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 588

_id ecaade2022_122
id ecaade2022_122
authors Kinoshita, Airi, Fukuda, Tomohiro and Yabuki, Nobuyoshi
year 2022
title Enhanced Tracking Method with Object Detection for Mixed Reality in Outdoor Large Space
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. 457–466
doi https://doi.org/10.52842/conf.ecaade.2022.2.457
summary Mixed-reality landscape simulation is one of the visual methods used in landscape design studies. A markerless tracking method using image processing has been proposed for properly aligning the real and virtual worlds involved with landscape simulations in large spaces. However, this method is challenging because tracking breaks down if a dynamic object is encountered during the mixed-reality execution. In this study, we integrated deep-learning object detection with natural feature-based tracking, which tracks manually defined feature points (tracking reference points), with the aim of reducing the impact of moving objects such as people and cars on mixed-reality tracking. The prototype system was implemented and tracking was performed on pre-recorded video taken outdoors. Performance was verified in terms of the number of errors associated with tracking the reference points and the accuracy of the mixed-reality display results (camera pose estimation results). Compared to the conventional system, our system was able to reduce the influence of moving objects that cause errors when tracking reference points. The accuracy of the camera pose estimation results was also verified to be improved. This research will contribute to developing mixed-reality simulation systems for large-scale spaces that are accessible to everyone, including users in the architectural field.
keywords Landscape Visualization, Mixed Reality, Object Detection, Tracking, Deep Learning
series eCAADe
email
last changed 2024/04/22 07:10

_id caadria2022_129
id caadria2022_129
authors Fukuda, Tomohiro, Nagamachi, Shiho, Nakamura, Hoki, Yamauchi, Yuji, Ito, Nao and Shimizu, Shunta
year 2022
title Web-Based Three-Dimensional Augmented Reality of Digital Heritage for Nighttime Experience
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. 737-746
doi https://doi.org/10.52842/conf.caadria.2022.1.737
summary Digital heritage is a sustainable medium that allows people to understand the historical shape and context of cities and architecture, leading to visions for the future. Opportunities for the public to experience life-size representations of digital heritage in three-dimensional augmented reality (3D-AR) at outdoor sites are still limited, especially at night. Therefore, the objective of this study is to develop a web-based 3D-AR method to digitally reconstruct a heritage site. A prototype system was developed using the five-storey pagoda of Tango Kokubunji Temple, which was built around 1330 AD and later destroyed, as a digital heritage reconstruction. An interactive initial positioning method was developed to display the five-storey pagoda on real historical foundation stones by tapping a crosshair button, under the condition that the artificial lighting is insufficient at night and the distance between the viewpoint and the 3D model of the pagoda is large. Combining the lighting effects of the real and virtual worlds at night was also demonstrated. We held an event where the general public could experience 3D-AR on their own mobile devices, and conducted a usability evaluation to verify the system.
keywords digital heritage, digital restoration, augmented reality (AR), web system, lighting design, virtual and real worlds, SDG 4, SDG 8
series CAADRIA
email
last changed 2022/07/22 07:34

_id ijac202220310
id ijac202220310
authors Castro Henriques, Goncalo; Pedro Maciel Xavier; Victor de Luca Silva; Luca Rédua Bispo; Joao Victor Fraga
year 2022
title Computation for Architecture, hybrid visual and textual language: Research developments and considerations about the implementation of structural imperative and object-oriented paradigms
source International Journal of Architectural Computing 2022, Vol. 20 - no. 3, pp. 673–687
summary In the fourth industrial revolution, programming promises to be a fundamental subject like mathematics, science, languages or the arts. Architects design more than buildings developing innovative methods and they are among the pioneers in visual programming development. However, after more than 10 years of visual programming in architecture, despite the fast-learning curve, visual programming presents considerable limitations to solve complex problems. To overcome limitations, the authors propose to associate the advantages of visual and textual languages in Python. The article addresses an ongoing research study to implement Computational Methods in Architectural Education. The authors began by describing the general goal of this project, and of this article in particular. This article focuses on the implementation of two disciplines ‘Computation for Architecture in Python’ I and II. The first discipline uses programming based on the construction of functions in the imperative language, implemented in the text editor, in visual programming, using Grasshopper methods. The second discipline, which is under development, intends to teach object-oriented programming. The results of the first discipline are encouraging; despite reported difficulties in programming fundamentals, such as lists, loops and recursion. The development of the second discipline, in object-oriented programming, deals with the concepts of classes and objects, and more abstract principles such abstraction, inheritance, polymorphism or encapsulation. This paradigm allows building robust programs, but requires a more in-depth syntax. The article reports this ongoing research on this new paradigm of object-oriented language, expanding the application of a hybrid visual-textual language in Architecture
keywords computation, textual programming, visual programming, imperative programming, object oriented programming
series journal
last changed 2024/04/17 14:30

_id ijac202220306
id ijac202220306
authors Duclos-Prévet, Claire; François Guéna; Mariano Efron
year 2022
title Constraint handling methods for a generative envelope design using genetic algorithms: The case of a highly constrained problem
source International Journal of Architectural Computing 2022, Vol. 20 - no. 3, pp. 587–609
summary The use of genetic algorithms as generative and performance design techniques often involves, in practice, constraint handling, which can be a complex task. Moreover, environmental simulations are computationally expensive and managing constraints can avoid wasting time on infeasible solutions. Despite these two incentives, and the benefits of an immense literature, both applied and theorical, on constrained optimization, there are only few guidelines and tools directly applicable by architects to address this issue. This paper proposes to fill this gap by identifying, classifying, and implementing different constraint management techniques available to architects. Seven methods have been tested for a highly constrained envelope design problem, consisting in the optimization of a sun-shading system. Three of them are easily replicable to different types of projects while the four others need to find a problem-specific heuristic. It appears that the second category is more efficient but implies the use of generative techniques that are more difficult to implement than parametric models
keywords Optimization under constraint, performative envelope design, generative and sustainable design, agent-based modeling, multiobjective genetic algorithm, visual comfort
series journal
last changed 2024/04/17 14:30

_id ecaade2022_264
id ecaade2022_264
authors Sanatani, Rohit Priyadarshi
year 2022
title Democratizing Urban Data - A smartphone-based framework for rapid cataloging of geolocated street-level imagery and visual content analysis
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. 511–516
doi https://doi.org/10.52842/conf.ecaade.2022.1.511
summary The commercial availability of high-resolution street view imagery, most notably Google Street View, has led to its widespread use in urban analytics research over the past couple of years. Recent developments in computer vision, most notably semantic segmentation and object detection, have made it possible to extract and map the visual features of streetscapes (such as buildings, automobiles, green cover, pedestrians etc.) using geo-located street level photographs. However, the absence of such detailed imagery in many parts of the world stands as a significant deterrent to these research methodologies. A majority of countries in Africa, the Middle East, as well as some parts of Asia currently have limited coverage by street view image providers. The cost component and equipment involved in manual data collection stands as a barrier to accessible urban visual data. This paper demonstrates a quick and inexpensive smartphone-based framework for rapid and inexpensive collection and cataloging of geolocated street-level imagery. The user walks/drives down the streets to be mapped with a smartphone, as a first-person egocentric hyper-lapse video is recorded with a fixed frame interval, along with location information for the path taken. The video frames are then automatically extracted, geo-referenced and stored in a readily retrievable format. This data can then easily be used for urban feature extraction through computer vision workflows. For demonstration, imagery has been cataloged for a ~1.5 sq.km urban area in New Delhi, and then processed through a semantic segmentation workflow for visual feature mapping. It is hoped that this framework plays a role in democratizing access to street level data for students and researchers regardless of national boundaries.
keywords Street View Imagery, Democratizing Data, Hyperlapse Photography, Smartphone, Urban Analytics
series eCAADe
email
last changed 2024/04/22 07:10

_id caadria2022_130
id caadria2022_130
authors Yu, Junah and Min, Deedee
year 2022
title PL-System: Visual Representation of Pattern Language using L-System
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. 201-210
doi https://doi.org/10.52842/conf.caadria.2022.1.201
summary Pattern Language provides simple and conveniently formatted solutions to complex design problems ranging from urban planning to interior design for community-led inclusive designs. Despite the intention, the concept has been more widely adopted by computer science professionals. One possible reason is the lack of visualization, making it difficult to be used interactively by the non-professionals. To overcome the issue, we aim to integrate the patterns from Pattern Language into the L-system to visualize the paper architecture into geometric forms. Specifically, we implement Pattern L-System (PL-System), which generates diagrammatic floor plans using design rules based on the pattern languages. We first made analogical comparisons of the concepts and grammar structure between Pattern Language and the L-system. Next, we defined a geometric interpreter for drawing diagrammatic floor plans using turtle graphics, which consist of geometrical rules for putting shapes together. Then, we selected three patterns and reinterpreted them for visualization using strings of turtle graphics letters that determine the turtle‚s movements for the geometric representation of walls, columns, and doors. From this research process, we learned that Modular L-system opens up the possibility for the visualization of the patterns in Pattern Language.
keywords Pattern Language, L-System, Diagrammatic Floor Plan, Turtle Graphics, Geometric Forms, SDG 11
series CAADRIA
email
last changed 2022/07/22 07:34

_id cdrf2022_293
id cdrf2022_293
authors Amal Algamdey, Aleksander Mastalski, Angelos Chronis, Amar Gurung, Felipe Romero Vargas, German Bodenbender, and Lea Khairallah
year 2022
title AI Urban Voids: A Data-Driven Approach to Urban Activation
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_26
summary With the development of digital technologies, big urban data is now readily available online. This opens the opportunity to utilize new data and create new relationships within multiple urban features for cities. Moreover, new computational design techniques open a new portal for architects and designers to reinterpret this urban data and provide much better-informed design decisions. The “AI Urban Voids'' project is defined as a data-driven approach to analyze and predict the strategic location for urban uses in the addition of amenities within the city. The location of these urban amenities is evaluated based on predictions and scores followed by a series of urban analyses and simulations using K-Means clustering. Furthermore, these results are then visualized in a web-based platform; likewise, the aim is to create a tool that will work on a feedback loop system that constantly updates the information. This paper explains the use of different datasets from Five cities including Melbourne, Sydney, Berlin, Warsaw, and Sao Paulo. Python, Osmx libraries and K-means clustering open the way to manipulate large data sets by introducing a collection of computational processes that can override traditional urban analysis.
series cdrf
email
last changed 2024/05/29 14:02

_id caadria2022_153
id caadria2022_153
authors Cheng, Cesar, Li, Yuke, Deshpande, Rutvik, Antonio, Rishan, Chavan, Tejas, Nisztuk, Maciej, Subramanian, Ramanathan, Weijenberg, Camiel and Patel, Sayjel Vijay
year 2022
title Realtime Urban Insights for Bottom-up 15-minute City Design
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.2022.1.435
summary This paper introduces a real-time neighbour scoring system, using data collected from various web-based APIs, to facilitate "15-minute city‚ designs. The system extends on the current state of the art in three ways; first, it incorporates a multi-source urban API, to automate the extraction of location-based information from online sources; second, it provides a quantitative method to calculate and index "15-minute city‚ performance; and third, it provides a web-based application, to allow real-time feedback of neighbourhood design performance complementing the design refinements at a building and tenancy level. In addition to discussing its theoretical basis, and technical implementation, this paper provides a case study to demonstrate how the neighbourhood scoring system is incorporated into the design of a hypothetical mixed-use urban development.
keywords Industry Innovation and Infrastructure, Sustainable Cities and Communities, Urban Walkability, Urban Accessibility, 15-minute City, Spatial Analysis, SDG 9, SDG 11
series CAADRIA
email
last changed 2022/07/22 07:34

_id caadria2022_284
id caadria2022_284
authors Hu, Huiyao, Bui, Do Phuong Tung and Janssen, Patrick
year 2022
title Continuous Adaptability: Web-Based Residential Participatory Design Using Modular Prefabricated Construction
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. 495-504
doi https://doi.org/10.52842/conf.caadria.2022.2.495
summary High-rise residences are typically very homogeneous and only allow for very limited variability in apartment configurations. Since the 1960s, practitioners and researchers have been exploring alternative visions of adaptable housing solutions that involve residents in the design process. Recent research has proposed digital platforms for residential participatory design. However, methods of modifying apartment configurations after building construction have not yet been developed in detail. This paper suggests a high-rise housing system that supports continuous adaptation and a web application that facilitates participatory design. The proposed construction system leverages on the prefabricated building modules and the open building concept to allow constant renewal of its non-structural building parts. This is complimented by a preliminary prototype of an online platform developed to streamline the design, negotiation and transaction of apartments by the homebuyers. The research conceptually investigates the potential of modern technology in redefining the role of architects and the relationship between residents and their buildings.
keywords participatory design, modularity, prefabrication, open building, user-driven design, web application, self-renewal, SGD 11
series CAADRIA
email
last changed 2022/07/22 07:34

_id caadria2022_204
id caadria2022_204
authors Narahara, Taro
year 2022
title Kurashiki Viewer: Qualitative Evaluations of Architectural Spaces inside Virtual Reality
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. 11-18
doi https://doi.org/10.52842/conf.caadria.2022.1.011
summary This paper discusses how virtual reality (VR) environments can be employed as a data collection tool beyond visualization and representation tools through a simple experiment in a VR space and speculates about its potential applications. Using a VR model that runs on a web browser based on an existing historic town in Japan called Kurashiki, the experiment asked 30 recruited participants to freely walk around and leave ratings on a 5-point scale on any buildings or objects appealing to them. The proposed system in this paper can display points of interest of multiple participants using heatmaps superimposed on a map that can help users visually understand statistical preferences among them. The project's goal is to provide a quantitative means for qualitative values of architectural and urban spaces, making such data more shareable. We intended to show that such a platform could help multiple stakeholders reach better consensuses and possibly collect training datasets for machine learning models that could extract features related to the attractiveness in architecture and urban spaces.
keywords Virtual reality, subjective evaluation, crowdsourcing, SDG 10, SDG 11.
series CAADRIA
email
last changed 2022/07/22 07:34

_id ascaad2022_018
id ascaad2022_018
authors Song, Yang; Agkathidis, Asterios; Koeck, Richard
year 2022
title Augmented Masonry Design: A Design Method using Augmented Reality (AR) for Customized Bricklaying Design Algorithms
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. 703-712
summary The Augmented Masonry Design project presents experimental research about developing and applying Augmented Reality (AR) technology for customized design algorithms, exploring a real-time, interactive, and spatial-free design method for the early architectural design stage. We aim to resolve the current 2D-based design limitations and provide architects with a 3D-4D immersive perception in AR for a practical and easy-to-use design method. Furthermore, with reference to the Covid-19 pandemic, we propose that this method could break through site accessibility and constraints by breaking the barriers of physical space. Towards this aim, we apply the Augmented Masonry Design into two prototypes: a) user interface (UI) immersive design, in which interactive inputs will communicate with design algorithms in AR through the inputs from the screen-based UI on mobile devices (e.g., smartphones and tablets); b) intuitive interaction immersive design, in which interactive inputs will be translated to design algorithms directly in AR through hand gestures on head-mounted devices (HMD) (e.g., Microsoft HoloLens). Our Findings highlight the advantages of immersive design in the initial stage of architectural drafts, which gives designers better spatial understanding and design creativity, as well as the challenges arising from the limitations of current AR devices and the lack of real physical simulation in the design system.
series ASCAAD
email
last changed 2024/02/16 13:24

_id ascaad2022_059
id ascaad2022_059
authors Karacif, Esranur; Yazici, Sevil
year 2022
title A Methodology for Material-based Computational Design Supported by Mobile Augmented Reality Application
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. 301-312
summary To represent design, both physical and digital models are utilized in the process. However, they usually don't function in unison. In order to synchronize these two types of models, the changes made in one model are generally translated into the other one later. This study intends to provide a conceptual framework for a simultaneous and synchronized model for the use of material, structure, and performance in the preliminary design stage. The methodology of the study includes evaluating material attributes, structural systems, and building performance of a physical model in the digital environment by using a Mobile Augmented Reality (MAR) interface. Because the cameras in MAR environment are mobile, the range of views can be expanded, and/or designs can be superimposed on user interfaces virtually. Thus, object interaction and navigation are all made possible. By offering a comprehensive, synchronized, and interactive design environment, where material, structure, and performance factors are incorporated both in physical and digital models, the suggested methodology will potentially aid users' decision-making process.
series ASCAAD
email
last changed 2024/02/16 13:29

_id caadria2022_74
id caadria2022_74
authors Mazza, Domenico, Kocaturk, Tuba and Kaljevic, Sofija
year 2022
title Geelong Digital Outdoor Museum (GDOM) - Photogrammetry as the Surface for a Portable Museum
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. 677-686
doi https://doi.org/10.52842/conf.caadria.2022.1.677
summary This paper presents the development and evaluation of the Geelong Digital Outdoor Museum (GDOM) prototype accessible at https://gdom.mindlab.cloud. GDOM is a portable museum‚our novel adaptation of the distributed museum model (Stuedahl & Lowe, 2013) which uses mobile devices to present museum collections attached to physical sites. Our prototype defines a way for intangible heritage associated with tangible landscapes to be accessible via personal digital devices using 360 3D scanned digital replicas of physical landscapes (photogrammetric digital models). Our work aligns with efforts set out in the UN Sustainable Development Goal 11 (SDG 11) to safeguard cultural and natural heritage, by openly disseminating the heritage of physical sites seamlessly through the landscape. Using a research by design methodology we delivered our prototype as a modular web-based platform that leveraged the Matterport digital model platform. We qualitatively evaluated the prototype's usability and future development opportunities with 32 front-end users and 13 potential stakeholders. We received a wide gamut of responses that included: users feeling empowered by the greater accessibility, users finding a welcome common ground with comparable physical experiences, and users and potential stakeholders seeing the potential to re-create physical world experiences with modifications to the digital model along with on-site activation. Our potential stakeholders suggested ways in which GDOM could be integrated into the arts, education, and tourism to widen its utility and applicability. In future we see design potential in breaking out of the static presentation of the digital model and expanding our portable museum experience to work on-site as a complement to the remote experience. However, we recognise the way in which on-site activation integrate into users' typical activities can be tangential (McGookin et al., 2019) and this would necessitate further investigation into how to best integrate the experience on-site.
keywords Cultural Heritage, Intangible Heritage, Digital Heritage, Web Platform, 3D Scanning, Photogrammetry, Digital model, Portable Museum, Distributed Museum, SDG 11
series CAADRIA
email
last changed 2022/07/22 07:34

_id ijac202220108
id ijac202220108
authors Alsalman, Osama; Halil Erhan
year 2022
title D-ART for collaboration in evaluating design alternatives
source International Journal of Architectural Computing 2022, Vol. 20 - no. 1, pp. 114–128
summary Evaluating design ideas is an integral part of designing built environments. It involves multiple stakeholders with diverse backgrounds reviewing design solutions by studying their form and performance data. Although there are computational systems for supporting evaluation tasks, they are either highly specialised for designers or configured for a particular workflow with limited functions. We developed a Design Analytics method aiming at a collaborative and data-driven evaluation of alternatives in the design-evaluate-feedback cycle. Adopting this approach, we introduce D-ART as a prototype system composed of customisable Web interfaces for presenting design alternatives, enabling stakeholders to participate in data-informed discourse on alternatives and providing feedback to the design team. Its system design considers requirements gathered through literature review, critical analysis of the existing systems and collaboration with our industry partners. Finally, we assessed D-ART’s design through an expert review evaluation, which generally reported positive results on the system’s goals.
keywords Data-driven design, participatory design, design analytics, design alternatives, visual analytics, design evaluation
series journal
last changed 2024/04/17 14:29

_id ascaad2022_017
id ascaad2022_017
authors Belok, Fatima; Khalifa, Mostafa; El-Bastawissi, Ibtihal; Hanafi, Mohamad
year 2022
title Digital Framework to Optimize Visual Comfort using Kinetic 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. 392-414
summary Visual comfort is one of many aspects of human comfort that should be considered in architectural spaces. Visual comfort is an architectural necessity and could be achieved and optimized in spaces through controlling facades’ opening. This could be achieved by applying kinetic facades, which is one of the trends in the field of responsive architecture. However, the research’ s aim is optimizing visual comfort using kinetic facades in educational spaces. This optimization will improve the environmental quality of the educational space. In this research architects will achieve easily more effective kinetic facades to have better visual comfort by enhancing daylight quantity and quality using luminous environmental parameters’ measurement tool. In this research a series of scripts will be applied on various kinetic facades’ alternatives. These scripts will be based on a relation between different daylight and kinetic parameters. Thus, the outcome is to develop an Add-on, as a digital
series ASCAAD
email
last changed 2024/02/16 13:24

_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

_id ecaade2022_450
id ecaade2022_450
authors Braumann, Johannes, Gollob, Emanuel and Singline, Karl
year 2022
title Visual Programming for Interactive Robotic Fabrication Processes - Process flow definition in robotic fabrication
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. 427–434
doi https://doi.org/10.52842/conf.ecaade.2022.2.427
summary Visual, flow-based programming environments in architecture and design are built to control data flow but not process flow. However, controlling the process flow is essential for interacting with robotic fabrication processes, so that they can react to input such as user interaction or sensor data. In this research, we combine two visual programming environments, utilizing Grasshopper for defining complex, robotic toolpaths, and Unity Visual Scripting for controlling the overall process flow and process interaction. Through that, we want to enable architects and designers to define more complex, interactive production processes, with accessible, bespoke user-interfaces allowing non-experts to operate these processes - a crucial step for the commercialization of innovations. This approach is evaluated in a case study that creates a mobile, urban microfactory that prototypically fabricates location-specific objects through additive manufacturing.
keywords Visual Programming, State Machine, Industrial Robotics, Unity Visual Scripting
series eCAADe
email
last changed 2024/04/22 07:10

_id sigradi2022_156
id sigradi2022_156
authors Dornelas, Wallace; Martinez, Andressa
year 2022
title Towards a Parametric Variation of Floor Plans: a Preliminary Approach for Vertical Residential Buildings
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. 151–162
summary In the context of the housing demands that respond to several family profiles, allied with the potential of the algorithmic approaches to Architecture, this paper aims to describe an exploratory process of possible solutions toward a generative system of housing distribution in vertical multifamily buildings. As a method, this work presents a parametric design process of a multifamily building, simulating a variety of shape solutions for apartment buildings, in a Grasshopper definition. The work also discusses the data transmission between the parametric modeling using Grasshopper in the Rhinoceros interface and the connection of the final design to Graphisoft’s Archicad BIM-based software. As a result, the parametric model allows several design solutions for several building shapes and contexts. For this study, to fully explore the design possibilities, we applied the method in the context of a Brazilian metropolitan city.
keywords Generative design, Visual algorithmic design, Parametric architecture, Housing
series SIGraDi
email
last changed 2023/05/16 16:55

_id caadria2022_316
id caadria2022_316
authors Ladron de Guevara, Manuel, Schneidman, Alexander, Byrne, Daragh and Krishnamurti, Ramesh
year 2022
title Design Intents Disentanglement: A Multimodal Approach for Grounding Design Attributes in Objects
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. 333-342
doi https://doi.org/10.52842/conf.caadria.2022.1.333
summary Language is ambiguous; many terms and expressions convey the same idea. This is especially true in design fields, where conceptual ideas are generally described by high-level, qualitative attributes, called design intents. Words such as "organic", sequences like "this chair is a mixture between Japanese aesthetics and Scandinavian design" or more complex structures such as "we made the furniture layering materials like a bird weaving its nest‚ represent design intents. Furthermore, most design intents do not have unique visual representations, and are highly entangled within the design artifact, leading to complex relationships between language and images. This paper examines an alternative design scenario based on everyday natural language used by designers, where inputs such as a minimal and sleek looking chair are visually inferred by algorithms that have previously learned complex associations between designs and intents‚vision and language, respectively. We propose a multimodal sequence-to-sequence model which takes in design images and their corresponding descriptions and outputs a probability distribution over regions of the images in which design attributes are grounded. Expectedly, our model can reason and ground objective descriptors such as black or curved. Surprisingly, our model can reason about and ground more complex subjective attributes such as rippled or free, suggesting potential regions where the design object might register such vague descriptions. Link to code: https://github.com/manuelladron/codedBert.git
keywords Natural Language Processing, Multimodal Machine Learning, Design Intents Disentanglement, SDG 9
series CAADRIA
email
last changed 2022/07/22 07:34

_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

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