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 644

_id ascaad2022_022
id ascaad2022_022
authors Marey, Ahmed; Goubran, Sherif
year 2022
title Low-cost Portable Wireless Electroencephalography to Detect Emotional Responses to Visual Cues: Validation and Potential Applications
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. 139-154
summary This paper validates the using a low-cost EEG headset – Emotiv Insight 2.0 – for detecting emotional responses to visual stimuli. The researchers detected, based on brainwave activity, the viewer’s emotional states in reference to a series of visuals and mapped them on valance and arousal axes. Valence in this research is defined as the viewer’s positive or negative state, and arousal is defined as the intensity of the emotion or how calm or excited the viewer is. A set of thirty images – divided into two categories: Objects and Scenes – was collected from the Open Affective Standard Image Set (OASIS) and used as a reference for validation. We collected a total of 720 data points for six different emotional states: Engagement, Excitement, Focus, Interest, Relaxation, and Stress. To validate the emotional state score generated by the EEG headset, we created a regression model using those six parameters to estimate the valence and arousal level, and compare them to values reported by OASIS. The results show the significance of the Engagement parameter in predicting the valence level in the Objects category and the significance of the Excitement parameter in the Scenes category. With the emergence of personal EEG headsets, understanding the emotional reaction in different contexts will help in various fields such as urban design, digital art, and neuromarketing. In architecture, the findings can enable designers to generate more dynamic and responsive design solutions informed by users’ emotions.
series ASCAAD
email
last changed 2024/02/16 13:24

_id caadria2022_167
id caadria2022_167
authors Aman, Jayedi, Matisziw, Timothy C, Kim, Jong Bum and Luo, Dan
year 2022
title Sensing the City: Leveraging Geotagged Social Media Posts and Street View Imagery to Model Urban Streetscapes Using Deep Neural Networks
doi https://doi.org/10.52842/conf.caadria.2022.1.595
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. 595-604
summary Understanding the relationships between individuals and the urban streetscape is an essential component of sustainable city planning. However, analysis of these relationships involves accounting for a complex mix of human behaviour, perception, as well as geospatial context. In this context, a comprehensive framework for predicting preferred streetscape characteristics utilizing deep learning and geospatial techniques is proposed. Geotagged social media posts and street view imagery are employed to account for individual sentiment and geospatial context. Natural Language Processing (NLP) and computer vision (CV) are then used to infer sentiment and model the visual environment within which individuals make posts to social media. An application of the developed framework is provided using Instagram posts and Google Street View imagery of the urban environment. A spatial analysis is conducted to assess the extent to which urban attributes correlate with the sentiment of social media postings. The results shed light on sustainable streetscape planning by focusing on the relationship between users and the built environment in a complex urban setting. Finally, limitations of the developed methodology as well as future directions are discussed.
keywords Urban sustainability, data mining, pedestrian sentiments, transportation behavior, street level imagery, transformers, SDG 11
series CAADRIA
email
last changed 2022/07/22 07:34

_id sigradi2022_168
id sigradi2022_168
authors Koh, Immanuel
year 2022
title Palette2Interior Architecture: From Syntactic and Semantic Colour Palettes to Generative Interiors with Deep 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. 187–198
summary Colour palettes have long played a significant role in not only capturing design ambience (e.g., as mood boards), but more significantly, in translating an abstract intuition into an explicit ordering mechanism for design representation and synthesis, whether it is in the discipline of graphic design, interior design or architectural design. Might this difficult process of design synthesis from a low-dimensional colour input domain to a high-dimensional spatial design output domain be computationally mapped? Using today’s generative adversarial networks (GANs), the paper aims to investigate this plausibility, and in doing so, hoping to envision an AI-augmented design workflow and tooling. Newly-created datasets are made procedurally and used to train three different types of deep learning models in the specific context of generating living room interior layouts. The results suggest that a combination of syntactic and semantic generative processes is necessary for a critical appropriation of such AI models
keywords Machine Learning, Artificial Intelligence, Deep Neural Networks, Colour Palette, Interior Design
series SIGraDi
email
last changed 2023/05/16 16:55

_id caadria2022_199
id caadria2022_199
authors Yang, Qing, Cao, Chufan, Li, Haimiao, Qiu, Waishan, Li, Wenjing and Luo, Dan
year 2022
title Quantifying the Coherence and Divergence of Planned, Visual and Perceived Streets Greening to Inform Ecological Urban Planning
doi https://doi.org/10.52842/conf.caadria.2022.1.565
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. 565-574
summary This research attempts to combine the fields of urban planning, urban design and cognitive psychology, and propose three corresponding evaluation indicators for urban ecology, and further explore the coherence and divergence between them. This research defines land vegetation coverage, visibility of street green vegetation, and people's green perception as planned green, visual green and perceived green. Specifically, the three measures (i.e., planned, visual and perceived) refer to objectively extracting park lands and canopy areas from land use data, objectively extracting green pixels from street views, and subjectively collected through visual surveys. This study hypothesizes that there could exist large variation between the three measures, which would provide distinct implications for city planners. To test our hypothesis, this study selects Brisbane as the research area, effectively using computer deep learning, data visualization and mathematical statistics methods to achieve an accurate description of the three sets of data, and proposes a comprehensive evaluation of the urban ecological theory system. The results show the credibility and scope of application of the three types of greening, and quantitatively proposed and tested the relevant theories of urban design.
keywords Urban Green Space, Urban Ecology, Street View Image, Green Perception, Subjective Measure, SDG 3, SDG 11, SDG 13
series CAADRIA
email
last changed 2022/07/22 07:34

_id cdrf2022_209
id cdrf2022_209
authors Yecheng Zhang, Qimin Zhang, Yuxuan Zhao, Yunjie Deng, Feiyang Liu, Hao Zheng
year 2022
title Artificial Intelligence Prediction of Urban Spatial Risk Factors from an Epidemic Perspective
doi https://doi.org/https://doi.org/10.1007/978-981-19-8637-6_18
source Proceedings of the 2022 DigitalFUTURES The 4st International Conference on Computational Design and Robotic Fabrication (CDRF 2022)
summary From the epidemiological perspective, previous research methods of COVID-19 are generally based on classical statistical analysis. As a result, spatial information is often not used effectively. This paper uses image-based neural networks to explore the relationship between urban spatial risk and the distribution of infected populations, and the design of urban facilities. We take the Spatio-temporal data of people infected with new coronary pneumonia before February 28 in Wuhan in 2020 as the research object. We use kriging spatial interpolation technology and core density estimation technology to establish the epidemic heat distribution on fine grid units. We further examine the distribution of nine main spatial risk factors, including agencies, hospitals, park squares, sports fields, banks, hotels, Etc., which are tested for the significant positive correlation with the heat distribution of the epidemic. The weights of the spatial risk factors are used for training Generative Adversarial Network models, which predict the heat distribution of the outbreak in a given area. According to the trained model, optimizing the relevant environment design in urban areas to control risk factors effectively prevents and manages the epidemic from dispersing. The input image of the machine learning model is a city plan converted by public infrastructures, and the output image is a map of urban spatial risk factors in the given area.
series cdrf
email
last changed 2024/05/29 14:02

_id caadria2022_42
id caadria2022_42
authors Chen, Jielin and Stouffs, Rudi
year 2022
title Robust Attributed Adjacency Graph Extraction Using Floor Plan Images
doi https://doi.org/10.52842/conf.caadria.2022.2.385
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. 385-394
summary Architectural design solutions are intrinsically structured information with a broad range of interdependent scopes. Compared to conventional 2D Euclidean data such as orthographic drawings and perspectives, non-Euclidean data (e.g., attributed adjacency graphs) can be more effective and accurate for representing 3D architectural design information, which can be useful for numerous design tasks such as spatial analysis and reasoning, and practical applications such as floor plan parsing and generation. Thus, getting access to a matching attributed adjacency graph dataset of architectural design becomes a necessity. However, the task of conveniently acquiring attributed adjacency graphs from existing architectural design solutions still remains an open challenge. To this end, this project leverages state-of-the-art image segmentation techniques using an ensemble learning scheme and proposes an end-to-end framework to efficiently extract attributed adjacency graphs from floor plan images with diverse styles and varied levels of complexity, aiming at addressing generalization issues of existing approaches. The proposed graph extraction framework can be used as an innovative tool for advancing design research infrastructure, with which we construct a large-scale attributed adjacency graph dataset of architectural design using floor plan images retrieved in bulk. We have open sourced our code and dataset.
keywords attributed adjacency graph, floor plan segmentation, ensemble learning, architectural dataset, SDG 9
series CAADRIA
email
last changed 2022/07/22 07:34

_id ecaade2022_203
id ecaade2022_203
authors Kim, Frederick Chando and Huang, Jeffrey
year 2022
title Perspectival GAN - Architectural form-making through dimensional transformation
doi https://doi.org/10.52842/conf.ecaade.2022.1.341
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. 341–350
summary With the ascendance of Generative Adversarial Networks (GAN), promising prospects have arisen from the abilities of machines to learn and recognize patterns in 2D datasets and generate new results as an inspirational tool in architectural design. Insofar as the majority of ML experiments in architecture are conducted with imagery based on readily available 2D data, architects and designers are faced with the challenge of transforming machine-generated images into 3D. On the other hand, GAN-generated images are found to be able to learn the 3D information out of 2D perspectival images. To facilitate such transformation from 2D and 3D data in the framework of deep learning in architecture, this paper explores making new architectural forms from flat GAN images by employing traditional tools of projective geometry. The experiments draw on Brook Taylor’s 19th- century theorem of inverse projection system for creating architectural form from perspectival information learned from GAN images of Swiss alpine architecture. The research develops a parametric tool that automates the dimensional transformation of 2D images into 3D architectural forms. This research identifies potential synergic interactions between traditional tools and techniques of architects and deep learning algorithms to achieve collective intelligence in designing and representing creative architecture forms between humans and machines.
keywords Machine Learning, GAN, Architectural Form, Perspective Projection, Inverse Perspective, Digital Representation
series eCAADe
email
last changed 2024/04/22 07:10

_id sigradi2023_369
id sigradi2023_369
authors Lima, Micaele, Aguiar, Beatriz Natália, Romcy, Neliza, Lima, Mariana and Cardoso, Daniel
year 2023
title Systematization of Scientific Production of Extended Reality in Teaching and Design Process in Architecture and Urbanism
source García Amen, F, Goni Fitipaldo, A L and Armagno Gentile, Á (eds.), Accelerated Landscapes - Proceedings of the XXVII International Conference of the Ibero-American Society of Digital Graphics (SIGraDi 2023), Punta del Este, Maldonado, Uruguay, 29 November - 1 December 2023, pp. 1397–1408
summary Extended Reality (XR) technologies have the potential to help and improve the teaching and design process in Architecture and Urbanism, as they offer different ways of perceiving and representing space and various functionalities. Therefore, it is important to systematize scientific production in this area. This research aims to identify and analyze the main applications of XR in teaching and in the design process in Architecture and Urbanism, as well as its benefits and limitations. A systematic literature review of publications on CumInCAD and SBTIC, from 2015 to 2022, was carried out. The results show the growing emphasis of XR as a medium that offers benefits both for teaching and design practice. However, there are still limitations to be overcome to make XR more inclusive. As a contribution, a greater understanding of how XR has been applied in teaching is provided along with a reflection on its impact on the means of representation in the design process.
keywords Virtual reality, Augmented reality, Extended reality, Project Teaching, Architectural Project.
series SIGraDi
email
last changed 2024/03/08 14:08

_id caadria2022_176
id caadria2022_176
authors Nguyen-Tran, Khang, Kahlon, Yuval, Oki, Takuya, Marsatyasti, Naya, Murata, Ryo and Fujii, Haruyuki
year 2022
title Exploring Users‚ Visual Impression of a Japanese Streetscape by Correlating Attention With Speech. Utilizing eye-tracking technology for computer-aided architectural planning
doi https://doi.org/10.52842/conf.caadria.2022.2.475
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
summary Considering users' subjective impressions is a challenging question in architectural design. Answering this question is a human-centred approach which is critical for designing spaces that afford true well-being for their users relating to Sustainable Development Goal 3, or SDG 3:"Good Health and Well-being"). While various methods for evaluating users' subjective impressions exist, their focus is mainly on classifying spaces into pre-determined categories representing the users' impressions. Such classification fails to capture the richness of users' actual interpretation, as reflected in descriptions provided by users when they express freely their impression about architectural space. Aiming to capture this richness, we extend the current state-of-the-art methods and propose an integrated approach to extract and analyse the users' interpretations while interviewing them observing a Tokyo streetscape. In addition, by comparing their comments and gaze, we expose correlations between abstract descriptions and the architectural space, which are difficult to obtain using existing methods. Our insights are a stepping-stone for enhancing computer-aided architecture by integrating visual impressions into the design processes.
keywords visual impression, gaze analysis, Japanese architecture, Oku, well-being, SDG 3
series CAADRIA
email
last changed 2022/07/22 07:34

_id caadria2022_54
id caadria2022_54
authors Zhuang, Dian and Shi, Xing
year 2022
title Building Information Modelling based Transparent Envelope Optimization Considering Environmental Quality, Energy and Cost
doi https://doi.org/10.52842/conf.caadria.2022.2.537
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. 537-546
summary The balance of energy consumption, indoor environmental satisfaction and cost is a continuing challenge in the field of building energy efficiency research. Building transparent envelope play a key role in building energy-saving design. While in existing BIM system, the separation of component family and local supply chain hinders the integrated performance evaluation and design. This paper proposes a general sustainable performance optimization model for transparent envelope design from the product perspective. A performance data integrated BIM technique framework, linking BIM with multi-dimension performance data stored in external database, is introduced as the foundation of local supply chain based optimization process. A multi-objective optimization model for window components is constructed for the early design stage. Three comprehensive design targets in the engineering practice, energy consumption, life cycle cost and IEQ are evaluated and optimized, representing the concern from government, developer and occupant, respectively. Autodesk Revit as the technique platform, its internal material library and adaptive component system are directly integrated for model control and feedback. An optimization tool is developed as an individual plug-in for user interaction and performance visualization. As a case study, the multi-objective optimization process is applied to design a school building in China.
keywords BIM, multi-objective optimization, transparent envelope, sustainable performance, SDG 3, SDG 7, SDG 11, SDG 12
series CAADRIA
email
last changed 2022/07/22 07:34

_id ecaade2022_251
id ecaade2022_251
authors Awan, Abeeha, Lombardi, Davide, Ruffino, Paolo and Agkathidis, Asterios
year 2022
title Efficacy of Gamification on Introductory Architectural Education: a literature review
doi https://doi.org/10.52842/conf.ecaade.2022.2.553
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. 553–564
summary Due to their recent popularity and success in fields such as engineering and business, gamification and by extension game design principles demonstrate the ability to teach complex, multi-disciplinary skills in an engaging, entertaining, and effective way. Architectural education especially introductory architectural education is a foundational and fundamental part of a budding architecture student’s career and oftentimes requires the understanding of dynamic systems, spatial reasoning, and experiential learning. The paper posits that gamification and game design principles can utilize certain components such as augmented reality, narrative design, and fun in order to create tools, gamify existing curriculum, and increase retention, engagement, and mastery of the difficult high-tech skillsets required of introductory architects. The paper focuses on reviewing and systematically analyzing research on gamification in education. In particular, it focuses on systematically reviewing and analyzing data from multiple relevant case studies chosen based on the application of technology such as augmented reality, the integration of game design, and the feasibility of gamification in educational environments. This data is examined based on feasibility, accessibility, and effects on information retention and the findings are outlined in a comparative table of methods, tools, and technologies organized based on their suitability. Ultimately, the paper aims to establish a framework for gamifying introductory modules in architectural education and hopes to create a future architectural augmented reality game meant to utilize gamification to help new architectural students.
keywords Gamification, Game Design, Architectural Education, Educational Games, Retention, Learning
series eCAADe
email
last changed 2024/04/22 07:10

_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
doi https://doi.org/10.52842/conf.ecaade.2022.2.437
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
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 ecaade2022_218
id ecaade2022_218
authors Bank, Mathias, Sandor, Viktoria, Schinegger, Kristina and Rutzinger, Stefan
year 2022
title Learning Spatiality - A GAN method for designing architectural models through labelled sections
doi https://doi.org/10.52842/conf.ecaade.2022.2.611
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. 611–619
summary Digital design processes are increasingly being explored through the use of 2D generative adversarial networks (GAN), due to their capability for assembling latent spaces from existing data. These infinite spaces of synthetic data have the potential to enhance architectural design processes by mapping adjacencies across multidimensional properties, giving new impulses for design. The paper outlines a teaching method that applies 2D GANs to explore spatial characteristics with architectural students based on a training data set of 3D models of material-labelled houses. To introduce a common interface between human and neural networks, the method uses vertical slices through the models as the primary medium for communication. The approach is tested in the framework of a design course.
keywords AI, Architectural Design, Materiality, GAN, 3D, Form Finding
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
doi https://doi.org/10.52842/conf.caadria.2022.1.403
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
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 acadia22_586
id acadia22_586
authors Bruun, Edvard P. G.; Besler, Erin; Adriaenssens, Sigrid; Parascho, Stefana
year 2022
title ZeroWaste - Towards Computing Cooperative Robotic Sequences for the Disassembly and Reuse of Timber Frame Structures
source ACADIA 2022: Hybrids and Haecceities [Proceedings of the 42nd Annual Conference of the Association of Computer Aided Design in Architecture (ACADIA) ISBN 979-8-9860805-8-1]. University of Pennsylvania Stuart Weitzman School of Design. 27-29 October 2022. edited by M. Akbarzadeh, D. Aviv, H. Jamelle, and R. Stuart-Smith. 586-597.
summary ZeroWaste is a project about repositioning existing timber building stock within a circular economy framework. Rather than disposing of these buildings at the end of their life, the goal is to view them as stores of valuable resources that can be readily reused. By doing this, material life cycle becomes an integral design consideration alongside planning for the efficient disassembly and reuse of these structures. In this paper, the computational workflow is presented for the first phase of the project: planning a cooperative robotic disassembly sequence for the scaffold-free removal of members from existing timber structures. 
series ACADIA
type normal paper
email
last changed 2024/03/08 13:54

_id ascaad2022_086
id ascaad2022_086
authors Chehab, Aya; Nakhal, Bilal
year 2022
title Exploring Virtual Reality as an Approach to Resurrect Destroyed Historical Buildings: An Approach to Revive the Destroyed "Egg Building" through VR
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. 609-631
summary An important part of a city, that gives it a sense of community and character, is its history. One way of acknowledging this heritage is by preserving historic building and structures. Old buildings are witnesses to the aesthetic and cultural history of a city, helping to give people a sense of place and connection to the past. Unfortunately, despite their importance within the city, historical buildings are most of the time subject to demolition and to be replaced- leaving behind stories told and untold of what use to be. The paper, therefore, aims to explore the capability of the metaverse, using virtual reality touring, to revive the memory of historical buildings that are subject to fade. Where preserving historical buildings can not only act as a symbol of grandeur but is also vital for reviving the community’s collective memory. The case study focused upon in the research paper shows a first step in the development of an immersive virtual tour for the significant building of “The Egg” or “Beirut City Center” in Downtown- which is a building that witnessed a series of unfortunate events that lead to destruction, erasure, and demolition of the building. Therefore, examining the recovery and revival of this unique historic site in an unconventional way which is in the metaverse, specifically the Virtual Reality (VR). The paper assumes that virtual reality, as the main metaverse approach, would help people ‘remember’ and ‘mentally revive’ the destroyed historical buildings that once acted as the building blocks in the impacted city. To prove this hypothesis, two different methodologies will be used, by theorical analysis and literature review, such as analyzing the main keyword, and analyzing datum from previous works. The second method will rely on the physical methodology, where virtual 3D Models will be built in a computer software, Autodesk Revit, then imported within a VR experience for an enhanced experience within the historical site to preserve the historic buildings and revive the collective memory within the community, enabling people to view how these historic sites once were and how they have now become.
series ASCAAD
email
last changed 2024/02/16 13:29

_id ascaad2022_085
id ascaad2022_085
authors Cicek, Selen; Koc, Mustafa; Korukcu, Berfin
year 2022
title Urban Map Generation in Artist's Style using Generative Adversarial Networks (GAN)
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. 264-282
summary Artificial Intelligence is a field that is able to learn from existing data to synthesize new ones using deep learning methods. Using Artificial Neural Networks that process big datasets, complex tasks and challenges become easily resolved. As the zeitgeist suggests, it is possible to produce novel outcomes for future projections by applying various machine learning algorithms on the generated data sets. In that context, the focus of this research is exploring the reinterpretation of 21st century urban plans with familiar artist styles using different subtypes of deep-learning-based generative adversarial networks (GAN) algorithms. In order to explore the capabilities of urban map transformation with machine learning approaches, two different GAN algorithms which are cycleGAN and styleGAN have been applied on the two main data sets. First data set, the urban data set, contains 50 cities urban plans in .jpeg format collected according to the diversity of the urban morphologies. Whereas the second data set is composed of four well-known artist’s paintings, that belong to various artistic movements. As a result of training the same data sets with different GAN algorithms and epoch values were compared and evaluated. In this respect, the study not only investigates the reinterpretation of stylistic urban maps and shows the discoverability of new representation techniques, but also offers a comparison of the use of different image to image translation GAN algorithms.
series ASCAAD
email
last changed 2024/02/16 13:29

_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
doi https://doi.org/10.52842/conf.caadria.2022.1.313
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
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

_id ecaade2022_175
id ecaade2022_175
authors Di Carlo, Raffaele, Mittal, Divyae and Vesely, Ondrej
year 2022
title Generating 3D Building Volumes for a Given Urban Context using Pix2Pix GAN
doi https://doi.org/10.52842/conf.ecaade.2022.2.287
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. 287–295
summary Our ability to delegate the most intellectually demanding tasks to machines improves with each passing day. Even in the fields of architecture and design, which were previously thought to be exclusive domain of human creativity and flare, we are moving the first steps towards developing models that can capture the patterns, invisible to the naked eye, embedded in the creative process. These patterns reflect ideas and traditions, imprinted in the collective mind over the course of history, that can be improved upon or serve as a cautionary tale for the new generation of designers in their work of designing an equitable, more inclusive future. Generative Adversarial Networks (GANs) give us the opportunity to turn style and design into learnable features that can be used to automatically generate blueprints and layouts. In this study, we attempt to apply this technology to urban design and to the task of generating a building footprint and volume that fits within the surrounding built environment. We do so by developing a Pix2Pix model composed of a ResNet-6 generator and a Patch discriminator, applying it to satellite views of neighborhoods from across the Netherlands, and then turning the resulting 2D generated building footprint into a reusable 3D model. The model is trained using the national cadastral data and TU Delft 3D BAG dataset. The results show that it is possible to predict a building shape compatible in style and height with the surroundings. Although the model can be used for different applications, we use it as an evaluation tool to compare the design alternatives fitting the desired contextual patterns.
keywords Generative Adversarial Networks, Urban Design, Pix2Pix, Raster Vectorization, 3D Rendering
series eCAADe
email
last changed 2024/04/22 07:10

_id caadria2022_272
id caadria2022_272
authors Dong, Zhiyong
year 2022
title Perceiving Fabric Immersed in Time, an Exploration of Urban Cognitive Capabilities of Neural Networks
doi https://doi.org/10.52842/conf.caadria.2022.1.263
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. 263-272
summary City develops gradually with the lapse of time. Cities, as a ‚container‚, are injected new urban elements along the trajectory of the times and the progress of human civilization, constructing the historical structures involved past, present and future. Thus, the cultural information of each era is preserved in the urban fabric together and urban fabric features are complex and rich, which are difficult to capture in traditional design methods. In this paper, we try to use Generative Adversarial Networks (GAN), one of the neural network algorithms, to explore the inner rules of complex urban morphological features and realize the perception of the urban fabric. Neural networks are innovatively applied to the larger and more complex city generation in this experiment. First, we collect European urban fabric as the dataset, then label data to facilitate machine training, use GAN to learn the feature of the dataset by adjusting parameters, and analyze the effect of the generated results. The automatic feature learning capability of the neural networks is used to summarize the inherent patterns and rules in urban development which is difficult for human to discover.
keywords Deep Learning, Generative Adversarial Networks, Generative Design, Morphology Cognition, Urban Fabric, SDG 11
series CAADRIA
email
last changed 2022/07/22 07:34

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