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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_id ecaade2023_466
id ecaade2023_466
authors Liu, Zidong, Li, Han, Koehler, Daniel and Li, Yan
year 2023
title Predicting Non-functional Nodes of Floorplan via Graph Neural Network (GNN)
doi https://doi.org/10.52842/conf.ecaade.2023.2.529
source Dokonal, W, Hirschberg, U and Wurzer, G (eds.), Digital Design Reconsidered - Proceedings of the 41st Conference on Education and Research in Computer Aided Architectural Design in Europe (eCAADe 2023) - Volume 2, Graz, 20-22 September 2023, pp. 529–538
summary This paper presents an innovative approach to automating the floorplan generation process by employing Graph Neural Networks (GNN) to facilitate the transition from functional assignment lists to bubble diagrams and eventually to floorplan graphs. In recent years, there have been many studies on the interconversion of floorplan graph and layout design. However, these studies usually mix up floorplan graph and bubble diagram, despite their distinct roles in representing spatial and functional relationships, respectively. To address this disparity, we introduce a research framework comprising three main steps. First, we generate the CubiBubble5k dataset, which encompasses bubble diagrams and functional lists, drawing on the existing CubiCasa5k and CubiGraph5k datasets. Next, we train a GNN to transform design assignments into structured graph data, utilizing functional lists as input and bubble diagrams as output. Subsequently, we train another GNN that predicts and inserts non-functional spaces, such as corridors and anterooms, into purely functional bubble diagrams, using bubble graphs as input and floorplan graphs as output. We assess the performance of both GNNs and, by integrating our framework with the established graph2plan study, successfully demonstrate the generation of real-world floorplans from project task books. Lastly, we conduct case studies to validate the feasibility of our proposed framework. We use the existing graph2plan platform to visualize the impact of our algorithm on the final layout.
keywords Floorplan Automation, Bubble Diagram, Graph Restructure, Graph Neural Network
series eCAADe
email
last changed 2023/12/10 10:49

_id ecaade2023_461
id ecaade2023_461
authors Tu, Han, Varinlioglu, Guzden, Gao, Lingxuan, Chen, Bangyan and Nagakura, Takehiko
year 2023
title Feeling Like Humans Low-cost wearable sensors for design research in the age of AI
doi https://doi.org/10.52842/conf.ecaade.2023.2.761
source Dokonal, W, Hirschberg, U and Wurzer, G (eds.), Digital Design Reconsidered - Proceedings of the 41st Conference on Education and Research in Computer Aided Architectural Design in Europe (eCAADe 2023) - Volume 2, Graz, 20-22 September 2023, pp. 761–768
summary Spatial emotions have played a critical role in visual-spatial environmental assessment, which can be evaluated using wearable physiological sensors. However, information on virtual spatial sequence assessment with quantitative emotional responses needs to be more comprehensive in the literature. Thus, designers' ability to assess sequential space experiences quantitatively and cost-effectively is limited before the design is finalized. This research measures the emotions expressed while walking in virtual reality (VR) with different spatial parameters using electroencephalograms (EEGs) and electrodermal activity (EDA). Twenty-six subjects experienced three 3D scanned virtual spaces with a VR headset (Quest 2 device) corresponding to the sequential space parameters of different shapes, heights, widths, and lengths. Simultaneously, the EEGs and EDA measured the subjects' responses during their virtual walking. We visualized their physiological data to compare the consistencies among the virtual spatial sequences and human feelings in the VR experiences. Experimental results show that the parameter changes of VR spatial sequences can arouse EDA signals and significant fluctuations in the five frequency ranges of brain waves. Specifically, in terms of VR spaces and emotions, the experiments find that walking virtually from higher to lower spaces increases Alpha and Beta brain wave activity in AF7 and AF8. This research attempts to offer a useful emotion measurement tool in virtual architectural design using multi-physiological sensors, potentially empowering AI human reaction prediction in the future.
keywords Virtual Reality, Wearable Sensors, Emotion Assessment, Architectural Design, Spatial Sequence
series eCAADe
email
last changed 2023/12/10 10:49

_id ecaade2023_249
id ecaade2023_249
authors Varinlioglu, Guzden, Tu, Han and Nagakura, Takehiko
year 2023
title Affective Computing for Game User Research
doi https://doi.org/10.52842/conf.ecaade.2023.2.851
source Dokonal, W, Hirschberg, U and Wurzer, G (eds.), Digital Design Reconsidered - Proceedings of the 41st Conference on Education and Research in Computer Aided Architectural Design in Europe (eCAADe 2023) - Volume 1, Graz, 20-22 September 2023, pp. 851–860
summary This study examines the spatial and emotional experience facilitated by immersive gaming environments and detected by wearable technologies. We designed, implemented, and tested a serious board game involving simulating the urban networks of the trade routes of the past. We recorded the traces of the players’ collective movements using a ceiling-mounted video camera to record the positions of the markers, and a video camera facing the players to record the players’ behaviors. Wearable devices enabled the recording of players’ emotions during their decision-making process. We captured their emotions with three tools: a GSR to capture participants’ emotional state and arousal level, an EEG to record the changes in their brain activity; and a think-aloud protocol to understand their conscious decisions. Finally, we analyzed the gamers’ measured "feelings" and compared these with the expressed feelings. The longer-term goal is to explore architectural design with special attention to feelings experienced within it by means of affective computing methods such as wearable technologies and biosensors, as well as gamification.
keywords wearable sensors, game user research, affective computing, decision-making, digital heritage, gamification
series eCAADe
email
last changed 2023/12/10 10:49

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