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 17627

_id caadria2023_347
id caadria2023_347
authors Li, Keke, Wu, Hao, Ding, Xiangwen, Li, Haowei and Yuan, Philip F.
year 2023
title Bespoke 3D Printed Chair: Research on the Digital Design and Fabrication Method of Multi-Body Pose Fusion
doi https://doi.org/10.52842/conf.caadria.2023.1.169
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. 169–178
summary Customization has become a vital part of the post-industrial production model. Traditional production methods struggle with the challenge of collecting large amounts of data and the high costs of customization. With advancements in big data and deep learning algorithms, it is now possible to reduce the difficulty and cost of data collection, resulting in more accurate individual customization. This paper presents a proposed workflow for customizing multi-position seating for individuals. Using deep learning algorithms such as OpenPose and parametric design platforms such as Grasshopper, the workflow transforms user-generated photos of the body into a seating model that fits corresponding positions. This process combines deep learning algorithms, simplifies the data collection and processing process, and provides an interface for user interaction on the Grasshopper platform. The workflow provides a comprehensive example of data-driven customization in the context of big data. It explores the potential of a new paradigm in digital design where data is the primary driving force.
keywords Customization, Posture recognition, Multi-platform collaboration, Deep Learning, Workflow
series CAADRIA
email
last changed 2023/06/15 23:14

_id acadia23_v3_241
id acadia23_v3_241
authors Li, Leyuan
year 2023
title Wall-Table-Bed
source ACADIA 2023: Habits of the Anthropocene: Scarcity and Abundance in a Post-Material Economy [Volume 3: Proceedings of the 43rd Annual Conference for the Association for Computer Aided Design in Architecture (ACADIA) ISBN 979-8-9891764-1-0]. Denver. 26-28 October 2023. edited by A. Crawford, N. Diniz, R. Beckett, J. Vanucchi, M. Swackhamer 24-32.
summary “Wall-Table-Bed” is an exhibition installation devised for this year’s ACADIA conference (Figure 1). It comprises nine movable and operable panels that create a malleable exhibition venue to showcase thirty-two posters selected through a rigorous peer-reviewed process. It also functions as a temporal device of enclosure, constructing a series of threshold conditions to engage events and activities at divergent scales and locations. The exhibition was first housed at the Jake Jabs Center during the conference and then relocated to outdoor and indoor public spaces in Denver to further its engagement with students and community stakeholders.
series ACADIA
email
last changed 2024/04/17 14:00

_id caadria2014_071
id caadria2014_071
authors Li, Lezhi; Renyuan Hu, Meng Yao, Guangwei Huang and Ziyu Tong
year 2014
title Sculpting the Space: A Circulation Based Approach to Generative Design in a Multi-Agent System
doi https://doi.org/10.52842/conf.caadria.2014.565
source Rethinking Comprehensive Design: Speculative Counterculture, Proceedings of the 19th International Conference on Computer-Aided Architectural Design Research in Asia (CAADRIA 2014) / Kyoto 14-16 May 2014, pp. 565–574
summary This paper discusses an MAS (multiagent system) based approach to generating architectural spaces that afford better modes of human movement. To achieve this, a pedestrian simulation is carried out to record the data with regard to human spatial experience during the walking process. Unlike common practices of performance oriented generation where final results are achieved through cycles of simulation and comparison, what we propose here is to let human’s movement exert direct influence on space. We made this possible by asking "humans" to project simulation data on architectural surroundings, and thus cause the layout to change for the purpose of affording what we designate as good spatial experiences. A generation experiment of an exhibition space is implemented to explore this approach, in which tentative rules of such spatial manipulation are proposed and tested through space syntax analyse. As the results suggested, by looking at spatial layouts through a lens of human behaviour, this projection-and-generation method provides some insight into space qualities that other methods could not have offered.
keywords Performance oriented generative design; projection; multi-agent system; pedestrian simulation; space syntax
series CAADRIA
email
last changed 2022/06/07 07:59

_id caadria2008_22_session3a_180
id caadria2008_22_session3a_180
authors Li, Li; Jingwen Gu, Jing Ma
year 2008
title A solution of geometric security based on autoCAD
doi https://doi.org/10.52842/conf.caadria.2008.180
source CAADRIA 2008 [Proceedings of the 13th International Conference on Computer Aided Architectural Design Research in Asia] Chiang Mai (Thailand) 9-12 April 2008, pp. 180-184
summary There are numerous electronic blueprints used in engineering today. The geometric security of these blueprints is a big problem to be solved. Based on the research on CAD system mechanics, this paper gives a solution that makes geometric access and use secure,, and gives an implementation on AutoCAD system. It designs a new encryption system compatible with the built-in encryption according to the exploration of variants and commands mechanism in AutoCAD system, and the analysis of structure of drawing database. The solution provides a safe access to files for different level users, and it places the control of edit authority on special geometrics via adding customized objects which contains authority information and password to the graphic information database.
keywords geometric security, order mechanism, customized object
series CAADRIA
email
last changed 2022/06/07 07:59

_id caadria2007_113
id caadria2007_113
authors Li, Li; Jingwen Gu
year 2007
title Research of the Multimedia Courseware Creation System Application in Architecture Education
doi https://doi.org/10.52842/conf.caadria.2007.x.e7l
source CAADRIA 2007 [Proceedings of the 12th International Conference on Computer Aided Architectural Design Research in Asia] Nanjing (China) 19-21 April 2007
summary A new teaching model is constructed in the study, which can make students fully involved in the learning activity while keep the guidance from instructors. Compared with traditional courseware technology, it excels in following metrics:A framework to build multimedia courseware is constructed in the system, which helps instructors to customize their own courseware in a fast and convenient fashion _ The system can be used to build flexible knowledge structure and complicated information trees, which matches the practical architectural knowledge system and excels the traditional one-way flowing process_A flexible database is built within the system. The courseware created by this system can read from the database and take information out of the database at any time.
series CAADRIA
last changed 2022/06/07 07:50

_id acadia20_170
id acadia20_170
authors Li, Peiwen; Zhu, Wenbo
year 2020
title Clustering and Morphological Analysis of Campus Context
doi https://doi.org/10.52842/conf.acadia.2020.2.170
source ACADIA 2020: Distributed Proximities / Volume I: Technical Papers [Proceedings of the 40th Annual Conference of the Association of Computer Aided Design in Architecture (ACADIA) ISBN 978-0-578-95213-0]. Online and Global. 24-30 October 2020. edited by B. Slocum, V. Ago, S. Doyle, A. Marcus, M. Yablonina, and M. del Campo. 170-177.
summary “Figure-ground” is an indispensable and significant part of urban design and urban morphological research, especially for the study of the university, which exists as a unique product of the city development and also develops with the city. In the past few decades, methods adapted by scholars of analyzing the figure-ground relationship of university campuses have gradually turned from qualitative to quantitative. And with the widespread application of AI technology in various disciplines, emerging research tools such as machine learning/deep learning have also been used in the study of urban morphology. On this basis, this paper reports on a potential application of deep clustering and big-data methods for campus morphological analysis. It documents a new framework for compressing the customized diagrammatic images containing a campus and its surrounding city context into integrated feature vectors via a convolutional autoencoder model, and using the compressed feature vectors for clustering and quantitative analysis of campus morphology.
series ACADIA
type paper
email
last changed 2023/10/22 12:06

_id ecaade2017_129
id ecaade2017_129
authors Li, Qinying and Teng, Teng
year 2017
title Integrated Adaptive and Tangible Architecture Design Tool
doi https://doi.org/10.52842/conf.ecaade.2017.1.619
source Fioravanti, A, Cursi, S, Elahmar, S, Gargaro, S, Loffreda, G, Novembri, G, Trento, A (eds.), ShoCK! - Sharing Computational Knowledge! - Proceedings of the 35th eCAADe Conference - Volume 1, Sapienza University of Rome, Rome, Italy, 20-22 September 2017, pp. 619-628
summary In this paper, we identified two majority issues of current CAAD development situating from the standpoint of CAAD history and the nature of design. On one hand, current CAAD tools are not adaptive enough for early design stage, since most of CAAD tools are designed to be mathematical correct. as we conducted a detailed survey of CAAD development history, we find out that most of the techniques of Computer-Aided Design applied into architecture are always adopted from engineering track. On other hand, the interaction between Architects/Designer and CAAD tools needs to be enhanced. Design objects are operated by 2d based tools such as keyboard, mouse as well as monitors which are less capable of comprehensively representing physical 3D building objects. In addition, we proposed a working in progress potential solution with HCI approaches to fix these issues. We summarize that , the prototype proved that architects and designers could benefit from utilizing adaptive and tangible design tools, especially during massing studies in the early phases of architectural design.
keywords CAAD development,; Human Computer Interaction; Tangible User Interfaces; Design Tool development; Design Process
series eCAADe
email
last changed 2022/06/07 07:59

_id 5b5d
authors Li, S.-P., Frazer, J.H. and Tang M.-X.
year 2000
title A Constraint Based Generative System for Floor Layouts
doi https://doi.org/10.52842/conf.caadria.2000.441
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. 441-450
summary This paper presents the current study of using a constraint based approach to solve floor layout problems. Nonlinear programming technique is used for the solution searching. This paper presents the authors' attempt to improve the nonlinear programming techniques for floor layout problems. Unlike most nonlinear programming systems, multiple optimized solutions can be provided with this system. The process of solving a layout problem, from constraint specification to solution searching, is described in detail. A case study is given in the last section before the conclusions to illustrate how the proposed model works.
series CAADRIA
email
last changed 2022/06/07 07:59

_id 4109
authors Li, Shu-Xiang and Leow, Murray H.
year 1987
title The Quadcode and its Arithmetic
source Communications of the ACM. July, 1987. vol. 30: pp. 621-626 : ill. includes bibliography
summary The quadcode is a hierarchical data structure for describing digital images. It has the following properties: (1) straightforward representation of dimension, size, and the relationship between an image and its subsets; (2) explicit description of geometric properties, such as location, distance, and adjacency; and (3) ease of conversion from and to raster representation. The quadcode has applications to computer graphics and image processing because of its ability to focus on selected subsets of the data and to allow utilization of multiple resolutions in different parts of the image. A related approach is the quadtree. Samet recently presented a thorough survey of the literature in that field. Gargantini and Abel and Smith presented linear quadtrees and linear locational keys that are efficient labeling techniques for quadtrees. In those papers the geometric concepts of the image are discussed by using the tree as an interpretive medium, and the approaches and procedures are based on traversal of the nodes in the tree. In this paper the authors present the quadcode system, which is a direct description of the image, and discuss the geometric concepts in terms of the coded images themselves
keywords quadtree, image processing, representation, computer graphics, search
series CADline
last changed 2003/06/02 13:58

_id caadria2022_195
id caadria2022_195
authors Li, Shuyang, Sun, Chengyu and Lin, Yinshan
year 2022
title A Method of VR Enhanced POE for Wayfinding Efficiency in Mega Terminals of Airport
doi https://doi.org/10.52842/conf.caadria.2022.1.079
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. 79-88
summary The airport is one of the most essential infrastructures of cities. An important issue of the airport design is that passengers must be able to find their way efficiently. Although the designers adopt the post-evaluation after the operation, it takes a long time to conduct the on-site wayfinding experiment, and the number of participants of the experiment is also limited. Moreover, conventional post-occupancy evaluation suffers from security control and quarantine inspection that can not be carried out in the field. We proposed a VR enhanced POE approach that carries out an online wayfinding experiment to obtain numerous and detailed data, which significantly improves the efficiency of the post-occupancy evaluation project, and is validated by an affordable small-scale on-site experiment. Meanwhile, the cause for low wayfinding efficiencies, such as the symmetric space, the ambiguous direction and the redundant information on signboards are found and corresponding optimization suggestions are presented. The following signage system optimization project conducted in the terminal is welcomed by the passengers according to monthly questionnaires.
keywords Transportation Building, Post-Occupancy Evaluation, Digital Twins, Signage System Design, Wayfinding, Virtual Reality, Eye-Tracking, SDG 9.
series CAADRIA
email
last changed 2022/07/22 07:34

_id caadria2023_238
id caadria2023_238
authors Li, Shuyang, Sun, Chengyu and Zou, Mingyan
year 2023
title Indispensable Effects of Surrounding Avatars in VR-based Wayfinding Experiments
doi https://doi.org/10.52842/conf.caadria.2023.2.431
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. 431–440
summary Virtual reality technologies facilitate the presentation of the indoor and outdoor environment, enabling researchers to conduct environmental behaviour experiments and evidence-based design research with great feasibility. However, most previous environmental behaviour research based on VR technologies did not consider the surrounding crowd, especially wayfinding-related research. Thus, from a human-centric perspective, the credibility of these studies will be greatly argued. Are the avatars indispensable in the virtual environment? To answer this question, we designed a comparative test including three scenarios: the virtual environment without avatars, data-driven avatars in the virtual environment, and agent-based avatars in the virtual environment. Taking the Satellite Terminal of Shanghai Pudong International Airport as a study case, we developed an online VR wayfinding experiment platform. 435 participants were invited to this experiment, their wayfinding performance will be recorded and then analysed and visualisation. The results demonstrate that the presence or absence of avatars significantly impacts the participants' decision-making time in virtual environments. Besides, the distribution and movement of avatars may affect the participants' wayfinding behaviour. This study highlights the importance of avatars in VR-based experiments and validates the feasibility of data-driven avatars replicating real-world crowds.
keywords Metaverse, Virtual Reality, Avatars, Online Experiment, Wayfinding, Transportation Building
series CAADRIA
email
last changed 2023/06/15 23:14

_id 85db
authors Li, Siu Pan Thomas and Will, Barry F.
year 1997
title A Computer Based Evaluation Tool for the Visual Aspects in Window Design
doi https://doi.org/10.52842/conf.caadria.1997.247
source CAADRIA ‘97 [Proceedings of the Second Conference on Computer Aided Architectural Design Research in Asia / ISBN 957-575-057-8] Taiwan 17-19 April 1997, pp. 247-256
summary Windows in buildings must respond to five major issues – daylight, sunshine, view, ventilation and sound. Each of these processes in its own way can be critical to the synthesis of a successful architectural design. All factors except view are engineering criteria that can be evaluated by some mathematical formulae provided there is sufficient information for the calculations. In contrast view” being a qualitative entity has difficulty in being measured by using conventional mathematical tools but it is probably the major factor that leads to the satisfaction and comfort of the users inside the building enclosure. This paper introduces a new approach in analyzing views by the use of computers. One of the advantages of this analysis process is that the psychological aspects are less biased in the end product. This paper explains the methodologies, theories and principles underlying these modeling and analyzing tools.
series CAADRIA
email
last changed 2022/06/07 07:59

_id ijac20053405
id ijac20053405
authors Li, Siu-Pan; Kvan, Thomas
year 2005
title Enhancing Interaction in Architectural Presentations with Laser Pointers
source International Journal of Architectural Computing vol. 3 - no. 4, 503-517
summary In a common meeting environment with projector-and-screen settings, the discussion may be dominated by a presenter who has the control of the content displayed. Although frequently used for architectural discussions, this digitally-engaged setting may not be optimal in its support of participation and discussion of design ideas. This paper presents a novel use of laser pointers to enhance the interaction in architectural presentations. A laser pointing system designed for a projector-and-screen environment was developed. To compare the performance of the laser pointer with other interaction devices, a controlled user study was carried out to test the efficiency of different devices in point-and-selection interactions. The usability of the system was also tested in a design critique. These two tests show that laser pointer is useful and able to encourage participation in group discussions. Details of the laser pointing system, the experiments and the results are reported in this paper.
series journal
email
more http://www.ingentaconnect.com/content/mscp/ijac/2006/00000004/00000001/art00002
last changed 2007/03/04 07:08

_id ab84
authors Li, Thomas S.P. and Will, Barry F.
year 1997
title A Computer-Aided Evaluation Tool for the Visual Aspects in Architectural Design for High-Density and High- Rise Buildings
source CAAD Futures 1997 [Conference Proceedings / ISBN 0-7923-4726-9] München (Germany), 4-6 August 1997, pp. 345-356
summary The field of view, the nature of the objects being seen, the distances between the objects and the viewer, daylighting and sunshine are some major factors affecting perceived reactions when viewing through a window. View is one major factor that leads to the satisfaction and comfort of the users inside the building enclosure. While computer technologies are being widely used in the field of architecture, designers still have to use their own intelligence, experience and preferences in judging their designs with respect to the quality of view. This paper introduces an alternative approach to the analysis of views by the use of computers. The prototype of this system and its underlying principles were first introduced in the C A A D R I A 1997 conference. This paper describes the further development of this system where emphasis has been placed on the high- rise and high-density environments. Architects may find themselves facing considerable limitations for improving their designs regarding views out of the building under these environmental conditions. This research permits an interactive real-time response to altering views as the forms and planes of the building are manipulated.
series CAAD Futures
email
last changed 2001/05/27 18:39

_id acadia23_v1_48
id acadia23_v1_48
authors Li, Tianying; Zhang, Haotian
year 2023
title Flooded House: A Disruptive Comfort Zone
source ACADIA 2023: Habits of the Anthropocene: Scarcity and Abundance in a Post-Material Economy [Volume 1: Projects Catalog of the 43rd Annual Conference of the Association of Computer Aided Design in Architecture (ACADIA) ISBN 979-8-9860805-8-1]. Denver. 26-28 October 2023. edited by A. Crawford, N. Diniz, R. Beckett, J. Vanucchi, M. Swackhamer 48-55.
summary “Flooded House” questions the concept of hygiene of the domestic space from a post-human perspective assisted by an experimental modeling process specifying ready-made plastic products. Against the threat of water, the nemesis of indoor space, modern architecture shields it as a submarine to retain the interior bubble of the comfort zone. The “Flooded House” is instead an aquarium. While a modern home strenuously excludes nature to retain the climatic management inside the bubble, the installation, “Flooded House,” presents faithfully the precarious condition of architecture by stripping bare the wall surfaces and exposing the plastic organs in architecture, an ad hoc assembly undergoing the crisis of water.
series ACADIA
type project
email
last changed 2024/04/17 13:58

_id caadria2023_80
id caadria2023_80
authors Li, Weiqiong, Lo, Tiantian and Guo, Xiangmin
year 2023
title Exploring the Application of the Digital Gamification Mechanisms to the Experience of Physical Architectural Exhibitions
doi https://doi.org/10.52842/conf.caadria.2023.1.717
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. 717–726
summary This study aims to respond to the 'human-centred' theme of digital heritage and visualisation by exploring a new approach to applying gamification mechanisms to design physical architectural exhibitions. This paper analyses the current exhibition's gamification design in three parts-core drivers, defining characteristics and development models. Then constructs a design model for "digital gamification". The history museum of Harbin Institute of Technology (Shenzhen) is selected as an example to conduct an empirical investigation. Finally, future experiments are proposed to evaluate the design process's effects on improving the platform's design. It is expected that the demonstration of this study will enrich the exploration of the application of the emerging design method of digital gamification mechanism in exhibition design. On the one hand, it attempts to construct the relationship between the influence of digital gamification mechanisms on the tangible and intangible information in the audience's cognitive space, thus providing new ideas for designing cultural experiences in future exhibition spaces. On the other hand, it gives new vitality to the exhibition design and enhances the audience's motivation to interact, which helps to expand cultural communication's influence.
keywords Exhibition space, Experiential mechanism, Digital interaction, Gamification, Extended reality
series CAADRIA
email
last changed 2023/06/15 23:14

_id ecaade2024_360
id ecaade2024_360
authors Li, Wen-Ting; Fang, Han; Mak, Michele W. T.; Iuorio, Ornella
year 2024
title Impacts of Human Energy-Related Behaviours on the Energy Efficiency of Adaptive Building Façade: A Review
doi https://doi.org/10.52842/conf.ecaade.2024.2.557
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. 557–566
summary Amid growing imperatives for heightened building energy efficiency and occupant comfort, adaptive façades have garnered significant attention and research efforts aimed at refining their structure and techniques to achieve energy savings. However, studies frequently overlook the consideration of human factors that impact the energy performance of adaptive façades, with limited discussions on potential solutions. In this review study, an investigation is undertaken to firstly delineate the challenges posed by occupant disruptive behaviour to the expectation of adaptive façade operations. Secondly, this study focuses on reviewing gamification design and implementation techniques aimed at enhancing operational efficiency and fostering increased user engagement. Findings from this review indicate that occupant-oriented adaptivity is crucial for the effective operation of adaptive façades, underscoring the importance of incorporating occupant-empowered control when automation systems are involved. Furthermore, the review highlights the necessity for gamification implementation methods to align with the unique characteristics of the building type and its occupants. Particularly, achieving a balance between extrinsic and intrinsic motivation appears as crucial. This study serves as a foundational resource for researchers and practitioners seeking to leverage the gamification for enhancing data communication and collection by promoting users’ engagement and positive behavioural change within the context of building adaptive façades - users interaction.
keywords adaptive façade, building energy efficiency, human factors, occupant energy behaviour, gamification
series eCAADe
email
last changed 2024/11/17 22:05

_id ecaade2024_80
id ecaade2024_80
authors Li, Wenpei; Wu, Jiaqian; M. Herr, Christiane; Stouffs, Rudi
year 2024
title Enhancing Lexicon Based Evaluation of Urban Green Space Characteristics and Perceptions with a Large Language Model
doi https://doi.org/10.52842/conf.ecaade.2024.2.059
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. 59–68
summary Evaluating Urban green space Characteristics and Human Perceptions (UCHP) is crucial for landscape design and management due to their impact on public health. Online park reviews provide valuable insights into human-environment interactions, enabling the large-scale evaluation of UCHP. However, existing approaches to classify online park reviews commonly ignore text context, leading to low precision of UCHP quantification and supervised approaches are rarely applied due to huge cost. To improve the precision and effectiveness of UCHP quantification, we propose a novel workflow comprising five stages: custom lexicon creation, design of labels for a Large Language Model (LLM), sentence classification using lexicon and LLM, and performance evaluation using a manually annotated dataset and four metrics: precision, recall, accuracy, and F1 score. To examine the performance of the LLM, we compared the classification of 15 UCHP using LLM, lexicon, and lexicon+LLM. The analysis involved utilizing online park review sentences from Google Map and TripAdvisor using the proposed workflow. The higher precision, accuracy and F1 score demonstrate that combination of lexicon and LLM yields the highest performance, followed by using only lexicon and then solely LLM. This performance evaluation demonstrates the validity of the proposed LLM-aided workflow, providing a practical, reliable, and efficient alternative to the lower performance of unsupervised methods, or costly supervised classification methods. We discuss the limitations of lexicon+LLM and outline new opportunities for LLM application in landscape studies.
keywords urban green space, characteristics and human perceptions, large language model, evaluation
series eCAADe
email
last changed 2024/11/17 22:05

_id caadria2024_273
id caadria2024_273
authors Li, Xiaoqian, Han, Zhen, Liu, Gang and Stouffs, Rudi
year 2024
title A Rapid Prediction Model for View-Based Glare Performance With Multimodal Generative Adversarial Networks
doi https://doi.org/10.52842/conf.caadria.2024.1.029
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. 29–38
summary Machine learning-based glare prediction has greatly improved the efficiency of performance feedback. However, its limited generalizability and the absence of intuitive predictive indicators have constrained its practical application. In response, this study proposes a prediction model for luminance distribution images based on the multimodal learning approach. This model focuses on objects within the field of view, integrating spatial and material features through images. It also employs semantic feature mapping and multimodal data integration to flexibly represent building information, removing limitations on model validity imposed by changes in design scenarios. Additionally, the study proposes a multimodal Generative Adversarial Network tailored for the multimodal inputs. This network is equipped with unique feature fusion and reinforcement blocks, along with advanced up-sampling techniques, to efficiently distill and extract pertinent information from the inputs. The model's efficacy is verified by cases focusing on residential building luminance distribution, with a 97% improvement in computational speed compared to simulation methods. Offering both speed and accuracy, this model provides designers with a rapid, flexible, and intuitive supporting approach for daylight performance optimization design, particularly beneficial in the early design stage.
keywords Glare Prediction, Prediction Model, Multimodal Model, Generative Adversarial Networks
series CAADRIA
email
last changed 2024/11/17 22:05

_id caadria2020_260
id caadria2020_260
authors LI, Yan, DU, Hongwu and WANG, Qing
year 2020
title The Association Study Between Residential Building Interface and Perceived Density based on VR Technology - Taking 2 Enclosed Residential Districts of Guangzhou as Examples
doi https://doi.org/10.52842/conf.caadria.2020.1.711
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. 711-720
summary As urban development enters the stock increment era , the demand of environmental quality in urban residential districts gradually improves, making the construction of livable residential environment an important direction of urban development. The improvement of livable environment is the inevitable result of this process and perceived density is an indispensable and important part. Among the statistical methods, preference study is the most commonly one to explore the subjective factors affecting preference. The experience of immersive virtual environment can provide a more appropriate analytical method better for traditional image selection. Different permeability of architectural interface has significant influences on the perception of space comfortability, crowding and fascination. In this paper, two existing enclosed residential districts are selected for case study. The factors closely related to perceived density, such as solid Wall, grille, glass, open space, greening, etc, are selected by using immersive virtual technology. Through the interviewees' evaluations of perceived density of the virtual environment, the relationship between building interface and the perceived density of the residential area will be established.
keywords Spatial Perceived Density; Virtual Reality Technology; Enclosed Residential District; Housing Interface; Association Study
series CAADRIA
email
last changed 2022/06/07 07:51

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