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 1671

_id ascaad2016_059
id ascaad2016_059
authors Admed, Mohammad H.K.
year 2016
title Towards Developing BIM Curriculum in Higher Education in Egypt
source Parametricism Vs. Materialism: Evolution of Digital Technologies for Development [8th ASCAAD Conference Proceedings ISBN 978-0-9955691-0-2] London (United Kingdom) 7-8 November 2016, pp. 589-598
summary The paper surveys and discusses the current state of teaching BIM in departments of architecture in Egypt. It also connects it to the increasing professional market demand for technologically qualified architects. In specific, the paper explores the reasons behind the fact that the local BIM curriculum is lagging behind its international counterpart. It also explores the need to utilise BIM software capabilities. A further comparative survey is carried out between local case studies and international cases through identifying several stages of BIM implementation in both teaching and design. The advantages and disadvantages of the current method of teaching are explored in an effort to improve performance of BIM curriculum.
series ASCAAD
email
last changed 2017/05/25 13:34

_id sigradi2016_756
id sigradi2016_756
authors Assis, Jonas H. G. de; Andrade, Max L. V. de; Brochardt, Mikael M. de S. A.
year 2016
title Aplicaç?es de Realidade Aumentada no Canteiro de Obras []
source SIGraDi 2016 [Proceedings of the 20th Conference of the Iberoamerican Society of Digital Graphics - ISBN: 978-956-7051-86-1] Argentina, Buenos Aires 9 - 11 November 2016, pp.662-667
series SIGRADI
email
last changed 2021/03/28 19:58

_id caadria2016_819
id caadria2016_819
authors Foulcher, Nicholas C.; Hedda H. Askland and Ning Gu
year 2016
title Disruptions: Impact of Digital Design Technologies on Continuity in Established Design Process Paradigms
doi https://doi.org/10.52842/conf.caadria.2016.819
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. 819-828
summary This paper aims to provide a critical understanding of the discipline of architectural education, exploring how digital technology forms part of two Australian architecture schools. Generally accepted as the unbroken and consistent existence or operation of something over a period of time, continuity represents stability without interrup- tion. In the context of architectural design education, continuity aligns almost symbiotically with the design process; a system that facilitates a continuous loop of input, output and feedback for the designer— from defining the brief, collecting information, synthesising and pre- senting a design proposal. Preliminary findings of a larger research study that investigates the role of technology in architecture educa- tion, suggest that cultural patterns of technology adoption and valua- tion exist, valorising particular tools and establishing a framework for design teaching and practice that might disrupt the continuity of stu- dents’ design process. Moreover, the study shows evidence of a dis- ruption of continuity in design school narratives, emphasising the need to rethink design pedagogy and the place of technology herein. Reflecting on these observations, this paper explores the question: when the tools of digital technology challenge the established design process paradigm of an architectural school, how do educators re- spond to such a disruption in continuity?
keywords Digital design technology: student learning; course delivery; perception; phenomenology
series CAADRIA
email
last changed 2022/06/07 07:51

_id sigradi2016_779
id sigradi2016_779
authors Granero, Adriana Edith; Paganini, Ana Livia; Hölzel, Gabriel
year 2016
title Creación asistida por tecnología [Assisted creation by technology]
source SIGraDi 2016 [Proceedings of the 20th Conference of the Iberoamerican Society of Digital Graphics - ISBN: 978-956-7051-86-1] Argentina, Buenos Aires 9 - 11 November 2016, pp.285-289
summary This research explores the integration and use of applications, digital devices and social networks for the creation of architectural design. We propose a teaching model for teaching morphological architectural representation with different models but integrated. On the study will show the sequence of activities linked to the different models and work on them. For activity using social networks of all kinds, the implementation of 3D printing peripherals, the use of own design uses three significant companies are encouraged: Autodesk, Graphisoft & Mc. Neel.
keywords Natural education, interaction, educational innovation, Gamefulness, architectural education, higher education
series SIGRADI
email
last changed 2021/03/28 19:58

_id ascaad2016_030
id ascaad2016_030
authors Güler, Büsra; Hülya Yasak
year 2016
title Experimental Geometry - Redefining way of design by human factor
source Parametricism Vs. Materialism: Evolution of Digital Technologies for Development [8th ASCAAD Conference Proceedings ISBN 978-0-9955691-0-2] London (United Kingdom) 7-8 November 2016, pp. 275-280
summary Designing by rules and limitations can minimize the variations of design generation. The paradigm demonstrates how design concepts could be formed and produced by humans as an experience. A system, both digitally and physically, built as a spatial environment offers a tool to compare possible design products by people themselves. At the same time, it offers an opportunity to understand the implications of user interface and to compare technologies that further bridge the digital and physical. We also discuss conceptual foundations of the design process, interaction, collaboration, gamification, in an attempt to explore geometry and its potentials.
series ASCAAD
email
last changed 2017/05/25 13:31

_id ijac201614306
id ijac201614306
authors Kuan-Ying, Wu and Hou June-Hao
year 2016
title Spark Wall: Control responsive environment by human behaviour
source International Journal of Architectural Computing vol. 14 - no. 3, 255-262
summary Responsive environment uses human–computer interface to improve how humans experience their surroundings. Many research aimed at different kinds of interactive environment modules with new digital tectonics or computation components. However, those new environments sometimes could be manipulated by components which are less user-friendly and complex than traditional counterparts. In this article, we implemented a real responsive interface – the Spark Wall system, which use 160 actuator modules as our responsive feedback interface and depth camera as sensing input. We built up multi-modal interface for different operating purposes allowing the user to control responsive environment with their behaviour. The user could change his or her body posture to change the pattern of the wall and moreover define touch-input area on any surface. From the user’s perspective, a responsive environment should be a simple system with understandable control modes. A responsive artefact should also be able to dynamically correspond to different methods of operation according to the user’s intentions.
keywords Responsive environment, human–computer interface, surface computing, multi-modal interface, depth sensing
series journal
last changed 2016/10/05 08:21

_id ascaad2016_025
id ascaad2016_025
authors Mohamadin, Mahmoud F.; Ahmed A. Abouaiana and Hala H. Wagih
year 2016
title Parametric Islamic Geometric Pattern for Efficient Daylight and Energy Performance - Façade retrofit of educational space in hot arid climate
source Parametricism Vs. Materialism: Evolution of Digital Technologies for Development [8th ASCAAD Conference Proceedings ISBN 978-0-9955691-0-2] London (United Kingdom) 7-8 November 2016, pp. 227-236
summary The purpose of this paper is to reach an optimal Islamic geometric pattern (IGP) shading screen design in terms of daylight and energy performance in an existing educational design studio (EDS) using generative design and simulation techniques. The study was carried out in a hot arid climate, in a typical EDS in 6th October University, located in Cairo, Egypt, and the study focused on the north-east oriented façade. Grasshopper for Rhino was utilized to generate the IGP parametric variations. Diva-For-Rhino which performs daylight analysis using Radiance / DAYSIM, and Design Builder which performs thermal load simulations using EnergyPlus were utilized in simulation. The results of the study achieved the required daylight levels with significant reduction of energy consumption levels of cooling load. This shows the affordance of the parametric IGP shading screens in façade treatment for achieving both efficient daylight and energy performance in educational design studio in hot arid climates.
series ASCAAD
email
last changed 2017/05/25 13:31

_id sigradi2016_764
id sigradi2016_764
authors Paraizo, Rodrigo Cury; Fabi?o, Aline Couri; Medeiros, Marina Lima
year 2016
title EBA aumentada: happening-inauguraç?o em espaço híbrido [Augmented EBA: an happening-opening in hybrid space]
source SIGraDi 2016 [Proceedings of the 20th Conference of the Iberoamerican Society of Digital Graphics - ISBN: 978-956-7051-86-1] Argentina, Buenos Aires 9 - 11 November 2016, pp.252-259
series SIGRADI
email
last changed 2021/03/28 19:59

_id sigradi2016_685
id sigradi2016_685
authors Quintino, Estevam
year 2016
title Trambolho: Interface híbrida para negociaç?o espacial de grupos remotos [Trambolho: Hybrid interface for remote spatial negotiation]
source SIGraDi 2016 [Proceedings of the 20th Conference of the Iberoamerican Society of Digital Graphics - ISBN: 978-956-7051-86-1] Argentina, Buenos Aires 9 - 11 November 2016, pp.808-815
summary The dialogue between people from different social groups (class, gender, race or sexual orientation) could help develop a sense of empathy, reduce discrimination and catalyze socio-spatial transformations. However, the space usually acts segregating these groups or suggesting how they should behave. Architects, usually unconsciously, reinforce this through their practice, labeling otherwise abstract spaces to determine users behaviour and so reproducing social norms. The aim of this article is to investigate how space shapes human interaction and to introduce Trambolho, an interface that is not attached to any previous meaning, which people can use to negotiate and build a shared space.
keywords Interface; Non-verbal communication; Interaction; Telecommunication; Physical computing
series SIGRADI
email
last changed 2021/03/28 19:59

_id ascaad2016_038
id ascaad2016_038
authors Rabboh, Emad H.; Ali A. Elmansory
year 2016
title Utilizing CAAD in the Design Studio to Consolidate with Professional Practices - Pedagogical approach
source Parametricism Vs. Materialism: Evolution of Digital Technologies for Development [8th ASCAAD Conference Proceedings ISBN 978-0-9955691-0-2] London (United Kingdom) 7-8 November 2016, pp. 367-374
summary Utilization of computer-aided architectural design CAAD in architectural design studio has its problems. Recently, CAAD has been over used within education, , and applied, presumably, more efficiently in professional contexts.. Noticeably, time available for the application of CAAD in architectural firms outweights that of academy. Consequently, it has to be utilized effectively and efficiently in the design studio. The current study proposes and discusses techniques to expand and consolidate CAAD utilization in the design studio by analysing stages of work of design professionals, as well as the utilization of CAAD in architectural firms, in the first phase. The second phase looks at the stages of work in the design studio academically. Later, we conduct a survey and categorization of the Egyptian schools of architecture, to identify the mechanisms of their CAAD applications. We aim to improve the synergies between academia and professional practice and, in this respect, we hold a comparison between the professional context and the academic context with emphasis on the pedagogical aspects of architecture in design studio. The third part makes proposals to bridge the gap between the professional practices in the applications of CAAD and academic practices via enhancement of architectural technology-based learning milieu. The proposed techniques are applied and examined in the design studio. They aim to establish the parallelism between academic objectives and professional and technological objectives.
series ASCAAD
email
last changed 2017/05/25 13:33

_id caadria2023_312
id caadria2023_312
authors Wu, Fangning
year 2023
title Assessing Spatial Accessibility to Public Facilities for Vulnerable People towards 15-Minute City in Hong Kong
doi https://doi.org/10.52842/conf.caadria.2023.1.535
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. 535–544
summary Due to the COVID-19 pandemic, people started to rely more on their communities and attach great importance to the accessibility of public facilities at a hyperlocal level. The 15-Minute City concept, first put forth by Carlos Moreno in 2016, gradually gained popularity worldwide during the age of pandemics. This human-centric concept aims to build complete neighbourhoods that meet the daily needs of residents within 15 minutes by using non-motorized transport. However, few studies focus on vulnerable groups such as children and the elderly for the assessment of 15-Minute City. Therefore, this paper provides an assessment framework for spatial accessibility to public facilities for vulnerable people from the perspective of 15-Minute City. It is measured in three aspects: spatial distribution characteristics, service population ratio and number of facilities through the comparison between Sham Shui Po and Tin Shui Wai in Hong Kong. The result shows that the accessibility to public facilities needed in daily life for children in Sham Shui Po and Tin Shui Wai is relatively reasonable, while the accessibility for the elderly needs to be improved. The research can provide references for evaluating and optimizing spatial planning to promote health and well-being in Hong Kong and other cities.
keywords 15-Minute City, Vulnerable people, Spatial accessibility, Network analysis, Human-centric, New town
series CAADRIA
email
last changed 2023/06/15 23:14

_id caadria2016_311
id caadria2016_311
authors Wu, Ming-Ying; Kuan-Lin Chen and Yu-Chun Huang
year 2016
title A smart bracelet: An alternative interfaces between performer and audience
doi https://doi.org/10.52842/conf.caadria.2016.311
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. 311-319
summary Performing arts has been one of the main recreational activ- ities in people’s life. However, most performing arts, performers usu- ally used one direction to express performing contents to the audienc- es. It means there is no real-time communication channel between the performers and audience in most performance. Hence the challenge of this research is how to provide a better relationship between the per- formers and audience without disturbing the show? This research we implemented a bio-sensor embedded smart bracelet which is able to transmit the feelings from user’s to stage by monitoring biological signal (ex: Galvanic skin response) immediately. When most audienc- es have the same physiological reaction to a certain level, the stage scene would be changed the colour and pattern to let performers know how the audiences’ feeling now. Performers would enhance self- confidence and then incorporate the audiences’ feedback to create their future performance. By applying this interactive interface to per- forming arts, we explored a new vision of performance that can not only enhance the diversity of performance but also provide a comfort- able communication channel between performers and audiences, and improve the confidence of the performers.
keywords Performing arts; computational technology; interactive interface
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 11fc
authors Tang, S.K., Liu, Y.T., Fan, Y.C., Wu, Y.L., Lu, H.Y., Lim, C.K., Hung, L.Y. and Chen, Y.J.
year 2002
title How to Simulate and Realise a Disappeared City and City Life? - A VR Cave Simulation
doi https://doi.org/10.52842/conf.caadria.2002.301
source CAADRIA 2002 [Proceedings of the 7th International Conference on Computer Aided Architectural Design Research in Asia / ISBN 983-2473-42-X] Cyberjaya (Malaysia) 18–20 April 2002, pp. 301-308
summary Computer simulation is used well in historical architecture restoration and research in a small scale for a long time, and should be used in a larger scale to represent a city, especially a disappeared city. Therefore how to utilize computers to coordinate both architectural and cultural data of a city becomes an important issue. This study takes Chang-an City that existed 1400 years ago but disappeared now as example and tries to develop a computerized and visualized method to simulate and realize a disappeared city and it’s life. Finally, we represent simulations in a virtual reality cave (VR Cave) to make navigators evolving in and interacting with the virtual Chang-An City.
series CAADRIA
email
last changed 2022/06/07 07:56

_id acadia22_138
id acadia22_138
authors Varinlioglu, Guzden; Balaban, Ozgun; Tsai, Daniel; Wu, Charles Ngai-Hang; Nagakura, Takehiko
year 2022
title Learning from Players
source ACADIA 2022: Hybrids and Haecceities [Proceedings of the 42nd Annual Conference of the Association of Computer Aided Design in Architecture (ACADIA) ISBN 979-8-9860805-8-1]. University of Pennsylvania Stuart Weitzman School of Design. 27-29 October 2022. edited by M. Akbarzadeh, D. Aviv, H. Jamelle, and R. Stuart-Smith. 138-149.
summary This paper explores the unconventional decision-making environment of gamification to uncover past urban networks. To test the validity of decision making behavior of humans in the simulated topography, we designed, implemented, and tested a serious board game simulating the urban networks of the past. Using the topography, we abstracted, simplified, and represented several layers of GIS data into hexagon tiles to design a board game. The game also employs playing cards, divided into chance and trade cards, which are used to determine players’ movement on the board and their scores. In the game environment, we simulate the movement of trade, while the players, as agents, explore and reveal possible intercity networks. We monitor and document the gamers’ pathfinding/pathmaking decisions and use these to make comparisons with computational simulations. By tracking users’ movements and behaviors, we were able to create data for spatial analysis, game statistics, and user behaviors. Based on experiments and employing gamers’ stig- mergy, the research provides predictions for lost urban networks of Anatolia.
series ACADIA
type paper
email
last changed 2024/02/06 14:00

_id d5b5
authors Wu, S., Ghenniwa, H. and Shen, W.
year 2002
title User Model of a Personal Assistant in Collaborative Design Environments
source Gero JS and Brazier FMT (eds) (2002) Agents in Design 2002. Key Centre of Design Computing and Cognition, University of Sydney, pp. 39-54
summary During the past decade, intelligent agents have been applied in attempts to a number of collaborative engineering design systems. Intelligent interface agents or personal assistants play a very important role in such systems. A fundamental issue in designing a personal assistant is how to build adequate models of the user and the domain. This paper proposes a cognitive user model of a personal assistant in collaborative design environments, which comprises a user interest model, a user behavior model, an inference component and a collaboration component. These models and components can help agents effectively achieve the user's goals. The proposed user model is being implemented in a coordinated, intelligent, rational agent (CIR-Agent) model on a FIPA-compliant platform. A case study in a multidisciplinary design optimization (MDO) software environment is also presented.
series other
email
last changed 2003/05/10 10:16

_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 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
doi https://doi.org/10.52842/conf.caadria.2024.1.395
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
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
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

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