CumInCAD is a Cumulative Index about publications in Computer Aided Architectural Design
supported by the sibling associations ACADIA, CAADRIA, eCAADe, SIGraDi, ASCAAD and CAAD futures

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_id ijac201614307
id ijac201614307
authors Wu, Yi-Sin; Teng-Wen Chang, and Sambit Datta
year 2016
title HiGame: Improving elderly well-being through horticultural interaction
source International Journal of Architectural Computing vol. 14 - no. 3, 263-276
summary Family support is the key to the well-being problems of elderly. Unlike health problem, mental problem often depends on the social network of elderly. How to enhance elderly well-being problems will become how to increase the interaction between elderly and their family. Horticultural interaction proves to be an effective but smooth impact on improving well-being problems of elderly. By designing a horticultural interaction game for motivating or invoking the communication between elderly and their family members, the prototype is developed based on the framework of behavior setting and semi-fixed features. Three groups of games, physical games, virtual games, and spatial interaction games, are analyzed and 14 cases are studied and evaluated for the features required. Particularly, spatial interaction games with both physical and virtual games are brought into scope, and HiGame (Horticultural Interaction Game, hi game) is developed. Five scenarios using sensor network and mobile interface are unleashed and tested in an experiment with two sets of elderly family participants. HiGame has connection to both physical and virtual spaces for elderly and their family. Elderly interact with distant family through physical watering, weeding, and fertilizing. And distant family use virtual game to support elderly. The interaction process can be further enhanced with the following: (1) separating the tasks for elderly and family ends individually and then cooperating together might enforce the intergenerational interaction and reflection on cooperation in the gaming process; (2) the connection among each scenario can be further developed into a different process, such as competition of different members for helping the elderly to complete certain task might motivate the game experience further.
keywords Elderly, co-existing space, intergeneration interaction, behavior setting
series journal
last changed 2016/10/05 08:21

_id caadria2016_321
id caadria2016_321
authors Wu, Yi-Sin; Teng-Wen Chang, Min-Nan Liao and Sambit Datta
year 2016
title Reflecting Self: An Interactive Mirror Study
source Living Systems and Micro-Utopias: Towards Continuous Designing, Proceedings of the 21st International Conference on Computer-Aided Architectural Design Research in Asia (CAADRIA 2016) / Melbourne 30 March–2 April 2016, pp. 321-330
doi https://doi.org/10.52842/conf.caadria.2016.321
summary Immersive environment provides a virtual environment immersion experience for the user, and allow users in-depth experi- ence. In this study through research “self- reflecting” and “self- reflecting during interaction with the space environment” by entity makeup table for discussion. Makeup table reflect the role of people and the surrounding environment. We found the style selected by the user, often conform to the user's external style, and does not because of the age limit the user to interact with curiosity. We also found that in addition to the female user, make up table will also trigger young men of curiosity, they will close to observation and interaction with the table. Finally, we have statistical distribution of general user pref- erences. We also in accordance with the user's behavior, revised inter- active processes, make recommendations when designing immersive environments.
keywords Immersive environment; virtual environments; reflecting self; avatar; virtual make up table
series CAADRIA
email
last changed 2022/06/07 07:57

_id caadria2024_355
id caadria2024_355
authors Wu, Zhaoji, Wang, Zhe, Cheng, Jack C.P. and Kwok, Helen H.L.
year 2024
title A Knowledge Graph Model for Performance-Based Generative Design and Its Applications in Accelerated Design
source Nicole Gardner, Christiane M. Herr, Likai Wang, Hirano Toshiki, Sumbul Ahmad Khan (eds.), ACCELERATED DESIGN - Proceedings of the 29th CAADRIA Conference, Singapore, 20-26 April 2024, Volume 1, pp. 395–404
doi https://doi.org/10.52842/conf.caadria.2024.1.395
summary Data integration and information enrichment pose significant challenges to the advancement of Performance-based Generative Design (PGD). One potential solution to these challenges is the utilization of Knowledge Graph (KG). However, the implementation of KG in PGD, particularly in leveraging expert knowledge to accelerate the process, remains an area that has not been thoroughly explored. In this research, we propose a PGD-KG schema to capture and represent the topological relationships and functionalities within PGD. We also introduce a method for automatically generating PGD-KG models from parametric design models enriched with semantic information. Additionally, we develop reasoning algorithms based on expert knowledge of sustainable design to facilitate automated performance evaluation. The effectiveness of the PGD-KG approach was demonstrated through its implementation in a design project, where the reasoning algorithms proved capable of significantly reducing the solution space in PGD by 88.50%, while still ensuring the inclusion of an adequate number of Pareto optimal solutions. This research contributes to the design acceleration by integration of expert knowledge, particularly sustainable design strategies, into PGD.
keywords performance-based generative design, knowledge graph, reasoning algorithm, building performance evaluation, sustainable building design.
series CAADRIA
email
last changed 2024/11/17 22:05

_id ecaade2024_105
id ecaade2024_105
authors Wu, Zhaoji; Li, Mingkai; Liu, Wenli; Wang, Zhe; Cheng, Jack C.P.; Kwok, Helen H.L.
year 2024
title A Data-Driven Model for Sustainable Performance Prediction of Residential Block Layout Design Using Graph Neural Network
source Kontovourkis, O, Phocas, MC and Wurzer, G (eds.), Data-Driven Intelligence - Proceedings of the 42nd Conference on Education and Research in Computer Aided Architectural Design in Europe (eCAADe 2024), Nicosia, 11-13 September 2024, Volume 1, pp. 575–584
doi https://doi.org/10.52842/conf.ecaade.2024.1.575
summary Performance evaluation plays a pivotal role in sustainable architectural design, guiding the design direction towards sustainable objectives. Building simulations based on physical modeling are commonly adopted for performance prediction, but the high computational cost hinders their applications in early design stages that require prompt feedback. Surrogate models have been proposed to emulate the expensive high-fidelity building simulation models using data-driven models. Several studies have been conducted to develop surrogate models for sustainable performance prediction of residential block layout design, but the features proposed by these studies were based on specific cases and cannot represent general residential block layout design. To overcome this gap, this study proposes a novel surrogate model for multi-objective sustainable performance prediction based on graph neural network (GNN), which can be adopted in practical early design stages of residential block layout design. First, a graph schema is proposed to represent the general topological relations among components in residential block layout design. Second, an architecture using graph attention network (GAT) is proposed for multiple sustainable performance predictions. Third, a dataset is established based on parametric design models of residential blocks and simulations of sustainable performance, including energy consumption, daylighting, and thermal comfort. Fourth, the proposed surrogate model using the proposed architecture are trained and fine-tuned to learn the relationship between the residential block design and sustainable performance. Finally, the proposed model is evaluated in terms of accuracy, comparing with benchmark models using graph convolutional network (GCN) and artificial neural network (ANN). The results show that the proposed model (GAT) outperforms the benchmark models (GCN and ANN). The proposed model can achieve a satisfactory accuracy with small CV(RMSE)s of 11.97%, 7.88% and 10.11% in terms of energy use intensity (EUI), annual comfort hour (ACH) and useful daylight illuminance (UDI) in the test dataset.
keywords Surrogate model, Graph neural network, Building performance prediction, Sustainable building design, Residential block
series eCAADe
email
last changed 2024/11/17 22:05

_id caadria2022_255
id caadria2022_255
authors Wu, Zihao, Zhang, Yunsong and Tong, Ziyu
year 2022
title Quantification of the Thermal Environmental Value of Urban Pores: A Case Study of Nanjing
source Jeroen van Ameijde, Nicole Gardner, Kyung Hoon Hyun, Dan Luo, Urvi Sheth (eds.), POST-CARBON - Proceedings of the 27th CAADRIA Conference, Sydney, 9-15 April 2022, pp. 719-728
doi https://doi.org/10.52842/conf.caadria.2022.2.719
summary The term "Urban pores‚ refers to the space formed by the enclosure of buildings, which have great value for regulating the microclimate. Many previous studies have focused only on a single urban pore section, ignoring the spatial distribution at the urban scale. In this study, the openness of urban pores in Nanjing was quantified and grouped, and then the spatial distribution characteristics of each openness group were further calculated. Based on this, the study combined the spatial distribution characteristics of urban pores with urban thermal environment data and an LCZ urban form classification model to analyse the impact of urban pores on the urban thermal environment. The results show that 1) the impact of urban pores is greater in summer and autumn, where its spatial agglomeration has a higher cooling value for the urban thermal environment, while this is not significant in winter; 2) the spatial agglomeration of urban pores in the high openness group, mid-high openness group and mid-low openness group have a higher cooling effect, which mainly corresponds to water, open spaces or parks and urban roads. These spaces should be given more attention when developing urban design strategies. The results can provide some references for urban development.
keywords urban pores, openness, spatial distribution, urban thermal environment, local climate zone (LCZ), SDG 11, SDG 13
series CAADRIA
email
last changed 2022/07/22 07:34

_id 21e9
authors Wurman, R.S. (ed.)
year 1996
title Information Architects
source Graphic Press Ltd., Zurich, Switzerland
summary There is a tsunami of data that is crashing onto the beaches of the civilized world. This is a tidal wave of unrelated, growing data formed in bits and bytes, coming in an unorganized, uncontrolled, incoherent cacophony of foam. None of it is easily related, none of it comes with any organization methodology. Now for the good news: There is a dune on the beach. There is a breakwater in the ocean that is clearly emerging in these last fleeting moments of the 20th century. The breakwater is indeed breaking up the tsunami of data and focusing it in a more organized way to answer our questions and concerns. There is a new breed of graphic designers, exhibition designers, illustrators and photographers, whose passion it is to make the complex clear. I call this new breed of talented thinkers Information Architects and this book was created to help celebrate and understand the importance of their work - a work which inspires hope that as we expand our capabilities to inform and communicate that we will value, with equal enthusiasm, the design of understanding.
series other
last changed 2003/04/23 15:14

_id ecaade2012_144
id ecaade2012_144
authors Wurzer, Gabriel ; Pak, Burak
year 2012
title Lawnmower: Designing a web-based visual programming environment that generates code to help students learn textual programming
source Achten, Henri; Pavlicek, Jiri; Hulin, Jaroslav; Matejovska, Dana (eds.), Digital Physicality - Proceedings of the 30th eCAADe Conference - Volume 1 / ISBN 978-9-4912070-2-0, Czech Technical University in Prague, Faculty of Architecture (Czech Republic) 12-14 September 2012, pp. 655-663.
doi https://doi.org/10.52842/conf.ecaade.2012.1.655
wos WOS:000330322400069
summary Learning programming can be a challenging task for design students, especially when code is to be entered in textual form. Visual programming languages, such as McNeil’s Grasshopper, have helped students to engage in scripting without having to deal with lower level syntax that is often hindering them in expressing their thoughts. However, the problem with learning how to program textually is only postponed: When switching to a new platform, students may be forced to learn coding from scratch, and, even worse, to do so in a textual environment that is yet unfamiliar. Our idea is simple: Connect visual programming with textual coding, using code-generation as means. Using this approach enables students to think visually, and see the results textually. An added bonus is the possibility to use debugging, a feature that is yet lacking from Grasshopper. By this way, our language aims to enable students to gradually move from visual to textual programming in a comfortable manner.
keywords Visual Programming; Structured Code; Teaching; Code Generation
series eCAADe
email
last changed 2022/06/07 07:57

_id ecaade2012_059
id ecaade2012_059
authors Wurzer, Gabriel ; Popov, Nikolay ; Lorenz, Wolfgang E.
year 2012
title Meeting Simulation Needs of Early-Stage Design Through Agent-Based Simulation
source Achten, Henri; Pavlicek, Jiri; Hulin, Jaroslav; Matejovska, Dana (eds.), Digital Physicality - Proceedings of the 30th eCAADe Conference - Volume 1 / ISBN 978-9-4912070-2-0, Czech Technical University in Prague, Faculty of Architecture (Czech Republic) 12-14 September 2012, pp. 613-620.
doi https://doi.org/10.52842/conf.ecaade.2012.1.613
wos WOS:000330322400064
summary During early-stage planning, numerous design decisions are taken in an argumentative manner, based on occupation with the building site according to the different infl uencing aspects (e.g. topology, wind, visibility, circulation, activities etc.). In this context, sketches, diagrams and spreadsheets are the workhorses for elaboration. However, some of these phenomena are dynamic by nature, and are rather poorly modeled when utilizing static media. In our work, we thus show how agent-based simulation can be used to compute and visualize dynamic factors, in order to inform the decision process on a qualitative level. As a matter of fact, simulations may be used as a design tool in their own right, for analysis and objectifi ed comparison among multiple design variations.
keywords Agent-Based Simulation; Early-Stage Planning; NetLogo; Design Process.
series eCAADe
email
last changed 2022/06/07 07:57

_id ecaadesigradi2019_315
id ecaadesigradi2019_315
authors Wurzer, Gabriel and Coraglia, Ugo Maria
year 2019
title Refurb! - A tool allowing for iterative refurbishment
source Sousa, JP, Xavier, JP and Castro Henriques, G (eds.), Architecture in the Age of the 4th Industrial Revolution - Proceedings of the 37th eCAADe and 23rd SIGraDi Conference - Volume 2, University of Porto, Porto, Portugal, 11-13 September 2019, pp. 55-60
doi https://doi.org/10.52842/conf.ecaade.2019.2.055
summary Refurbishments and adaptations to existing building structures can be a challenging problem: Keeping track of all building measures (e.g. what walls, doors and installations to add or remove) is equally demanding as trying to keep an eye on the constraints (e.g. natural lighting) and functions that the changed structure will provide. It also demands a integrated view of the redesign (spatial aspect) and the refurbishment as a project (time aspect). To this end, we have been developing our planning tool "Refurb!", which lets a user plan refurbishments and adaptations to existing structures using a mixed metaphor of "CAD-tool + project plan", including a variety of analysis tools to compare the original state of a structure to the planned one (e.g. adjacency and circulation before and after adaptation). The tool is aimed at project planners and ranges from small scenarios (e.g. relocation/adaptation/refurbishment of a department) to big scenarios (e.g. relocation when bringing a hospital into service).
keywords Refurbishment; Planning Tool; Cellular Automaton
series eCAADeSIGraDi
email
last changed 2022/06/07 07:57

_id ecaade2016_018
id ecaade2016_018
authors Wurzer, Gabriel and Lorenz, Wolfgang E.
year 2016
title SpaceBook - A Case Study of Social Network Analysis in Adjacency Graphs
source Herneoja, Aulikki; Toni Österlund and Piia Markkanen (eds.), Complexity & Simplicity - Proceedings of the 34th eCAADe Conference - Volume 2, University of Oulu, Oulu, Finland, 22-26 August 2016, pp. 229-238
doi https://doi.org/10.52842/conf.ecaade.2016.2.229
wos WOS:000402064400022
summary In this paper, we have adopted methods from Social Network Analysis in order to analyze adjacency graphs. Our intent was to uncover as much hidden structures as possible so as to improve adjacency requirements before they are used further on during the design process. To that end, we have conducted a case study using two readily available software packages (Gephi, Pajek), concluding that these could benefit from being more transparent about the underlying algorithms and more geared towards the problem domain 'adjacency analysis' when it comes to data entry and visualization. As a matter of fact, we produced an open-source prototype called SpaceBook, which customizes computation and visualization in the aforementioned spirit.
keywords Adjacency Graph; Social Network Analysis
series eCAADe
email
last changed 2022/06/07 07:57

_id caadria2017_174
id caadria2017_174
authors Wurzer, Gabriel and Lorenz, Wolfgang
year 2017
title Fracam - Cell Phone Application to Measure Box Counting Dimension
source P. Janssen, P. Loh, A. Raonic, M. A. Schnabel (eds.), Protocols, Flows, and Glitches - Proceedings of the 22nd CAADRIA Conference, Xi'an Jiaotong-Liverpool University, Suzhou, China, 5-8 April 2017, pp. 725-734
doi https://doi.org/10.52842/conf.caadria.2017.725
summary There are two kinds of algorithms: those that are 'better' with respect to accuracy and those that are 'faster'. In the past, fractal analysis by means of box-counting - including both, binary and greyscale analysis - has been focused on the former. In our work, however, we want to aim at the second category: algorithms that are fast and easy to use, without losing view on significance. To this end we have devised a cell phone application which let users grasp and analyse photographs regarding the box-counting dimension of e.g. facades. The application includes two measurement methods for binary images, based on threshold conversions, and one for greyscale images. Accuracy has been tested on deterministic fractals with known fractal dimension. As a matter of fact we are able to produce what was formerly constraint to scientific implementations or discourse on every day's hardware.
keywords Fractal analysis; Differential Box-counting; Fractal dimension; Cell phone application
series CAADRIA
email
last changed 2022/06/07 07:57

_id ecaade2020_185
id ecaade2020_185
authors Wurzer, Gabriel, Lorenz, Wolfgang E., Forster, Julia, Bindreiter, Stefan, Lederer, Jakob, Gassner, Andreas, Mitteregger, Mathias, Kotroczo, Erich, Pöllauer, Pia and Fellner, Johann
year 2020
title M-DAB - Towards re-using material resources of the city
source Werner, L and Koering, D (eds.), Anthropologic: Architecture and Fabrication in the cognitive age - Proceedings of the 38th eCAADe Conference - Volume 1, TU Berlin, Berlin, Germany, 16-18 September 2020, pp. 127-132
doi https://doi.org/10.52842/conf.ecaade.2020.1.127
summary If we strive for a de-carbonized future, we need to think of buildings within a city as resources that can be re-used rather than being disposed of. Together with considerations on refurbishment options and future building materials, this gives a decision field for stakeholders which depends on the current "building stock" - the set of pre-existing buildings which are characterized e.g. by building period, location and material composition. Changes in that context are hard to argue for since (1.) some depend on statistics, other (2.) on the concrete neighborhood and thus the space in which buildings are embedded, yet again others on (3.) future extrapolations again dealing with both of the aforementioned environments. To date, there exists no tool that can handle this back-and-forth between different abstraction levels and horizons in time; nor is it possible to pursue such an endeavor without a proper framework. Which is why the authors of this paper are aiming to provide one, giving a model of change in the context of re-using material resource of the city, when faced with numerous abstraction levels (spatial or abstract; past, current or future) which have feedback loops between them. The paper focuses on a concrete case study in the city of Vienna, however, chances are high that this will apply to every other building stock throughout the world if enough data is available. As a matter of fact, this approach will ensure that argumentation can happen on multiple levels (spatial, statistical, past, now and future) but keeps its focus on making the building stock of a city a resource for sustainable development.
keywords material reuse; sustainability; waste reduction; Design and computation of urban and local systems – XS to XL; Health and materials in architecture and cities
series eCAADe
email
last changed 2022/06/07 07:57

_id ecaade2013_086
id ecaade2013_086
authors Wurzer, Gabriel; Martens, Bob and Bühler, Katja
year 2013
title 3D Regular Expressions - Searching Shapes IN Meshes
source Stouffs, Rudi and Sariyildiz, Sevil (eds.), Computation and Performance – Proceedings of the 31st eCAADe Conference – Volume 2, Faculty of Architecture, Delft University of Technology, Delft, The Netherlands, 18-20 September 2013, pp. 279-288
doi https://doi.org/10.52842/conf.ecaade.2013.2.279
wos WOS:000340643600028
summary We have grown accustomed to performing elaborate queries on textual data, e.g. via online search engines, file system managers and word processors. In the past decade, retrieval methods that also work on non-textual data have become mainstream (e.g. face recognition software). Sadly, these developments have so far not caught on for data mining within geometrical data, e.g. 3D meshes generated in the course of architectural work. Specifically during data exchange, such a search functionality would be handy, as it often happens that geometry is exported but object identity is lost - think, for example, of generative geometry or exported BIM data. In this paper, we present an example of such a search functionality, based on angular search. Our method is inspired by regular expressions, a string matching technique commonly employed for matching substrings.
keywords Shape retrieval; angular search; sub-mesh; regular expressions.
series eCAADe
email
last changed 2022/06/07 07:57

_id ddss9505
id ddss9505
authors Wyatt, Ray
year 1994
title Strategic Decision Support: Using Neural Networks to Enhance and Explore Human Strategizing
source Second Design and Decision Support Systems in Architecture & Urban Planning (Vaals, the Netherlands), August 15-19, 1994
summary This paper focuses on a mechanism by which planners and designers are thought to reduce complexity. The mechanism involves choosing a potentially profitable direction of search, or choosing potentially profitable set of aims to pursue, within which a detailed solution might be found, and rejecting all potentially unprofitable directions of search. The literature of psychology, planning and operations research is drawn upon to argue that designers base such initial choice of direction on their candidate aims' relative scores for eight key parameters: probability, returns for effort, delay, robustness, difficulty, present satisfaction and dependence. The paper then describes a piece of decision support software which, by eliciting any user's scores for their candidate aims on the eight key parameters, is able to order such aims into a strategic plan. Such software also incorporates a simulated neural network which attempts to "learn", from users' recorded responses to the software-suggested strategies, how users actually weight the relative importances of the eight key parameters. That is, it is hoped that the neural network will "converge' to some prototypical pattern(s) of weightings. Having such a tool would certainly constitute an advance in the state of the art of computer-aided strategy development. Alternatively, if the network never converges, the use of neural networks in computer-aided planning is perhaps not advisable. Accordingly, a test was conducted in which a group of planners used the software to address a typical spatial problem. The results, in terms of whether or not the neural network converged, will be reported.
series DDSS
email
last changed 2003/08/07 16:36

_id cf2003_m_026
id cf2003_m_026
authors WYELD, Theodor G.
year 2003
title An Object Server System for 3D Digital Design Collaboration
source Digital Design - Research and Practice [Proceedings of the 10th International Conference on Computer Aided Architectural Design Futures / ISBN 1-4020-1210-1] Tainan (Taiwan) 13–15 October 2003, pp. 235-248
summary Moving through and between computer generated 3D objects we experience a 'virtual world'. Virtual Worlds have created a dream-like landscape. They also have facilitated a paradigm shift for architects working with CAD tools where they now desire to “design three-dimensional spaces in an immersed way” (Strehlke and Engeli 2001). Architects are already working in computer-moderated collaborative networked organisations. A 3D Virtual World offers a different kind of collaboration. To understand how architects might design in an 'immersed way', three experiments are described. The experiments attempt to investigate how participants experience the 3D spaces within which they collaborated. In particular, the last experiment makes use of 'shared objects' in the scene. The software chosen to create these Virtual Worlds was VRML and JAVA due to their flexibility and rapid prototyping. Where VRML differs from most CAD languages is in its openness. This paper describes an object sharing client-server architecture based on a simple multi-user system providing navigation in CosmoPlayer 2.11 ported through Netscape. The Object Server System allows multiple clients, as avatars, and objects to be manipulated in a 3D Virtual World. The system updates the transforms of the objects explicitly allowing their transform values to be shared across multiple browser sessions.
keywords collaboration, multi-user, object sharing
series CAAD Futures
last changed 2003/09/22 12:21

_id ijac20075213
id ijac20075213
authors Wyeld, Theodor G.; Carroll, Joti; Gibbons, Craig; Ledwich, Brendan; Leavy, Brett; Hills, James; Docherty, Michael
year 2007
title Doing Cultural Heritage Using the Torque Game Engine: Supporting Indigenous Storytelling in a 3D Virtual Environment
source International Journal of Architectural Computing vol. 5 - no. 2, pp. 418-435
summary Digital Songlines (DSL) is an Australasian CRC for Interaction Design (ACID) project that is developing protocols, methodologies and toolkits to facilitate the collection, education and sharing of indigenous cultural heritage knowledge. This paper outlines the goals achieved over the last three years in the development of the Digital Songlines game engine (DSE) toolkit that is used for Australian Indigenous storytelling. The project explores the sharing of indigenous Australian Aboriginal storytelling in a sensitive manner using a game engine. The use of the game engine in the field of Cultural Heritage is expanding. They are an important tool for the recording and re-presentation of historically, culturally, and sociologically significant places, infrastructure, and artefacts, as well as the stories that are associated with them. The DSL implementation of a game engine to share storytelling provides an educational interface. Where the DSL implementation of a game engine in a CH application differs from others is in the nature of the game environment itself. It is modelled on the 'country' (the 'place' of their heritage which is so important to the clients' collective identity) and authentic fauna and flora that provides a highly contextualised setting for the stories to be told. This paper provides an overview on the development of the DSL game engine.
series journal
last changed 2007/08/29 16:23

_id sigradi2021_317
id sigradi2021_317
authors Xavier, Edemar, Silva, Adriane Borda Almeida da and Pires, Janice
year 2021
title Digital Photogrammetry: For Playing With Historical Architecture Anamorphisms and For Seeking Authorship Traces
source Gomez, P and Braida, F (eds.), Designing Possibilities - Proceedings of the XXV International Conference of the Ibero-American Society of Digital Graphics (SIGraDi 2021), Online, 8 - 12 November 2021, pp. 593–604
summary The techniques of representation by digital photogrammetry and laser scanning make it possible to obtain accurate three-dimensional models and are necessary to support the production of documents about built heritage, a process that can trigger advances in knowledge concerning the represented object. Through these technologies, a study is carried out to generate information about two elements of the eclectic architecture of Pelotas, one of them, the half-dome of a Chapel, authored by José Isella, and the other, the skylight of a mansion, which still has unproven indicators regarding its authorship. An analysis of formal organization under a geometric approach whas used, to identify aspects as that cloud increase or refute personal doubt. The associative logic between the parts of the elements and the mastery in controlling the anamortic effects promoted by these elements increase the hypothesis that Isella is also responsible for the skylight design.
keywords patrimônio arquitetônico, José Isella, anamorfismo, fotogrametria digital, jogo.
series SIGraDi
email
last changed 2022/05/23 12:11

_id caadria2017_005
id caadria2017_005
authors Xia, Tian, Koh, Jing Lin, Chen, Yutong, Goh, Yi Qian and Dritsas, Stylianos
year 2017
title Form-finding with Robotics - Fusing Physical Simulation and Digital Fabrication
source P. Janssen, P. Loh, A. Raonic, M. A. Schnabel (eds.), Protocols, Flows, and Glitches - Proceedings of the 22nd CAADRIA Conference, Xi'an Jiaotong-Liverpool University, Suzhou, China, 5-8 April 2017, pp. 893-902
doi https://doi.org/10.52842/conf.caadria.2017.893
summary We present an experimental digital design and fabrication process investigating the integration of form-finding and industrial robotics. The design process is inspired by classical experiments producing minimal surfaces and tensile structures via physical simulation. The fabrication process resembles thermoforming whereby sheets of PET material are heat treated and while in a malleable state, where the material behaves like stretchable fabric, an industrial articulated robotic arm impresses a form while the sheet is air cooled and its final shape becomes stable and rigid. The three-dimensional plastic sheets are used as molds for glass-reinforced concrete casting. The key aspects of our approach include: (a) Mold-less fabrication: the design of our robotic end-effector can produce a range of free-form geometries without need for complex mold making (b) Reusable and durable artifacts: unlike traditional physical form-finding processes where the derived form is often ephemeral or fragile our process affords the detachment of a rigid artifacts which can be digitized, used as-is or employed in (c) Multi-stage fabrication: as the form-found geometry can be directly used for processes such as casting with excellent results in terms of surface finish. We present the design and development of our system and its deployment for an installation artwork.
keywords Form-Finding; Digital Fabrication; Architectural Robotics
series CAADRIA
email
last changed 2022/06/07 07:57

_id caadria2020_172
id caadria2020_172
authors Xia, Xinyu and Tong, Ziyu
year 2020
title A Machine Learning-Based Method for Predicting Urban Land Use
source D. Holzer, W. Nakapan, A. Globa, I. Koh (eds.), RE: Anthropocene, Design in the Age of Humans - Proceedings of the 25th CAADRIA Conference - Volume 2, Chulalongkorn University, Bangkok, Thailand, 5-6 August 2020, pp. 21-30
doi https://doi.org/10.52842/conf.caadria.2020.2.021
summary Land use is one of the most basic elements of urban management. In urban planning and design, land use is often determined by experience and case studies. However, the development of urbanization has led to a combinatory trend for land use, and the land use of a plot is always impacted by the surrounding environment. In such a complex situation, it is difficult to find hidden relationships among types of land use by humans alone. Within artificial intelligence, machine learning can help find correlations among data. This paper presents a new method for learning the rules relating the known land use data and predicting the land use of a target plot by constructing an artificial neural network. We take Nanjing as a specific case and study the logic of its land use. The results not only demonstrate associations between the surroundings and the target but also show the feasibility of a combinatory land use index in urban planning and design.
keywords Land use; Urban planning and design; Machine learning; Artificial neural network
series CAADRIA
email
last changed 2022/06/07 07:57

_id caadria2020_028
id caadria2020_028
authors Xia, Yixi, Yabuki, Nobuyoshi and Fukuda, Tomohiro
year 2020
title Development of an Urban Greenery Evaluation System Based on Deep Learning and Google Street View
source D. Holzer, W. Nakapan, A. Globa, I. Koh (eds.), RE: Anthropocene, Design in the Age of Humans - Proceedings of the 25th CAADRIA Conference - Volume 1, Chulalongkorn University, Bangkok, Thailand, 5-6 August 2020, pp. 783-792
doi https://doi.org/10.52842/conf.caadria.2020.1.783
summary Street greenery has long played a vital role in the quality of urban landscapes and is closely related to people's physical and mental health. In the current research on the urban environment, researchers use various methods to simulate and measure urban greenery. With the development of computer technology, the way to obtain data is more diverse. For the assessment of urban greenery quality, there are many methods, such as using remote sensing satellite images captured from above (antenna, space) sensors, to assess urban green coverage. However, this method is not suitable for the evaluation of street greenery. Unlike most remote sensing images, from a pedestrian perspective, urban street images are the most common view of green plants. The street view image presented by Google Street View image is similar to the captured by the pedestrian perspective. Thus it is more suitable for studying urban street greening. With the development of artificial intelligence, based on deep learning, we can abandon the heavy manual statistical work and obtain more accurate semantic information from street images. Furthermore, we can also measure green landscapes in larger areas of the city, as well as extract more details from street view images for urban research.
keywords Green View Index; Deep Learning; Google Street View; Segmentation
series CAADRIA
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last changed 2022/06/07 07:57

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