126
summary Advances in additive manufacturing allow architectural elements to be fabricated with increasingly complex geometrical designs, however, corresponding 3D design software requires substantial knowledge and skill to operate, limiting adoption by non-experts or people with disabilities. Established non-expert approaches typically constrain geometry, topology, or character to a pre-established configuration, rather than aligning to figural and aesthetic characteristics defined by a user. A methodology is proposed that enables a user to develop multi-manifold designs from sketches or images in several 3d camera projections. An agent-based design approach responds to computer vision analysis (CVA) and Deep Reinforcement Learning (RL) to design outcomes with perceptual similarity to user input images evaluated by Structural Similarity Indexing (SSIM). Several CVA and RL ratios were explored in training models and tested on untrained images to evaluate their effectiveness. Results demonstrate a combination of CVA and RL motion behavior can produce meshes with perceptual similarity to image content.
keywords Generative Design, Machine Learning, Agent-Based Systems, Non-Expert Design
series SIGraDi
email
last changed 2023/05/16 16:55

_id ecaade2022_223
id ecaade2022_223
authors Tuzun Canadinc, Seda and Yan, Wei
year 2022
title 3D-Model-Based Augmented Reality for Enhancing Physical Architectural Models
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. 495–504
doi https://doi.org/10.52842/conf.ecaade.2022.2.495
summary In the presentation of architectural projects, physical models are still commonly used as a powerful and effective representation for building design and construction. On the other hand, Augmented Reality (AR) promises a wide range of possibilities in visualizing and interacting with 3D physical models, enhancing the modeling process. To benefit both, we present a novel medium for architectural representation: a marker-less AR powered physical architectural model that employs dynamic digital features. With AR enhancement, physical capabilities of a model could be extended without sacrificing its tangibility. We developed a framework to investigate the potential uses of 3D-model- based AR registration method and its augmentation on physical architectural models. To explore and demonstrate integration of physical and virtual models in AR, we designed this framework providing physical and virtual model interaction: a user can manipulate the physical model parts or control the visibility and dynamics of the virtual parts in AR. The framework consists of a LEGO model and an AR application on a hand-held device which was developed for this framework. The AR application utilizes a marker-less AR registration method and employs a 3D-model-based AR registration. A LEGO model was proposed as the physical 3D model in this registration process and machine learning training using Vuforia was utilized for the AR application to recognize the LEGO model from any point of view to register the virtual models in AR. The AR application also employs a user interface that allows user interaction with the virtual parts augmented on the physical ones. The working application was tested over its registration, physical and virtual interactions. Overall, the adoption of AR and its combination with physical models, and 3D-model-based AR registration allow for many advantages, which are discussed in the paper.
keywords Augmented Reality, AR, 3D-model based AR, Architectural Representation, Architectural Modeling
series eCAADe
email
last changed 2024/04/22 07:10

_id caadria2022_497
id caadria2022_497
authors Varinlioglu, Guzden, Vaez Afshar, Sepehr, Eshaghi, Sarvin, Balaban, Ozgun and Nagakura, Takehiko
year 2022
title GIS-Based Educational Game Through Low-Cost Virtual Tour Experience- Khan Game
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. 69-78
doi https://doi.org/10.52842/conf.caadria.2022.1.069
summary The pandemic brought new norms and techniques of pedagogical strategies in formal education. The synchronous/ asynchronous video streaming brought an emphasis on virtual and augmented realities, which are rapidly replacing textbooks as the main medium for learning and teaching. This transformation requires more extensive online and interactive content with simpler user interfaces. The aim of this study is to report on the design, implementation, and testing of a game based on low-cost and user-friendly content for digital cultural heritage. In this project, a game aimed at inclusive and equitable education was developed using 360 images of the targeted architectural heritage geographically distributed in a pilot site. We promote lifelong learning opportunities for all, following the SDG4, aiming for quality education with the easy-to-use online platform and easy access to immersive education through mobile platforms. Towards a post-carbon future without the need for travel, computational design methods such as using 360 videos and images in combination with virtual reality (VR) headsets allow a low-cost approach to remotely experiencing cultural heritage. We propose developing and testing a GIS-based educational game using a low-cost 360 virtual tour of architectural heritage, more specifically, caravanserais of Anatolia.0864108000
keywords digital heritage, 360 images, educational games, caravanserais, SDG 4
series CAADRIA
email
last changed 2022/07/22 07:34

_id caadria2022_140
id caadria2022_140
authors Huang, Shuyi and Zheng, Hao
year 2022
title Morphological Regeneration of the Industrial Waterfront Based on Machine Learning
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. 475-484
doi https://doi.org/10.52842/conf.caadria.2022.1.475
summary The regeneration of the industrial waterfront is a global issue, and its significance lies in transforming the waterfront brownfield into an eco-friendly, hospitable, and vibrant urban space. However, the industrial waterfront naturally has comparatively unmanageable morphological features, including linear shape, irregular waterfront boundary, and separation with urban networks. Therefore, how to subdivide the vacant land and determine the land-use type for each subdivision becomes a challenging problem. Accordingly, this study proposes an application of machine learning models. It allows the generation of morphological elements of the vacant industrial waterfront by comparing the before-and-after scenarios of successful regeneration projects. The data collected from New York City is used as a showcase of this method.
keywords machine learning, urban morphology, industrial waterfront regeneration, sustainable cities, SDG 11
series CAADRIA
email
last changed 2022/07/22 07:34

_id ijac202220208
id ijac202220208
authors Refalian, Ghazal; Eloi Coloma; Joaquim N Moya
year 2022
title Formal grammar methodology for digital visualization of Islamic geometric patterns
source International Journal of Architectural Computing 2022, Vol. 20 - no. 2, pp. 297–315
summary In the oriental practice of art and architecture, and among the regions under their influence, Islamic geometricpatterns (IGPs) have been widely used, not only due to aesthetics and decoration but also to make it possibleto cover wide flat surfaces, curved surface of domes, and perforated surfaces of window and partitions, withperfectly tessellated shapes. However, with advances in time and technology, these techniques could notconnect to the new technologies and benefit from the capacities of digitalization. Recent progress in scienceand technology tends to open new doors to study geometrical patterns by digitalizing the old ones anddeveloping new variations. This study looks at formal grammar and computer science to introduce a newapproach to digital visualization of available IGPs, particularly, star patterns.We investigate the potentials of developing a re-writing system for simulation of IGPs to provide a flexibleplatform, which allows introducing IGP to CAD/CAM software without previous knowledge on their designor drawing techniques. This methodology allows designers to directly develop various scenarios of IGPapplications and implement them on related CAD/CAM tools.Formal language and grammar theories, based on applied mathematics are contributing to the advancementsof computer science and digital modeling. They can provide an opportunity to express relational definitionand written equivalents of the geometries by using strings and symbols. It is supposed that by using the formalgrammar frameworks, certain languages could be developed to visualize IGPs in a machine-friendly way, andconsequently, this computational interpretation of IGPs facilitates their application and further developments,for example, regards to digital fabrication.The presented method of IGP visualization is developed as a C#-based add-on for Grasshopper in Rhino3D,one of the main modeling tools used by architects and product designers
keywords Islamic geometric patterns, digital visualization, formal grammar, formal language, shape grammar
series journal
last changed 2024/04/17 14:29

_id caadria2022_267
id caadria2022_267
authors Toohey, Gabrielle, Nguyen, Tommy Bao Nghi, Vilppola, Ritva, Qiu, Waishan, Li, Wenjing and Luo, Dan
year 2022
title Data-Driven Evaluation of Streets to Plan for Bicycle Friendly Environments: A Case Study of Brisbane Suburbs
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. 243-252
doi https://doi.org/10.52842/conf.caadria.2022.1.243
summary Empirical cycling data from across the world illustrates the many barriers that car-dependent cities face when implementing cycling programs and infrastructure. Most studies focus on physical criteria, while perception criteria are less addressed. The correlations between the two are still largely unknown. This paper introduces a methodology that utilises computer vision analysis techniques to evaluate 15,383 Google Street View Images (SVI) of Brisbane City against both physical and perception cycling criteria. The study seeks to better understand correlations between the quality of a street environment and an urban area's 'bicycle-friendliness'. PSPNet Image Segmentation is utilised against SVIs to determine the percentage of an image corresponding with objects and the environment related to specific cycling factors. For physical criteria, these images are then further analysed by Masked RCNN processes. For perception criteria, subjective ranking of the images is undertaken using Machine Learning (ML) techniques to score images based on survey data. The methodology effectively allows for current findings in cycling research to be further utilised in combination via computer visioning (CV) and ML applications to measure different physical elements and urban design qualities that correspond with bicycle-friendliness. Such findings can assist targeted design strategies for cities to encourage the use of safer and more sustainable modes of transport.
keywords Bicycle-friendly, Quality Streetscapes, Active Living, Visual Assessment, Computer Visioning, Machine Learning, SDG 3, SDG 11
series CAADRIA
email
last changed 2022/07/22 07:34

_id ecaade2022_176
id ecaade2022_176
authors Kotov, Anatolii, Starke, Rolf and Vukorep, Ilija
year 2022
title Spatial Agent-based Architecture Design Simulation Systems
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. 105–112
doi https://doi.org/10.52842/conf.ecaade.2022.2.105
summary This paper presents case studies and analysis of agent-based reinforcement learning (RL) systems towards practical applications for specific architecture/engineering tasks using Unity 3D-based simulation methods. Finding and implementing sufficient abstraction for architecture and engineering problems to be solved by agent-based systems requires broad architectural knowledge and the ability to break down complex problems. Modern artificial intelligence (AI) and machine learning (ML) systems based on artificial neural networks can solve complex problems in different domains such as computer vision, language processing, and predictive maintenance. The paper will give a theoretical overview, such as more theoretical abstractions like zero-sum games, and a comparison of presented games. The application section describes a possible categorization of practical usages. From more general applications to more narrowed ones, we explore current possibilities of RL application in the field of relatable problems. We use the Unity 3D engine as the basis of a robust simulation environment.
keywords AI Aided Architecture, Reinforcement Learning, Agent Simulation
series eCAADe
email
last changed 2024/04/22 07:10

_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 caadria2022_336
id caadria2022_336
authors Araujo, Goncalo, Santos, Luis, Leitao, Antonioand Gomes, Ricardo
year 2022
title AD-Based Surrogate Models for Simulation and Optimization of Large Urban Areas
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. 689-698
doi https://doi.org/10.52842/conf.caadria.2022.2.689
summary Urban Building Energy Model (UBEM) approaches help analyze the energy performance of urban areas and predict the impact of different retrofit strategies. However, UBEM approaches require a high level of expertise and entail time-consuming simulations. These limitations hinder their successful application in designing and planning urban areas and supporting the city policy-making sector. Hence, it is necessary to investigate alternatives that are easy-to-use, automated, and fast. Surrogate models have been recently used to address UBEM limitations; however, they are case-specific and only work properly within specific parameter boundaries. We propose a new surrogate modeling approach to predict the energy performance of urban areas by integrating Algorithmic Design, UBEM, and Machine Learning. Our approach can automatically model and simulate thousands of building archetypes and create a broad surrogate model capable of quickly predicting annual energy profiles of large urban areas. We evaluated our approach by applying it to a case study located in Lisbon, Portugal, where we compare its use in model-based optimization routines against conventional UBEM approaches. Results show that our approach delivers predictions with acceptable accuracy at a much faster rate.
keywords urban building energy modelling, algorithmic design, machine learning in Architecture, optimization of urban areas, SDG 7, SDG 12, SDG 13
series CAADRIA
email
last changed 2022/07/22 07:34

_id ecaade2022_411
id ecaade2022_411
authors Cesar Rodrigues, Ricardo, Rubio Koga, Renan, Hitomi Hirota, Ercilia and Bertola Duarte, Rovenir
year 2022
title Mapping Space Allocation with Artificial Intelligence - An approach towards mass customized housing units
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. 631–640
doi https://doi.org/10.52842/conf.ecaade.2022.2.631
summary Artificial Intelligence represents a substantial part of the available tools on architectural design, especially for Space Layout Planning (SLP). At the same time, the challenge of Mass Customization (MC) is to increase the product variety while maintaining a good cost-benefit ratio. Thus, this research aims to identify new, valid, and easily understandable data patterns through human-machine interaction in an attempt to deal with the challenges of MC during the early phases of SLP. The Design Science Research method was adopted to develop a digital artifact based on deep generative models and a reverse image search engine. The results indicate that the artifact can deliver a series of design alternatives and enhance the navigation process in the solution space, besides giving key insights on dataset design for further research.
keywords Floor plans, Generative Adversarial Networks, Mass Customization
series eCAADe
email
last changed 2024/04/22 07:10

_id caadria2022_152
id caadria2022_152
authors Deshpande, Rutvik, Nisztuk, Maciej, Cheng, Cesar, Subramanian, Ramanathan, Chavan, Tejas, Weijenberg, Camiel and Patel, Sayjel Vijay
year 2022
title Synthetic Machine Learning for Real-time Architectural Daylighting Prediction
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. 313-322
doi https://doi.org/10.52842/conf.caadria.2022.1.313
summary "Synthetic Machine Learning‚ offers a revolutionary leap in real-time environmental analysis for conceptual architectural design. By integrating automatic synthetic data generation, artificial neural network (ANN) training and online deployment, Synthetic Machine Learning offers two main advantages over conventional simulation; First, it reduces the analysis time for a reference simulation from minutes to seconds; Second, it is possible to deploy ANN as a web service in an online design environment, which therein increases accessibility, significantly reducing simulation costs and setup time. The application of Synthetic Machine Learning to perform Daylight Autonomy (DA) and Spatial Daylight Autonomy (sDA) studies to maximise building daylighting for a given use, window to wall ratio, and floorplan arrangement is showcased through a preliminary demonstration work. Comparatively the use of algorithmically generated synthetic data versus real-world data is becoming ubiquitous in other disciplines, the advantages of this approach to the building design process are further discussed.
keywords Daylight Autonomy, machine learning, building energy performance, synthetic data-sets, SDG 7, SDG 11
series CAADRIA
email
last changed 2022/07/22 07:34

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