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 ecaade2021_021
id ecaade2021_021
authors Wu, Shaoji
year 2021
title Approach to Auto-Recognition of Human Trajectory in Squares using Machine Learning-Based Methods - An application of the Yolo-v3 and the DeepSORT algorithm
doi https://doi.org/10.52842/conf.ecaade.2021.2.361
source Stojakovic, V and Tepavcevic, B (eds.), Towards a new, configurable architecture - Proceedings of the 39th eCAADe Conference - Volume 2, University of Novi Sad, Novi Sad, Serbia, 8-10 September 2021, pp. 361-370
summary The square plays an essential role in contemporary urban space. Researchers had explored many methods to record the distribution of people in it. However, few of them study this issue using fine data. This study proposes a method recognized of the human trajectory using a machine learning-based computer vision algorithm, which can be divided into the following three steps. (1) the acquisition of video and the method of obtaining human trajectory. (2) cleaning of the raw human trajectory data. (3) to visualize the trajectory data. Based on the existing methodology, we take three example squares within the Tianjin University campus to illustrate it. We use trajectory map, people distribution heat map, and people walking speed heat map as visualization methods. The following two conclusions are drawn from the three examples. First, it is found that the human trajectory data derived from this method is more accurate when the UAV is flying at a lower altitude. Second, this study demonstrates that a passive Real Time Locating Systems (RTLS), based on a deep learning computer vision algorithm, can effectively obtain human trajectory data in a square. Third, this paper proves that the visualization method we used is effective.
keywords Human Trajectory; Squares; Machine Learning; DeepSORT; Yolo-v3; UAV
series eCAADe
email
last changed 2022/06/07 07:57

_id ecaade2021_145
id ecaade2021_145
authors Wu, Shaoji
year 2021
title The Cognition of Residential Convenience Areas Based on Street View Image's Entropy and Complexity - Beijing as an example
doi https://doi.org/10.52842/conf.ecaade.2021.1.545
source Stojakovic, V and Tepavcevic, B (eds.), Towards a new, configurable architecture - Proceedings of the 39th eCAADe Conference - Volume 1, University of Novi Sad, Novi Sad, Serbia, 8-10 September 2021, pp. 545-554
summary This paper quantifies the convenience of living in Beijing by calculating street view image's two inherent properties, entropy and complexity. The image's entropy H can measure the degree of disorder in its pixel arrangement, and the complexity C can measure the "structure" of its pixel arrangement. The study methodology can be divided into four steps as follows. (1) 20,194 Baidu Street View (BSV) images of random geographic coordinates within the study area are crawled as the dataset. (2) Calculate the entropy and complexity of each image separately and plot the entropy-complexity plane. (3) Clustering of data points on the entropy-complexity plane using the K-means algorithm. (4) Analysis of the geographical distribution of the different cluster's data points. The following two conclusions can be drawn from this research. Firstly, low entropy and high complexity street view images can characterize built-up urban areas where the sky occupies a large area, and its buildings are usually more uniform. Conversely, high-entropy and low-complexity images can characterize areas with the more complex built-up environment. Secondly, street view images representing high residential convenience areas in Beijing are characterized by high entropy and low complexity.
keywords Street View Image; Entropy; Complexity; Residential Convenience
series eCAADe
email
last changed 2022/06/07 07:57

_id ecaade2012_068
id ecaade2012_068
authors Wu, Tienyu ; Jeng, Taysheng
year 2012
title Reforming Design Studios: Experiments in integrating bim, parametric design, digital fabrication, and interactive technology
doi https://doi.org/10.52842/conf.ecaade.2012.1.049
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. 49-54
summary Building Information Modelling (BIM) has been widely accepted as an integration tool that enables modelling of form, function, and behaviour of building systems and components. Using BIM, building design can be approached in a more logical way by integrating spatial, structural and mechanical systems as well as cost and energy performance in the early design stage. In this paper, we develop a design framework using BIM in varied design processes, including architectural programming, conceptual design, parametric design, digital fabrication, and interaction design. We conducted an experiment to reform design studios using BIM throughout the design process. A classroom of the future called iSTUDIO is constructed by applying BIM, parametric design, interactive technology, and digital fabrication.
wos WOS:000330322400004
keywords Building information model (BIM); Parametric Design; Digital Fabrication; Interaction Design
series eCAADe
type normal paper
email
last changed 2022/06/07 07:57

_id 259c
authors Wu, W., Ng, E. and Tsou, J.-Y.
year 2000
title A Comparative Investigation into a Process-Based Approach to Lighting Studies Using Physical and Computer Generated Models in Design Studio
doi https://doi.org/10.52842/conf.caadria.2000.107
source CAADRIA 2000 [Proceedings of the Fifth Conference on Computer Aided Architectural Design Research in Asia / ISBN 981-04-2491-4] Singapore 18-19 May 2000, pp. 107-121
summary This pilot research attempts to investigate differences in process between lighting study using physical model and computational simulation. A Physical modelling team, a computational modelling team, and a monitoring and tracking team were formed to process and monitor the research by a defined workflow of the design process. Using a time schedule technique, the procedures of each of the two methods were tracked. The research reveals that the research team favoured physical modelling for its ease of use and computational simulation for its flexibly. And that the users of physical models were more aware of the need for technical knowledge whilst the users of simulation software are more contended with the virtual results without evaluating them critically. In addition, the experiment also shows that the feedback mechanism of the physical modelling process is instant, continues and intuitive, whereas that of the computational process is discrete. Preliminary results not only confirm the long established view that the computational process lacks the tactile quality required for architectural understanding; worst still, it gives inexperienced users an illusion of knowledge and claims of understanding. Due to limitations of time, the research captures only the feasibility stage of the design process, further works involving a more comprehensive design program should be conducted.
series CAADRIA
email
last changed 2022/06/07 07:57

_id caadria2024_510
id caadria2024_510
authors Wu, Yen-Liang, Hsiao, Wei-Ting and Chen, Chu-Ding
year 2024
title The Study on Augmented Reality Positioning Maps for Historical and Cultural Site Navigation
doi https://doi.org/10.52842/conf.caadria.2024.3.509
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 3, pp. 509–518
summary In the current era, the utilization of 3D positioning maps for Augmented Reality (AR) registration is becoming increasingly prevalent, particularly in indoor guidance. This research endeavors to investigate issues related to the construction of 3D positioning maps and their application in navigation by developing an AR-guided app for a historical and cultural park. The study reveals that the use of 3D positioning maps enables the precise and stable presentation of virtual information within specific physical spaces. A majority of participants reported a positive AR navigation experience using this app. However, challenges arise when applying 3D positioning maps in outdoor settings, where factors such as tree shadows and the lack of distinctive patterns on asphalt roads can impact positioning quality. Ideally, environments with distinctive patterns are better suited for presenting AR content through 3D positioning maps. The findings of this research serve as valuable insights for future developments in map-based AR navigation systems.
keywords 3D Positioning Map, VPS, Augmented Reality, Historical and Cultural Park, AR navigation.
series CAADRIA
email
last changed 2024/11/17 22:05

_id caadria2015_190
id caadria2015_190
authors Wu, Yi-Sin and Teng-Wen Chang
year 2015
title HiGame: Improving Elderly Well-Being through Horticultural Interaction
doi https://doi.org/10.52842/conf.caadria.2015.095
source Emerging Experience in Past, Present and Future of Digital Architecture, Proceedings of the 20th International Conference of the Association for Computer-Aided Architectural Design Research in Asia (CAADRIA 2015) / Daegu 20-22 May 2015, pp. 95-104
summary Family support is the key to the well-being problems of elderly. Unlike health problem, mental is often depended 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. With a built-in ambient display and interaction game in mind, a Horticultural Interaction Game (HiGame) is developed, that has connection of both physical and virtual spaces. Elderly through physical watering, weeding, fertilizing to interaction with distant family. And distant family use virtual game of to support elderly.
keywords Horticultural interaction game; Nature display; ambient display
series CAADRIA
email
last changed 2022/06/07 07:57

_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
doi https://doi.org/10.52842/conf.caadria.2016.321
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
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 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
doi https://doi.org/10.52842/conf.ecaade.2024.1.575
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
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
doi https://doi.org/10.52842/conf.caadria.2022.2.719
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
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
doi https://doi.org/10.52842/conf.ecaade.2012.1.655
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.
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.
wos WOS:000330322400069
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
doi https://doi.org/10.52842/conf.ecaade.2012.1.613
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.
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.
wos WOS:000330322400064
keywords Agent-Based Simulation; Early-Stage Planning; NetLogo; Design Process.
series eCAADe
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
doi https://doi.org/10.52842/conf.ecaade.2016.2.229
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
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.
wos WOS:000402064400022
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
doi https://doi.org/10.52842/conf.caadria.2017.725
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
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
doi https://doi.org/10.52842/conf.ecaade.2020.1.127
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
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
doi https://doi.org/10.52842/conf.ecaade.2013.2.279
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
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.
wos WOS:000340643600028
keywords Shape retrieval; angular search; sub-mesh; regular expressions.
series eCAADe
email
last changed 2022/06/07 07:57

_id ecaade2024_151
id ecaade2024_151
authors Wurzer, Gabriel; Salkic, Nirmala Maja; Lorenz, Wolfgang E.
year 2024
title Visualizing Urban Transformations using a 3D Cellular Automaton
doi https://doi.org/10.52842/conf.ecaade.2024.2.657
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 2, pp. 657–664
summary Urban transformation is key to achieving more livable and sustainable cities. However, modelling this evolution is highly non-trivial since there are many factors at play that manifest themselves in the built (or: non-built/restored) environment. In our most recent work, we have represented urban change as rules of a three-dimensional Cellular Automaton. With these rules we represent a variety of retrofitting options - additive (e.g. densification through roof extensions, facade greening, installation of solar panels) or subtractive (e.g. soil descaling), that lead to urban change as an emergent outcome. The editing of rules is embedded into a web-based visualization which acts as a test-bed and platform we have used in a design studio setting and can thus report on our lessons learned in that context.
keywords Cellular Automata, Urban Transformation, Web Tool
series eCAADe
email
last changed 2024/11/17 22:05

_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

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