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

PDF papers
References

Hits 1 to 20 of 68

_id caadria2023_384
id caadria2023_384
authors Dong, Jiahua, Jiang, Qingrui, Wang, Anqi and Wang, Yuankai
year 2023
title Urban Cultural Inheritance: Generative Adversarial Networks (GANs) Assisted Street Facade Design in Virtual Reality (VR) Environments Based on Hakka Settlements in Hong Kong
doi https://doi.org/10.52842/conf.caadria.2023.1.473
source Immanuel Koh, Dagmar Reinhardt, Mohammed Makki, Mona Khakhar, Nic Bao (eds.), HUMAN-CENTRIC - Proceedings of the 28th CAADRIA Conference, Ahmedabad, 18-24 March 2023, pp. 473–482
summary In Hong Kong, the Hakka settlements are the home of indigenous people who have been involved in agriculture and fishing for over 200 years, which has a special place in Hong Kong’s history. However, these settlements are gradually being abandoned as ghost towns due to rapid urbanisation, where the city is progressively constructing high-density habitats to accommodate the exponentially increased population since the 1950s. This challenges designers to rethink means of preserving urban cultural heritage, while engaging in continuous urban regeneration processes. This study investigates workflows to detect historical building styles in one of the most densely-populated cities in the world - Hong Kong - that further deployed in human-computer interfaces in the virtual reality (VR) environment as a collaborative and suggestive design -107958641080
keywords Urban Culture Inheritance, Hakka Settlements, Facade Generation, Human-Computer Interaction (HCI), Virtual Reality (VR)
series CAADRIA
email
last changed 2023/06/15 23:14

_id caadria2023_197
id caadria2023_197
authors Yousif, Shermeen, Akyuz, Yagmur, Giffoni, Luisa and Craven, Matthew
year 2023
title Incorporating Physical Experimentation Into Creative Dl-Driven Design Space Exploration
doi https://doi.org/10.52842/conf.caadria.2023.1.099
source Immanuel Koh, Dagmar Reinhardt, Mohammed Makki, Mona Khakhar, Nic Bao (eds.), HUMAN-CENTRIC - Proceedings of the 28th CAADRIA Conference, Ahmedabad, 18-24 March 2023, pp. 99–108
summary In the context of ongoing research on incorporating deep learning (DL) strategies in architecture, this paper proposes a proof of concept, for developing a viable DL-driven design workflow with multiple connected DL models that enable various levels of agency. The approach allows design intentions to manifest systematically throughout the process, through identifying the ways of dataset curation, DL models' selection and connection. Importantly, in parallel to the interconnected DL models, a series of physical experiments were conducted for dataset augmentation and evaluation, and to inform the overall process. The formulated system involved protocols where multiple DL models are employed and interconnected to address specific architectural systems and design tasks. Applying this prototype, a test-case experiment was carried out with a parallel logic of the two processes: (1) a physical experiment (material research) and (2) the DL-driven process (a combination of multiple neural networks), incorporated into the design workflow. The physical experiment was directed at learning from fungal natural systems (mycelium) to understand growth behavior and its physical qualities, which influenced the DL testing and evaluation.
keywords Full Paper, Deep Learning, DL-Driven Design Workflow, Connected DL Models, Encoding Design Agency
series CAADRIA
email
last changed 2023/06/15 23:14

_id ecaade2023_71
id ecaade2023_71
authors Austern, Guy, Yosifof, Roei and Fisher-Gewirtzman, Dafna
year 2023
title A Dataset for Training Machine Learning Models to Analyze Urban Visual Spatial Experience
doi https://doi.org/10.52842/conf.ecaade.2023.2.781
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. 781–790
summary Previous studies have described the effects of urban attributes such as the Spatial Openness Index (SOI) on pedestrians’ experience. SOI uses 3-dimensional ray casting to quantify the volume of visible space from a single viewpoint. The higher the SOI value, the higher the perceived openness and the lower the perceived density. However, the ray casting simulation on an urban-sized sampling grid is computationally intensive, making this method difficult to use in real-time design tools. Convolutional Neural Networks (CNN), have excellent performance in computer vision in image processing applications. They can be trained to predict the SOI analysis for large urban fabrics in real-time. However, these supervised learning models need a substantial amount of labeled data to train on. For this purpose, we developed a method to generate a large series of height maps and SOI maps of urban fabrics in New York City and encoded them as images using colour information. These height map - SOI analysis image pairs can be used as training data for a CNN to provide rapid, precise visibility simulations on an urban scale.
keywords Visibility Analysis, Machine Learning, CNN, Perceived Density
series eCAADe
email
last changed 2023/12/10 10:49

_id ecaade2023_125
id ecaade2023_125
authors Baºarir, Lale, Çiçek, Selen and Koç, Mustafa
year 2023
title Demystifying the patterns of local knowledge: The implicit relation of local music and vernacular architecture
doi https://doi.org/10.52842/conf.ecaade.2023.2.791
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. 791–800
summary As the zeitgeist suggests, the development of novel design output using Artificial Neural Networks (ANNs) is becoming an important milestone in the architectural design discourse. With the recent encounter of the computational design realm with the diffusion models, it becomes even easier to generate 2D and 3D design outputs. Yet, the utilization of machine learning tools within design computing domains is confined to generating or classifying visual and encoded data. However, it is critical to evaluate the untapped potentials of machine learning technologies in terms of illuminating the implicit correlations and links underlying distinct concepts and themes across a wide range of technical domains. With the ongoing research project named “Local Intelligence", we hypothesized that the local knowledge of a certain location might be conceptualized as a distributed network to connect different forms of local knowledge. As the first case of the project, we tried to reinstate a commonality between the local music and vernacular architecture, for which we trained generative adversarial network (GAN) models with the visual spectrograms translated from the audio data of the local songs and images of vernacular architectural instances from a defined geography. The two multi-modal GAN models differ in terms of the inherent convolutional layers and data pairing process. The outcomes demonstrated that both GAN models can learn how to depict vernacular architectural features from the rhythmic pattern of the songs in various patterns. Consequently, the implicit relations between music and architecture in the initial findings come one step closer to being demystified. Thus, the process and generative outcomes of the two models are compared and discussed in terms of the legibility of the architectural features, by taking the original vernacular architectural image dataset as the ground truth.
keywords Local Intelligence, Machine Learning, Generative Adversarial Network (GAN), Local Music, Vernacular Architecture
series eCAADe
email
last changed 2023/12/10 10:49

_id ijac202321309
id ijac202321309
authors Carta, Silvio; Tommaso Turchi; Luigi Pintacuda; Ljubomir Jankovic
year 2023
title RECOMM. Measuring resilient communities: An analytical and predictive tool
source International Journal of Architectural Computing 2023, Vol. 21 - no. 3, 536–560
summary We present initial findings of our project RECOMM: an analytical tool that evaluates the resilience of urban areas. The tool utilises Deep Neural Networks to identify characteristics of resilience and assigns a resilience score to different urban areas based on the proximity to certain features such as green spaces, buildings, natural elements and infrastructure. The tool also identifies which urban morphological factors have the greatest impact on resilience. The method uses Convolutional Neural Networks with the Keras library on Tensorflow for calculations and the results are displayed in an online demo built with Node.js and React.js. This work contributes to the analysis and design of sustainable cities and communities by offering a tool to assess resilience through urban form
keywords Sustainable cities and communities, resilient communities, CNN, urban morphology
series journal
last changed 2024/04/17 14:30

_id caadria2023_161
id caadria2023_161
authors Zhao, Mingming, Ding, Cao and Crossley, Tatjana
year 2023
title Integration of EEG and Deep Learning on Design Decision-Making: A Data-Driven Study of Perception in Immersive Virtual Architectural Environments
doi https://doi.org/10.52842/conf.caadria.2023.1.089
source Immanuel Koh, Dagmar Reinhardt, Mohammed Makki, Mona Khakhar, Nic Bao (eds.), HUMAN-CENTRIC - Proceedings of the 28th CAADRIA Conference, Ahmedabad, 18-24 March 2023, pp. 89–98
summary Immersive virtual reality(IVR) as an emerging architectural design tool is utilized by many architecture firms to assist in better design decision-making. It allows users to immersively experience the simulated architectural environment prior to real construction. However, compared to conventional computational design tools, IVR faces more challenges in assessing the perception of designed simulations and visualizations. This paper attempts to examine the possibilities for incorporating human biological data and deep learning technology into the process of immersive visualization in architectural design. It aims to objectively understand human perception in an immersive virtual architectural environment, and ultimately assist in design decision-making and human-centered architectural design. The study proposes a novel and multidisciplinary use of techniques derived from psychology, computer science, and architecture disciplines to explore how biological data might be understood architecturally and vice versa. It also provides an opportunity to explore ways of using IVR-based computational design in the new metaverse era. The experiment results illustrate that there is a significant correlation between environmental experience and brain activation. It indicates the integration of EEG and deep learning is helpful to perform as complementary tools for better understanding human perception in immersive virtual architectural environments.
keywords Architectural Design Decision-Making, Eye Tracking, Electroencephalogram(EEG), Convolutional Neural Networks(CNN), Virtual Reality(VR)
series CAADRIA
email
last changed 2023/06/15 23:14

_id ascaad2023_014
id ascaad2023_014
authors Natsheh, Bahijah
year 2023
title Using Geographic Information Systems (GIS) to Locate Neighborhood Parks Based on their Catchment Area
source C+++: Computation, Culture, and Context – Proceedings of the 11th International Conference of the Arab Society for Computation in Architecture, Art and Design (ASCAAD), University of Petra, Amman, Jordan [Hybrid Conference] 7-9 November 2023, pp. 424-440.
summary The city of Amman suffers from a shortage of open spaces and parks, which are vital for increasing physical exercise, boosting the quality of life in a community, and stimulating social interaction. This problem draws attention to the absence of planning criteria in addition to the poor regulatory framework for the distribution and location selection of open spaces and parks and their proportions that are commensurate with the population of Amman, a critical issue that requires immediate planning solutions. This study focuses on using geographic information systems (GIS) to determine the optimal neighborhood park locations in Bader, one of Amman's districts, and collects data from specific documents about neighborhood parks, examples of guidelines, and criteria for distributing parks in different countries to determine the criteria and catchment area of neighborhood parks. Using ArcGIS 10.1's Network Analyst Tool and its applications on the catchment area and the network analysis, the study analyzes data on land use, population density, accessibility, and surrounding variables to determine catchment areas to analyze neighborhood park accessibility. The study results show that the selected case study, the Bader District, which is one of Amman's most densely populated areas, experienced an erroneous distribution of neighborhood parks due to a lack of established planning regulations, resulting in a shortage of the percentage of the district's open spaces and parks dedicated to the population comparable to international standards. The research emphasizes GIS's potential as a significant tool for urban planning and community development, as well as insights into how parks might be strategically positioned to improve a neighborhood's livability by identifying areas in the neighborhood underserved by current parks and prospective locations for additional parks. Consequently, criteria are proposed and applied to the case study, and new locations for any suggested future parks are selected based on catchment areas. It should be noted that the results of this research may apply to different categories of parks in various Greater Amman Municipality (GAM) locations.
series ASCAAD
email
last changed 2024/02/13 14:34

_id architectural_intelligence2023_1
id architectural_intelligence2023_1
authors Qiwei Song, Zhiyi Dou, Waishan Qiu, Wenjing Li, Jingsong Wang, Jeroen van Ameijde & Dan Luo
year 2023
title The evaluation of urban spatial quality and utility trade-offs for Post-COVID working preferences: a case study of Hong Kong
doi https://doi.org/https://doi.org/10.1007/s44223-022-00020-x
source Architectural Intelligence Journal
summary The formation of urban districts and the appeal of densely populated areas reflect a spatial equilibrium in which workers migrate to locations with greater urban vitality but diminished environmental qualities. However, the pandemic and associated health concerns have accelerated remote and hybrid work modes, altered people's sense of place and appreciation of urban density, and transformed perceptions of desirable places to live and work. This study presents a systematic method for evaluating the trade-offs between perceived urban environmental qualities and urban amenities by analysing post-pandemic urban residence preferences. By evaluating neighbourhood Street View Imagery (SVI) and urban amenity data, such as park sizes, the study collects subjective opinions from surveys on two working conditions (work-from-office or from-home). On this basis, several Machine Learning (ML) models were trained to predict the preference scores for both work modes. In light of the complexity of work-from-home preferences, the results demonstrate that the method predicts work-from-office scores with greater precision. In the post-pandemic era, the research aims to shed light on the development of a valuable instrument for driving and evaluating urban design strategies based on the potential self-organisation of work-life patterns and social profiles in designated neighbourhoods.
series Architectural Intelligence
email
last changed 2025/01/09 15:00

_id ecaade2023_000
id ecaade2023_000
authors Dokonal, Wolfgang, Hirschberg, Urs and Wurzer, Gabriel
year 2023
title eCAADe 2023 Digital Design Reconsidered - Volume 1
doi https://doi.org/10.52842/conf.ecaade.2023.1.001
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, 905 p.
summary The conference logo is a bird’s eye view of spiral stairs that join and separate – an homage to the famous double spiral staircase in Graz, a tourist attraction of this city and a must-see for any architecturally minded visitor. Carved out of limestone, the medieval construction of the original is a daring feat of masonry as well as a symbolic gesture. The design speaks of separation and reconciliation: The paths of two people that climb the double spiral stairs separate and then meet again at each platform. The relationship between architectural design and the growing digital repertoire of tools and possibilities seems to undergo similar cycles of attraction and rejection: enthusiasm about digital innovations – whether in Virtual Reality, Augmented Reality, Energy Design, Robotic Fabrication, the many Dimensions of BIM or, as right now, in AI and Machine Learning – is typically followed by a certain disillusionment and a realization that the promises were somewhat overblown. But a turn away from these digital innovations can only be temporary. In our call for papers we refer to the first and second ‘digital turns’, a term Mario Carpo coined. Yes, it’s a bit of a pun, but you could indeed see these digital turns in our logo as well. Carpo would probably agree that design and the digital have become inseparably intertwined. While they may be circling in different directions, an innovative rejoinder is always just around the corner. The theme of the conference asked participants to re-consider the relationship between Design and the Digital. The notion of a cycle is already present in the syllable “re”. Indeed, 20 years earlier, in 2003, we held an ECAADE conference in Graz simply under the title “Digital Design” and our re-using – or is it re-cycling? – the theme can be seen as the completion of one of those cycles described above: One level up, we meet again, we’ve come full circle. The question of the relationship between Design and the Digital is still in flux, still worthy of renewed consideration. There is a historical notion implicit in the theme. To reconsider something, one needs to take a step back, to look into the past as well as into the future. Indeed, at this conference we wanted to take a longer view, something not done often enough in the fast-paced world of digital technology. Carefully considering one’s past can be a source of inspiration. In fact, the double spiral stair that inspired our conference logo also inspired many architects through the ages. Konrad Wachsmann, for example, is said to have come up with his famous Grapevine assembly system based on this double spiral stair and its intricate joinery. More recently, Rem Koolhaas deemed the double spiral staircase in Graz important enough to include a detailed model of it in his “elements of architecture” exhibition at the Venice Biennale in 2014. Our interpretation of the stair is a typically digital one, you might say. First of all: it’s a rendering of a virtual model; it only exists inside a computer. Secondly, this virtual model isn’t true to the original. Instead, it does what the digital has made so easy to do: it exaggerates. Where the original has just two spiral stairs that separate and join, our model consists of countless stairs that are joined in this way. We see only a part of the model, but the stairs appear to continue in all directions. The implication is of an endless field of spiral stairs. As the 3D model was generated with a parametric script, it would be very easy to change all parameters of it – including the number of stairs that make it up. Everyone at this conference is familiar with the concept of parametric design: it makes generating models of seemingly endless amounts of connected spiral stairs really easy. Although, of course, if we’re too literal about the term ‘endless’, generating our stair model will eventually crash even the most advanced computers. We know that, too. – That's another truth about the Digital: it makes a promise of infinity, which, in the end, it can’t keep. And even if it could: what’s the point of just adding more of the same: more variations, more options, more possible ways to get lost? Doesn’t the original double spiral staircase contain all those derivatives already? Don’t we know that ‘more’ isn’t necessarily better? In the original double spiral stair the happy end is guaranteed: the lovers’ paths meet at the top as well as when they exit the building. Therefore, the stair is also colloquially known as the Busserlstiege (the kissing stair) or the Versöhnungsstiege (reconciliation stair). In our digitally enhanced version, this outcome is no longer clear: we can choose between multiple directions at each level and we risk losing sight of the one we were with. This is also emblematic of our field of research. eCAADe was founded to promote “good practice and sharing information in relation to the use of computers in research and education in architecture and related professions” (see ecaade.org). That may have seemed a straightforward proposition forty years ago, when the association was founded. A look at the breadth and depth of research topics presented and discussed at this conference (and as a consequence in this book, for which you’re reading the editorial) shows how the field has developed over these forty years. There are sessions on Digital Design Education, on Digital Fabrication, on Virtual Reality, on Virtual Heritage, on Generative Design and Machine Learning, on Digital Cities, on Simulation and Digital Twins, on BIM, on Sustainability, on Circular Design, on Design Theory and on Digital Design Experimentations. We hope you will find what you’re looking for in this book and at the conference – and maybe even more than that: surprising turns and happy encounters between Design and the Digital.
series eCAADe
email
last changed 2023/12/10 10:49

_id ecaade2023_001
id ecaade2023_001
authors Dokonal, Wolfgang, Hirschberg, Urs and Wurzer, Gabriel
year 2023
title eCAADe 2023 Digital Design Reconsidered - Volume 2
doi https://doi.org/10.52842/conf.ecaade.2023.2.001
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, 899 p.
summary The conference logo is a bird’s eye view of spiral stairs that join and separate – an homage to the famous double spiral staircase in Graz, a tourist attraction of this city and a must-see for any architecturally minded visitor. Carved out of limestone, the medieval construction of the original is a daring feat of masonry as well as a symbolic gesture. The design speaks of separation and reconciliation: The paths of two people that climb the double spiral stairs separate and then meet again at each platform. The relationship between architectural design and the growing digital repertoire of tools and possibilities seems to undergo similar cycles of attraction and rejection: enthusiasm about digital innovations – whether in Virtual Reality, Augmented Reality, Energy Design, Robotic Fabrication, the many Dimensions of BIM or, as right now, in AI and Machine Learning – is typically followed by a certain disillusionment and a realization that the promises were somewhat overblown. But a turn away from these digital innovations can only be temporary. In our call for papers we refer to the first and second ‘digital turns’, a term Mario Carpo coined. Yes, it’s a bit of a pun, but you could indeed see these digital turns in our logo as well. Carpo would probably agree that design and the digital have become inseparably intertwined. While they may be circling in different directions, an innovative rejoinder is always just around the corner. The theme of the conference asked participants to re-consider the relationship between Design and the Digital. The notion of a cycle is already present in the syllable “re”. Indeed, 20 years earlier, in 2003, we held an ECAADE conference in Graz simply under the title “Digital Design” and our re-using – or is it re-cycling? – the theme can be seen as the completion of one of those cycles described above: One level up, we meet again, we’ve come full circle. The question of the relationship between Design and the Digital is still in flux, still worthy of renewed consideration. There is a historical notion implicit in the theme. To reconsider something, one needs to take a step back, to look into the past as well as into the future. Indeed, at this conference we wanted to take a longer view, something not done often enough in the fast-paced world of digital technology. Carefully considering one’s past can be a source of inspiration. In fact, the double spiral stair that inspired our conference logo also inspired many architects through the ages. Konrad Wachsmann, for example, is said to have come up with his famous Grapevine assembly system based on this double spiral stair and its intricate joinery. More recently, Rem Koolhaas deemed the double spiral staircase in Graz important enough to include a detailed model of it in his “elements of architecture” exhibition at the Venice Biennale in 2014. Our interpretation of the stair is a typically digital one, you might say. First of all: it’s a rendering of a virtual model; it only exists inside a computer. Secondly, this virtual model isn’t true to the original. Instead, it does what the digital has made so easy to do: it exaggerates. Where the original has just two spiral stairs that separate and join, our model consists of countless stairs that are joined in this way. We see only a part of the model, but the stairs appear to continue in all directions. The implication is of an endless field of spiral stairs. As the 3D model was generated with a parametric script, it would be very easy to change all parameters of it – including the number of stairs that make it up. Everyone at this conference is familiar with the concept of parametric design: it makes generating models of seemingly endless amounts of connected spiral stairs really easy. Although, of course, if we’re too literal about the term ‘endless’, generating our stair model will eventually crash even the most advanced computers. We know that, too. – That's another truth about the Digital: it makes a promise of infinity, which, in the end, it can’t keep. And even if it could: what’s the point of just adding more of the same: more variations, more options, more possible ways to get lost? Doesn’t the original double spiral staircase contain all those derivatives already? Don’t we know that ‘more’ isn’t necessarily better? In the original double spiral stair the happy end is guaranteed: the lovers’ paths meet at the top as well as when they exit the building. Therefore, the stair is also colloquially known as the Busserlstiege (the kissing stair) or the Versöhnungsstiege (reconciliation stair). In our digitally enhanced version, this outcome is no longer clear: we can choose between multiple directions at each level and we risk losing sight of the one we were with. This is also emblematic of our field of research. eCAADe was founded to promote “good practice and sharing information in relation to the use of computers in research and education in architecture and related professions” (see ecaade.org). That may have seemed a straightforward proposition forty years ago, when the association was founded. A look at the breadth and depth of research topics presented and discussed at this conference (and as a consequence in this book, for which you’re reading the editorial) shows how the field has developed over these forty years. There are sessions on Digital Design Education, on Digital Fabrication, on Virtual Reality, on Virtual Heritage, on Generative Design and Machine Learning, on Digital Cities, on Simulation and Digital Twins, on BIM, on Sustainability, on Circular Design, on Design Theory and on Digital Design Experimentations. We hope you will find what you’re looking for in this book and at the conference – and maybe even more than that: surprising turns and happy encounters between Design and the Digital.
series eCAADe
type normal paper
email
last changed 2024/08/29 08:36

_id acadia23_v3_69
id acadia23_v3_69
authors Hart, Chenoe
year 2023
title Elevators, Hard Drives and Teleportation
source ACADIA 2023: Habits of the Anthropocene: Scarcity and Abundance in a Post-Material Economy [Volume 3: Proceedings of the 43rd Annual Conference for the Association for Computer Aided Design in Architecture (ACADIA) ISBN 979-8-9891764-1-0]. Denver. 26-28 October 2023. edited by A. Crawford, N. Diniz, R. Beckett, J. Vanucchi, M. Swackhamer 24-32.
summary The ability of computer code to arbitrarily link discrete self-contained spaces together within a virtual world can be interpreted as a continuation of the historical legacy of the development of physically isolated floors within buildings connected by elevators. Both modern touch-screen-enabled elevators and those using earlier push-buttons create conditions where their passengers navigate physical space through an electronic interface. As they place users at destinations designated by previously-established code, they exist in a comparable state of disrupted processional continuity to that of virtual worlds designed to make use of the computer’s ability to process space through randomly-assigned indexes. An elevator passenger navigates via the inherently abstract act of pushing a button. The elevator control panel provides its users with a list of options for floors to travel to, labeled with specific whole numbers; as a quantized and finite set of information, that list might be conceptually understood to be specifically digital in its composition. It also doesn’t necessarily correspond with the physical reality of the spaces it traverses; in Western culture that list commonly skips the thirteenth floor, or in many East Asian cultures the fourth floor.
series ACADIA
type field note
email
last changed 2024/04/17 13:59

_id ecaaderis2023_42
id ecaaderis2023_42
authors Iverson-Radtke, Aileen
year 2023
title Physicalizing Digital Design Methodology: Material-linked digital making
source De Luca, F, Lykouras, I and Wurzer, G (eds.), Proceedings of the 9th eCAADe Regional International Symposium, TalTech, 15 - 16 June 2023, pp. 149–158
summary Architectural design process, heir to craftsmanship traditions, formulates making as its vehicle of analysis. This curious pedigree directs high-level thought process through the restraint of material limitations; a methodology based in respect for materials whose properties and tendencies are capable of driving outcome. In this tradition of making, design as an intellectual act is dependent on engaging active, spatiomaterial media. Additionally, contemporary literature suggests physical materiality as an interface is uniquely suited to human intelligence, at once corporeal and intellectual. Therefore, if digital is understood as an extension of our intellectual thought process, its evolution should intertwine with the physical. This paper reports on research examining the role of physicality as a component of digital design method. The research constructs hybrid models and physicalizations, physical makings parametrically linked to inform digital design; thereby testing the integration of physical and digital as a material-based digital making methodology. The proposed next digital turn is a return to materiality as conduit transporting the full range of human intelligence (sensorial, intuitive, and intellectual) within digital making. Key to this methodology is designing with live, spatiomaterial media capable of reacting and providing feedback during making. The supposition contained turning towards physical-digital integrated methodology is that the wicked problems we face are best served by a design methodology accessing the full arsenal of our intelligence with media that is connected to the same multiplexity of context it seeks to remedy.
keywords materiality, modeling, digital modeling, hybrid modeling, micro sensor, analogue-digital, digital craftsmanship, corporeal intelligence, spatiomaterial, physicalization.
series eCAADe
email
last changed 2024/02/05 14:28

_id ijac202321202
id ijac202321202
authors Koehler, Daniel
year 2023
title More than anything: Advocating for synthetic architectures within large-scale language-image models
source International Journal of Architectural Computing 2023, Vol. 21 - no. 2, 242–255
summary Large-scale language-image (LLI) models have the potential to open new forms of critical practice through architectural research. Their success enables designers to research within discourses that are profoundly connected to the built environment but did not previously have the resources to engage in spatial research. Although LLI models do not generate coherent building ensembles, they offer an esthetic experience of an AI infused design practice. This paper contextualizes diffusion models architecturally. Through a comparison of approaches to diffusion models in architecture, this paper outlines data-centric methods that allow architects to design critically using computation. The design of text-driven latent spaces extends the histories of typological design to synthetic environments including non-building data into an architectural space. More than synthesizing quantic ratios in various arrangements, the architect contributes by assessing new categorical differences into generated work. The architects’ creativity can elevate LLI models with a synthetic architecture, nonexistent in the data sets the models learned from.
keywords diffusion models, large-scale language-image models, data-centric, access to data, discrete computation, critical computational practice, synthetic architecture
series journal
last changed 2024/04/17 14:30

_id sigradi2023_416
id sigradi2023_416
authors Machado Fagundes, Cristian Vinicius, Miotto Bruscato, Léia, Paiva Ponzio, Angelica and Chornobai, Sara Regiane
year 2023
title Parametric environment for internalization and classification of models generated by the Shap-E tool
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. 1689–1698
summary Computing has been increasingly employed in design environments, primarily to perform calculations and logical decisions faster than humans could, enabling tasks that would be impossible or too time-consuming to execute manually. Various studies highlight the use of digital tools and technologies in diverse methods, such as parametric modeling and evolutionary algorithms, for exploring and optimizing alternatives in architecture, design, and engineering (Martino, 2015; Fagundes, 2019). Currently, there is a growing emergence of intelligent models that increasingly integrate computers into the design process. Demonstrating great potential for initial ideation, artificial intelligence (AI) models like Shap-E (Nichol et al., 2023) by OpenAI stand out. Although this model falls short of state-of-the-art sample quality, it is among the most efficient orders of magnitude for generating three-dimensional models through AI interfaces, offering practical balance for certain use cases. Thus, aiming to explore this gap, the presented study proposes an innovative design agency framework by employing Shap-E connected with parametric modeling in the design process. The generation tool has shown promising results; through generations of synthetic views conditioned by text captions, its final output is a mesh. However, due to the lack of topological information in models generated by Shap-E, we propose to fill this gap by transferring data to a parametric three-dimensional surface modeling environment. Consequently, this interaction's use aims to enable the transformation of the mesh into quantifiable surfaces, subject to collection and optimization of dimensional data of objects. Moreover, this work seeks to enable the creation of artificial databases through formal categorization of parameterized outputs using the K-means algorithm. For this purpose, the study methodologically orients itself in a four-step exploratory experimental process: (1) creation of models generated by Shap-E in a pressing manner; (2) use of parametric modeling to internalize models into the Grasshopper environment; (3) generation of optimized alternatives using the evolutionary algorithm (Biomorpher); (4) and classification of models using the K-means algorithm. Thus, the presented study proposes, through an environment of internalization and classification of models generated by the Shap-E tool, to contribute to the construction of a new design agency methodology in the decision-making process of design. So far, this research has resulted in the generation and classification of a diverse set of three-dimensional shapes. These shapes are grouped for potential applications in machine learning, in addition to providing insights for the refinement and detailed exploration of forms.
keywords Shap-E, Parametric Design, Evolutionary Algorithm, Synthetic Database, Artificial Intelligence
series SIGraDi
email
last changed 2024/03/08 14:09

_id ijac202321404
id ijac202321404
authors Melih, Kamaoglu
year 2023
title The idea of evolution in digital architecture: Toward united ontologies?
source International Journal of Architectural Computing 2023, Vol. 21 - no. 4, 622-634
summary Humans have always sought to grasp nature’s working principles and apply acquired intelligence to artefacts since nature has always been the source of inspiration, solution and creativity. For this reason, there is a comprehensive interrelationship between the philosophy of nature and architecture. After Charles Darwin’s revolutionary work, living beings have started to be comprehended as changing, evolving and developing dynamic entities. Evolution theory has been accepted as the interpretive power of biology after several discussions and objections among scientists. In time, the working principles of evolutionary mechanisms have begun to be explained from genetic code to organism and environmental level. Afterwards, simulating nature’s evolutionary logic in the digital interface has become achievable with computational systems’ advancements. Ultimately, architects have begun to utilise evolutionary understanding in design theories and methodologies through computational procedures since the 1990s. Although several studies about technical and pragmatic elements of evolutionary tools in design, there is still little research on the historical, theoretical and philosophical foundations of evolutionary understanding in digital architecture. This paper fills this literature gap by critically reviewing the evolutionary understanding embedded in digital architecture theories and designs since the beginning of the 1990s. The original contribution is the proposed intellectual framework seeking to understand and conceptualise how evolutionary processes were defined in biology and philosophy, then represented through computational procedures, to be finally utilised by architectural designers. The network of references and concepts is deeply connected with the communication between natural processes and their computational simulations. For this reason, another original contribution is the utilisation of theoretical limits and operative principles of computation procedures to shed light on the limitations, shortcomings and potentials of design theories regarding their speculations on the relationship between natural and computational ontologies.
keywords Evolution, computation, digital architecture, ontology, architectural theory
series journal
last changed 2024/04/17 14:30

_id acadia23_v2_560
id acadia23_v2_560
authors Saldana Ochoa, Karla; Huang, Lee-Su; Guo, Zifeng; Bokhari, Adil
year 2023
title Playing Dimensions: Images / Models / Maps: Conceptualizing Architecture with Big Data and Artificial Intelligence
source ACADIA 2023: Habits of the Anthropocene: Scarcity and Abundance in a Post-Material Economy [Volume 2: Proceedings of the 43rd Annual Conference for the Association for Computer Aided Design in Architecture (ACADIA) ISBN 979-8-9891764-0-3]. Denver. 26-28 October 2023. edited by A. Crawford, N. Diniz, R. Beckett, J. Vanucchi, M. Swackhamer 560-568.
summary This article presents a novel architecture design workflow that explores the intersection of Big Data, Artificial Intelligence (AI), and storytelling by scraping, encoding, and mapping data, which can then be implemented through Virtual Reality (VR) and Augmented Reality (AR) technologies. In contrast to conventional approaches that consider AI solely as an optimization tool, this workflow embraces AI as an instrument for critical thinking and idea generation. Rather than creating new AI models, this workflow encourages architects to experiment with existing ones as part of their practice. The workflow revolves around the concept of ""Canonical architecture,"" where data-driven techniques serve to traverse dimensions and representations, encompassing text, images, and 3D objects. The data utilized consists of information specific to the project, gathered from social media posts, including both images and text, which provide insights into user needs and site charac- teristics. Additionally, roughly 9,000 3D models of architectural details extracted from 38 different architectural projects were used. The primary objective is to assist architects in developing a workflow that does not suggest starting from scratch or a tabula rasa, but to work with already hyper-connected objects, be it text, images, 3D models, et cetera. These conceptualizations can then be enacted in game engines and/or experimented with in AR/ VR platforms, while keeping their connections alive. Through this process, the framework aims to develop a sensibility of working with large amounts of data without losing focus, and letting the electric grounds of the internet help us in articulating projects.
series ACADIA
type paper
email
last changed 2024/12/20 09:13

_id cdrf2023_433
id cdrf2023_433
authors Virginia Ellyn Melnyk
year 2023
title Customized Knit Membrane Deployable Hyperboloid Tower
doi https://doi.org/https://doi.org/10.1007/978-981-99-8405-3_36
source Proceedings of the 2023 DigitalFUTURES The 5st International Conference on Computational Design and Robotic Fabrication (CDRF 2023)
summary Deployable structures have become increasingly popular due to their ability to transform from a compact form into a larger structure. They are also typically lightweight, resulting in a lower carbon footprint than heavy permanent building methods. These structures are popular within the field of architecture, as well as in robotics, aerospace engineering, and other fields.This paper explores the design and development of a deployable hyperboloid structure with a connected knitted membrane. The knitted material is specifically designed to stretch and fit the transforming geometry of the hyperboloid. This is achieved by manipulating the types of yarn used across the membrane, as well as the number of short rows in the knit material, to create a more specified material. The design for this material was developed using Rhino3d and Grasshopper. Throughout the design and fabrication process, there was a feedback loop between the digital design models and physical material test samples to ensure that the knit would fit the final hyperboloid structure. The result is a two-meter-tall structure when upright and a two-meter-diameter circle when collapsed, with a knit membrane that supports the structure and transforms seamlessly by stretching and shrinking to the different shapes of transformation.
series cdrf
email
last changed 2024/05/29 14:04

_id caadria2023_353
id caadria2023_353
authors Yabe, Taisei, Khajehee, Arastoo, Kimura, Shun, Tanaka, Sota, Iwamoto, Kentaro, Ito, Koki, Yamanaka, Rena, sumitomo, eri and Ikeda, Yasushi
year 2023
title Kigumi Shelf by Data-Driven Circular Saw: Integrated Development of Design Construction and Tool for Digital Handcraft
doi https://doi.org/10.52842/conf.caadria.2023.2.159
source Immanuel Koh, Dagmar Reinhardt, Mohammed Makki, Mona Khakhar, Nic Bao (eds.), HUMAN-CENTRIC - Proceedings of the 28th CAADRIA Conference, Ahmedabad, 18-24 March 2023, pp. 159–168
summary This research aims to develop a craft system that integrates design, construction, and tool-making for handcraft to become simpler and more accessible for non-professionals, even if it is a complex structure. Kigumi, a traditional Japanese wooden technique, inspires this research. In the experiment, a modified circular saw was developed to handcraft the "Kigumi shelf." Constraints in the craft process are closely connected to design, construction technique, and the use of tools in handcraft. The relationship between these constraints was managed and explored throughout the project, from developing systems to assembly. The developed system presents a comprehensive workflow, from reading QR codes on timber pieces to processing data and cutting. This study showed how we should treat technology to make it easier for non-professionals to engage with handcraft. Also, digital-aided technology is an effective way to enhance participation in handcraft.
keywords Digital Fabrication, Handcraft, Kigumi Joinery, Digital-aided technology
series CAADRIA
email
last changed 2023/06/15 23:14

_id ascaad2023_036
id ascaad2023_036
authors Zeng, Ziyue; Lombardi, Davide; Dounas, Theodoros
year 2023
title Role-Playing Games and Narrative Architecture in Design Methods: A Systematic Review
source C+++: Computation, Culture, and Context – Proceedings of the 11th International Conference of the Arab Society for Computation in Architecture, Art and Design (ASCAAD), University of Petra, Amman, Jordan [Hybrid Conference] 7-9 November 2023, pp. 667-683.
summary This paper reviews existing research on the teaching of narrative architectural design and the creation of role-playing games (RPGs), with an interdisciplinary connection between them. The paper conducts a systematic review and analysis of 27 academic papers. These articles are selected from the academic database "Connected Papers" using the keywords "narrative architecture, architectural design teaching, narrative story, RPG creation." This database employs natural language processing technology to analyze the links and influencing factors among articles in different disciplines. We then performed a key review of a selection of 5 papers addressing the interdisciplinary application between architectural design teaching and RPG creation. The key papers content includes a discussion of the problems and solutions in the creation methods of narrative architecture and RPGs, aiming to crystalize the defects and advantages of both approaches. Our findings summarize the process of materializing narrative content in two different creative industries, discussing the challenges they face and the existing solutions. Drawing from the narrative architectural design teaching effects and RPG creation results presented in the literature, this paper summarizes the advantages of both practices. This allows us to provide a summary of the current industry progress and identify possible research gaps based on the present status of interdisciplinary applications between the two.
series ASCAAD
email
last changed 2024/02/13 14:34

_id sigradi2023_315
id sigradi2023_315
authors Zukoski, Jaceguay and Verzola Vaz, Carlos
year 2023
title Remote Sensing Using Images in Urban Equipment Analysis: The Case of Playgrounds in Public Squares
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. 901–912
summary This research aims to assess the usage of urban equipment, particularly children's playgrounds in public squares. It employs a prototype using a VGA camera connected to a Raspberry Pi equipped with image learning algorithms. The unit functions autonomously, from data collection to processing, revealing information about the patterns of space utilization. This information is synthesized into a comprehensive spatio-temporal activity map illustrating playground equipment activity. This visual representation offers actionable insights for urban managers, spotlighting underutilized areas and informing strategies to improve child-centered recreational facilities. Conducted in Balneário Camboriú, Santa Catarina, the prototype has successfully demonstrated its capability to capture and interpret data into relevant insights, the findings suggest that there are indications that the most frequently used equipment by children are those strategically located within the line of sight of adults.. Additionally, it highlighted that seating areas for accompanying adults are typically overcrowded, as adult behavior tends to be stationary compared to the more dynamic activity of children.
keywords Playgrounds, Social behavior, Child development, Public squares, Computer vision.
series SIGraDi
email
last changed 2024/03/08 14:07

For more results click below:

this is page 0show page 1show page 2show page 3HOMELOGIN (you are user _anon_336574 from group guest) CUMINCAD Papers Powered by SciX Open Publishing Services 1.002