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 797

_id ascaad2023_035
id ascaad2023_035
authors Cheng, Chi-Li ; Nagakura, Takehiko; Tsai, Daniel
year 2023
title A Synergy of AI Observation and Design Tool: Leveraging Multifaceted AI Techniques for Encoding Human Behaviors and Stories in Space
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. 502-516.
summary This paper presents an innovative AI-powered tool aimed at revolutionizing observational methods in architectural design. Its primary objective is to bridge the existing gap between designers and AI predictions, streamlining and enhancing the design process. The tool facilitates the creation of dynamic visualizations that predict human behaviours within 3D design models, adapting seamlessly to design alterations. This prototype showcases the potential for efficient AI-assisted design. The core of our system consists of an AI model that trains on data related to human behavior within environmental contexts. Our user-friendly interface empowers designers to interact dynamically with their 3D modelling tool, akin to playing an interactive chess game. Designers can populate their models with human characters, and the system, in turn, predicts the likely activities of these characters. Observational techniques are pivotal in architectural design, drawing inspiration from influential works such as those by Alexander and Whyte. They provide a comprehensive understanding of how spaces can foster human interaction and help architects, designers, and urban planners make informed decisions that enhance user-friendliness. Nevertheless, two key challenges hinder the effective utilization of this data. Firstly, there is a lack of an intuitive interface that seamlessly integrates with existing tools. Designers often struggle to translate the information into design parameters and interpret the data effectively. Secondly, architects must adapt to evolving living environments and cultural shifts, necessitating real-time observations. However, time constraints and biases impede this process. A solution allowing designers to easily update their data is imperative. Our system comprises three integral components: a pre-trained model adaptable to specific locations, depth prediction and segmentation models for spatial comprehension, and a recognition model for user-designed structures. These features, combined with a user-friendly interface, empower designers to interact intuitively with their models, facilitating more informed and responsive design decisions.
series ASCAAD
email
last changed 2024/02/13 14:34

_id acadia23_v2_330
id acadia23_v2_330
authors Li, Jiaqi; Lin, Chen-Yang; Lai, Zhen-Zhou; Lo, Tian-Tian
year 2023
title Revitalization of Digital Hometown of Overseas Chinese: Using Virtual Reality Interaction Technology - The Example of Jimei School Village
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 330-339.
summary Promoting the transformation and development of overseas Chinese hometowns through the inheritance of overseas Chinese culture and the integration of culture and tourism is an important research perspective in China's rural revitalization strategy. Nowadays, the development of rural cultural tourism through various digital means has effectively promoted the economic vitality of the region. This research takes Jimei School Village as an example and uses virtual-real interactive technology [Mixed Reality (MR) and an open- source electronics platform based on easy-to-use hardware and software (Arduino)] to build a ""Phygital Game"" - a virtual-real interactive platform. First, this research uses MR technology to display the characteristic content of the hometown of overseas Chinese, expand the amount of information displayed, and immerse tourists in the realistic scene of virtual-real fusion. In terms of interactive form, through the design of physical inter- action of Arduino, visitors can participate in puzzle-solving games. This platform aims to encourage tourists to actively explore the architectural features and culture of the hometown of overseas Chinese, to provide a valuable perspective for the optimization and development of the immersive cultural tourism platform.
series ACADIA
type paper
email
last changed 2024/12/20 09:12

_id caadria2023_246
id caadria2023_246
authors Li, Chenxiao, Bao, Ding Wen, Yan, Xin, Wu, Renhu and He, Chenming
year 2023
title A Nature-Inspired Experimental Method for Re-Generating Porous Architectural Systems Based on Environmentally Data-Driven Performance
doi https://doi.org/10.52842/conf.caadria.2023.1.271
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. 271–280
summary Weathering scenery, as one of the most representative time-consuming natural features, is associated with many characteristics through aspects of specialized morphology, porosity, adaptability, and regenerative ability. Because of its unique porous structure and majestic, randomly three-dimensional composition, it has inspired lots of creations in industrial design, art crafts, and graphic design fields. But in architectural generative design, very limited projects are related to weathering. However, in recent decades, the advancements in computer-aided design tools have made it possible to implement rigorous computational methods in complex geometrical systems. This research tries to learn from the weathering evolution and apply the characteristics in the pursuit of enriching nature-inspired architecture. The experiments will focus on one specific weathering behavior, using wind-blown particles as weathering agents, and introduce an experimental method of generating the performance-based porosity architectural system responding to environmental agents’ effects. Computational Fluid Dynamics (CFD), Bi-Directional Evolutionary Structural Optimization (BESO), and Swarm Intelligence are employed to negotiate between surface, structure, and environmental space. This study of the porosity architectural system is concerned not only with discovering new possibilities for intricate and complex nature-inspired architectural forms, but also with negotiating and considering humans and nature as equal decision-makers.
keywords Porosity, Topology Optimization, Bi-directional Evolutionary Structural Optimization (BESO), Swarm Intelligence, Computational Fluid Dynamics (CFD), Nature-inspired Form-Finding
series CAADRIA
email
last changed 2023/06/15 23:14

_id caadria2023_446
id caadria2023_446
authors Guida, George
year 2023
title Multimodal Architecture: Applications of Language in a Machine Learning Aided Design Process
doi https://doi.org/10.52842/conf.caadria.2023.2.561
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. 561–570
summary Recent advances in Natural Language Processing (NLP) and Diffusion Models (DMs) are leading to a significant change in the way architecture is conceived. With capabilities that surpass those of current generative models, it is now possible to produce an unlimited number of high-quality images (Dhariwal and Nichol 2021). This opens up new opportunities for using synthetic images and marks a new phase in the creation of multimodal 3D forms, central to architectural concept design stages. Presented here are three methodologies of generation of meaningful 2D and 3D designs, merging text-to-image diffusion models Stable Diffusion, and DALL-E 2 with computational methods. These allow designers to intuitively navigate through a multimodal feedback loop of information originating from language and aided by artificial intelligence tools. This paper contributes to our understanding of machine-augmented design processes and the importance of intuitive user interfaces (UI) in enabling new dialogues between humans and machines. Through the creation of a prototype of an accessible UI, this exchange of information can empower designers, build trust in these tools, and increase control over the design process.
keywords Machine Learning, Diffusion Models, Concept Design, Semantics, User Interface, Design Agency
series CAADRIA
email
last changed 2023/06/15 23:14

_id ecaade2023_15
id ecaade2023_15
authors Heyik, Muhammet Ali, Karataº, Emre and Erdogan, Meral
year 2023
title Leveraging Collective Intelligence from Crowdsourcing to Co-creation in Field Studies
doi https://doi.org/10.52842/conf.ecaade.2023.1.129
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. 129–138
summary The paper explores the advantages and forms of harnessing collective intelligence (CI) that can support cognition, coordination, and collaboration in architectural education. These forms focus on various design tasks by enhancing groups’ performance, bringing together diverse actors within a distributed network, and strengthening the process through informed and inclusive decisions. Specifically, we propose a co-creation strategy to comprehensively map place values and rapidly scan the field. By incorporating the technical requirements and contextual constraints of various fields, we conducted iterative workshops within the action research circle. The results show that the CI approach yields significantly positive impacts, justifying its application through a functional triple structure that replaces individually challenging and frustrating fieldwork. This structure involves: (1) definition of parameters and tasks for groups based on objectives, (2) the collection and extraction of values from the field, and (3) the creation of collective cartographies. Additionally, our research makes a valuable contribution by providing a theoretical framework for diverse forms of CI, highlighting the advantages of crowdsourcing-based platforms in both urban and rural contexts, and evaluating the usability of tested mobile apps. We conclude the paper by discussing the limitations, adaptabilities, and potentials for the broader use of CI in the field studies of students.
keywords Collective Intelligence, Co-creation, Field Study
series eCAADe
email
last changed 2023/12/10 10:49

_id ecaade2023_130
id ecaade2023_130
authors Nas, Mehmet Oguz and Gönenç Sorguç, Arzu
year 2023
title 4D Printing of Hygroscopic Wood Based Actuators for Climate Responsive Skin
doi https://doi.org/10.52842/conf.ecaade.2023.1.439
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. 439–448
summary Adaptive building systems aim to enhance user comfort and reduce energy consumption in buildings. However, sensing the environment and generating relevant motion requires complex systems. The high costs associated with the installation, maintenance, and energy consumption of traditional systems hinder their widespread adoption. A more efficient alternative can be found in nature by harnessing the intrinsic properties of materials. Recent studies inspired by pinecones showed that wood bilayers with different swelling and shrinking ratios can passively shape change in response to environmental humidity. The morphing direction is determined by fiber orientation, which can be controlled by extrusion-based 3D printers. The existing literature highlights several challenges in utilizing hygroscopic wood actuators for climate-responsive building skins, including the predictability of motion, response speed, and scalability. Hence, this research investigates the design space at both mesostructural and macrostructural levels for controlled, scaleable motion. To this end, a series of experiments were conducted in a controlled environment to observe the actuation dynamics. The experiments explored design parameters including thickness, porosity, bilayer ratio, layer orientation, and 3D printing parameters such as layer thickness and printing order. Collected data were utilized to construct a model that can predict the actuation and find the configuration for the required motion. Two implementations of this model are proposed. While the first design makes use of combined actuators for motion amplification, the latter employs pre-stressed bistability to control the timing of motion. Both designs were tested at scales of 1/2 and 1 to 1, using a wood-based filament and wood veneer as actuators, respectively. The results demonstrate that the use of multiple joined actuators significantly increases the actuation speed. Moreover, it is shown that the humidity level required to trigger the shape-shifts can be tuned thanks to the pre-stressed bistable structures. This is promising in terms of adaptability to diverse climates and enhancement of energy efficiency in buildings.
keywords 4D Printing Wood, Biomimicry, Hygroscopic Actuators, Pre-stressed Bistability, Climate-Responsive, Responsive Architecture
series eCAADe
email
last changed 2023/12/10 10:49

_id ascaad2023_125
id ascaad2023_125
authors Shata, Dina; Omrani, Sara; Drogemuller, Robin; Denman, Simon; Wagdy, Ayman
year 2023
title Segmented Rooftop Dataset Generation: A Simplified Approach for Harnessing Solar Power Potential Using Aerial Imagery and Point Cloud Data
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. 134-153.
summary With rising global energy demands and climate change concerns, solar energy has gained traction as a sustainable source. However, optimal utilization of solar systems relies on accurately determining rooftop solar potential. This research presents a simplified methodology to generate a comprehensive dataset of segmented rooftops using publicly available aerial imagery and light detection and ranging (LiDAR) point cloud data. The primary objective is to enable precise prediction of solar photovoltaic (PV) capacity on residential rooftops by extracting key geometric features. The proposed approach first preprocesses raw LiDAR data to isolate building points and generates 3D mesh models of rooftops. A mesh analysis technique computes surface normal and tilt angles, stored as RGB images. Masks derived from the 3D meshes are combined with high-resolution aerial photos to extract cropped rooftop image segments. This overcomes the limitations of manually labelling imagery or relying on scarce 3D city models. The resulting dataset provides critical training and validation inputs for developing machine learning models to assess rooftop solar potential. An initial sample dataset of over 1100 residential rooftops in Brisbane, Australia was created to demonstrate the methodology's effectiveness. The workflow is structured, scalable and replicable, facilitating expansion across larger regions to generate big datasets encompassing diverse rooftop configurations. Overall, this research presents an efficient automated solution to harness essential dataset for training Deep Learning models. It holds significant potential to drive solar PV prediction, enabling the optimization of renewable energy systems and progressing sustainability goals.
series ASCAAD
email
last changed 2024/02/13 14:41

_id caadria2023_442
id caadria2023_442
authors Escobar, Daniel, Navarro, Carlos and Papaspyrou, Evangelia
year 2023
title An Attention Economy Theme Park
doi https://doi.org/10.52842/conf.caadria.2023.1.209
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. 209–218
summary Planetary scale computation is evolving the way we digitize the physical urban space. The following research aims to provide an architectural response to the accelerating digitization of our physical world and societal life processes of economy and communications. It acknowledges the legitimate bias in the perceptual value of territories favored by the new Attention Economy of the Metaverse and Blockchain-based Virtual Environments. It proposes the analogy of a theme park derived from the distorted collective vision of today’s reality, of a reduced collection of favored attraction locations. The research provides first a review of contemporary studies related to the operation of the Attention Economy in the Metaverse, Web3 platforms, and Gamified Virtual Environments, as well as studies on recent architectural expressions or typologies of these spaces. A series of methodologies are described next to convey the impact of recent advances in Artificial Intelligence (AI) on the creation of digital personas and worldmaking for this type of economy. The methodologies comprise a three-stage workflow based on data mining and curation, processing through AI-aided generative methods, and implementation with game engine environments, ultimately discussed regarding simulation and creative agency.
keywords attention economy, virtual environments, embodiment, digital twin, multimodal AI
series CAADRIA
email
last changed 2023/06/15 23:14

_id caadria2023_340
id caadria2023_340
authors Kimm, Geoff, White, Marcus and Burry, Mark
year 2023
title Extending Visuospatial Analysis in Design Computing: An Exploration With a Novel GPU-Based Algorithm and Form-Based Codes
doi https://doi.org/10.52842/conf.caadria.2023.1.655
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. 655–664
summary This paper responds to a gap observed between the contemporary capacity for calculation and analysis of visibility of built environment features, such as buildings, in digital urban and architectural computational research models and the functionality of off-the-shelf software tools available to professionals. The research investigates the potential of visibility analysis to be embedded and extended within computational-based workflows of software tools to better meet urban design and planning industry needs. We introduce a novel method for visibility calculation that exposes output data for further analysis within a computational workflow and implement it in a game development engine used by software tool providers. Based in our engagement with a local government authority, we then use that method to demonstrate a workflow in the context of form-based building codes in which the visual impact of a building is considered rather than prescriptive limits on dimensions and use. Our results indicate the novel method has substantial performance improvements compared to an alternative mode of visibility calculation and that software providers could more thoroughly integrate and extend visibility analysis to meet industry needs.
keywords design computing, viewsheds, isovists, GPU shader, Unity 3D, genetic algorithm, generative design, form-based building codes
series CAADRIA
email
last changed 2023/06/15 23:14

_id ecaade2023_143
id ecaade2023_143
authors Mosler, Pascal, Gehring, Maximilian, Dokonal, Wolfgang, Cizmeci, Melisa, Geist, Pascal, Haas, Tim, Soares, Tiago, Sohlmayer, Christopher and Rüppel, Uwe
year 2023
title Using the Game Engine Unity Efficiently in Teaching: Development of a fully-automated webserver-based build pipeline
doi https://doi.org/10.52842/conf.ecaade.2023.2.883
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. 883–892
summary The Unity game engine is becoming increasingly popular in professional architecture, engineering, and teaching. Unity provides the ability to bring architectural geometries developed during a design process into a virtual reality (VR) environment. This gives designers an additional tool for developing their designs using VR. Until now, the cumbersome and time-consuming build process of a Unity project has been a challenge. This process involves compiling a Unity project for a target platform, such as Windows or Android. Here, many options have to be chosen in advance. In the context of a course in group format, all groups usually have to make the same choices. So far, there has been a lack of possibilities to specify these options centrally. This paper describes the development and prototypical use of a Unity build pipeline developed at the Technical University of Darmstadt, which simplifies working with the Unity game engine. By providing an outsourced build process for Unity projects and further implemented functionalities especially intended for teaching, a significant time advantage in the completion phase of Unity projects is achieved. Therefore, both lecturers and students within a teaching-learning scenario can focus more attention on the actual content in Unity, such as the architectural design process.
keywords Unity, Build Pipeline, Teaching, Virtual Reality, Software Development
series eCAADe
email
last changed 2023/12/10 10:49

_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 ascaad2023_062
id ascaad2023_062
authors Sipahioglu, Nur; Koç, Melahat
year 2023
title The Virtual Ways of Settling Down: Reinterpreting the Transformation of Space in Metaverse
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. 918-935.
summary Metaverse has become a point of discussion in recent years, although the word ‘metaverse’ has been around for more than two decades. Consequently, metaverse platforms are growing in number and capacity, with the media feeding their popularity. Design in and of the metaverse is also the focus of architecture. As computational tools allow for visionary design that is difficult to build in real life, designers are inspired by the possibilities of the metaverse. However, the impact it has on the transformation of architectural space is seldom debated. As the boundary between physical and virtual spaces becomes less clear, the virtual spaces created in and for the metaverse will affect how humans live and shape their spaces. For this reason, it is necessary to reinterpret how we define spaces before creating computational means to make them. Focusing on one of the most vital spaces, the home, this study aims to draw attention to the act of ‘building a home’, in other words, ‘settling down’, which is still open to speculation in terms of architecture today. In order to question its reflections in the metaverse where virtual lands and houses are being sold, a two-part online workshop was conducted. The workshop included nine participants, who were mostly architecture students and graduates, and one with a social sciences background. The first part focused on theorizing settling down based on Heidegger’s related terms of ‘construction, dwelling and thinking’ and the alternative ways of settling down throughout history, and its virtualization. The discussions centered on ‘a new home’ that the metaverse enabled people to build through familiar things they identified with. In the second part, participants asked whether the metaverse was a tool or the goal by working in groups to create their own ways of settling down in virtual space via the things they identified with being at home the most. In line with the increasing communication, interaction, and common life in the metaverse, the participants questioned this new life and redefined the act of ‘settling down’, where both construction and dwelling are reconciled, through mind maps and representations made possible by different techniques such as artificial intelligence-based image generation, designing inside game environments, and collages. They considered the metaverse as a source of inspiration to experience different spaces, access memories, and show their identities to the world.
series ASCAAD
email
last changed 2024/02/13 14:40

_id acadia23_v2_582
id acadia23_v2_582
authors Wu, Kaicong; Li, Chenming; Su, Wenjun
year 2023
title The Chair Game Experiment: Transforming Multiplayer Design Processes with Text-to-Image Generation and 2D-to-3D Modelling
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 582-595.
summary The urgency for an inclusive architectural design process in conceptualizing the built environment stems from the need to establish effective communication between under- represented groups and design professionals. However, various challenges hinder the development of an inclusive design process that accommodates diverse stakeholders. Individual designers or selective design teams are frequently limited by their own visions, causing them to potentially overlook alternative solutions. Moreover, stakeholders who lack professional training might struggle to articulate their expectations. The emergence of generative AI (artificial intelligence) technologies has significantly reduced the tech- nical barriers in design, and has empowered non-professionals to vividly express their ideas regarding forms and spaces. This has presented a valuable opportunity to better understand the perspectives of underrepresented groups through visual representations. Therefore, this research aims to explore the impact of image generation on the democ- ratization of the design process. Using chair design as a testing ground, we propose an evolutionary computing framework that simulates interactions among designers and participants empowered by emerging AI technologies. To investigate the potential impact of image generation, we have implemented a multiplayer design game to allow computing agents to compete in exploring 3D chair forms. Through this approach, we aim to gain insights into how image generation influences design decisions, whether it generates more diversified solutions, and what values could be introduced into the built environment.
series ACADIA
type paper
email
last changed 2024/12/20 09:13

_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 ecaade2023_334
id ecaade2023_334
authors Efstathiadis, Alexandros and Symeonidou, Ioanna
year 2023
title Developing Strategies for the Analysis and Implementation of Biomimetic Design Solutions
doi https://doi.org/10.52842/conf.ecaade.2023.2.087
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. 87–94
summary The paper presents research findings on the development of strategies for biomimetic design, that synthesize contemporary digital technologies of analysis, design, and prototyping. The proposed methodology has been validated through three case studies of biological shells which were analyzed with digital imaging technologies (SEM) to identify biomimetic design principles. Algorithmic design tools were implemented as part of a “design by analogy” process to extract and emulate the biological design solutions, to be constructed with the use of additive manufacturing (AM). A set of design iterations was produced with incremental changes in functional design parameters to examine the technical properties of the structure through Finite Element Analysis (FEA) and mechanical testing of the physical specimens and identify trends in its mechanical performance. Within the methodology developed in this research, bidirectional loops of feedback between the different stages of biomimetic design were created. The topological characteristics and function of the biomimetic models informed the AM technology and process, as well as the FEA and testing methods. At the same time, the fabrication requirements, and constraints along with the mechanical characterization results counter-informed the biologically inspired designs. The paper presents the outcomes of this iterative optimization process, supporting the role of biomimicry for the development of efficient and sustainable design solutions that can be applied to contemporary design, responding to architectural and engineering challenges.
keywords Biomimicry, Design by Analogy, Algorithmic Design, Additive Manufacturing, Mechanical Characterization, Optimization
series eCAADe
email
last changed 2023/12/10 10:49

_id caadria2023_398
id caadria2023_398
authors Jiang, Wanzhu and Wang, Jiaqi
year 2023
title Stylized Space Synthesis: Exploring the Stylized Generative Design Method of Architecture Based on Wave Function Collapse Algorithm
doi https://doi.org/10.52842/conf.caadria.2023.1.311
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. 311–320
summary It has been a frequent task and challenge for architects to translate and transfer a specific style so that the design works can fit into a particular built environment or a unique period. The wave function collapse algorithm is an image generator inspired by constraint solving, which generates numerous images with similar styles by analyzing the potential connections of discrete segments in instances. This paper explores the application of the wave function collapse algorithm in the generation of stylized architecture. By deconstructing architectural style templates into predefined spatial tiles and connection rules, this research models style expression as a constraint-solving process, establishing a stylized spatial synthesis algorithm with discrete design logic to generate self-similar aggregations, shaping architecture as a unique semantic system. Based on the generative experiments of cultural architecture in the traditional Chinese style, this method was tested in two stages. While demonstrating a complete workflow, it has been fully verified for the feasibility, creativity and adaptability in stylized synthesis problems.
keywords Stylized Synthesis, Discrete Aggregation, Wave Function Collapse, Spatial Module, Constraint Solving, Generative Design
series CAADRIA
email
last changed 2023/06/15 23:14

_id cdrf2023_24
id cdrf2023_24
authors Haoran Ma, Hao Zheng
year 2023
title Text Semantics to Image Generation: A Method of Building Facades Design Base on Stable Diffusion Model
doi https://doi.org/https://doi.org/10.1007/978-981-99-8405-3_3
source Proceedings of the 2023 DigitalFUTURES The 5st International Conference on Computational Design and Robotic Fabrication (CDRF 2023)
summary Stable Diffusion model has been extensively employed in the study of architectural image generation, but there is still an opportunity to enhance in terms of the controllability of the generated image content. A multi-network combined text-to-building facade image generating method is proposed in this work. We first fine-tuned the Stable Diffusion model on the CMP Facades dataset using the LoRA (Low-Rank Adaptation) approach, then we apply the ControlNet model to further control the output. Finally, we contrasted the facade generating outcomes under various architectural style text contents and control strategies. The results demonstrate that the LoRA training approach significantly decreases the possibility of fine-tuning the Stable Diffusion large model, and the addition of the ControlNet model increases the controllability of the creation of text to building facade images. This provides a foundation for subsequent studies on the generation of architectural images.
series cdrf
email
last changed 2024/05/29 14:04

_id ecaade2023_39
id ecaade2023_39
authors Reaver, Kai
year 2023
title Policy considerations for Extended Reality (XR) implementation in Urban Planning and the Built Environment
doi https://doi.org/10.52842/conf.ecaade.2023.2.713
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. 713–722
summary In this paper, we discuss innovation policy for the implementation of extended reality (XR) to the urban planning sector and within the built environment. XR allows human users to evaluate urban planning proposals from first-person, embodied vantage points at realistic scale, offering utility for solving problems in the urban planning and design sector, particularly in user participation, user feedback and communication. However, we find that a clear model for the integration of XR technology to urban planning is lacking, with best practices and funding mechanisms still yet to be identified, creating barriers hindering adoption. We present an analysis of the innovation system and economic incentives for XR development, pointing to challenges for wide scale adoption in XR, including the creation of compelling content and the necessity for regulatory oversight. We discuss innovation structures in urban planning, pointing to an unclear strategy for innovation and the lack of research incentives within these institutions. We propose that public-private partnerships including cross-disciplinary development opportunities across sectors will need to be developed to better apply XR to urban planning, while discussing some of the advantages to be found for XR developers in creating content within urban environments. We further suggest that integration between XR and the regulatory and procedural rules of zoning may be necessary to ensure that XR technology is beneficial to society while also allowing XR developers exposure to a broad consumer base. In conclusion, we present policy proposals for collaboration between private technology companies and public planning organizations, with a focus on ensuring that XR technology is developed and applied in a way that is aligned with the priorities and objectives of the public while still creating value for investors and innovators.
keywords Extended Reality (XR), Virtual Reality (VR), Augmented Reality (AR), Urban Planning, Built Environment, Policy
series eCAADe
email
last changed 2023/12/10 10:49

_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

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