Program
Program
eCAADe 2023
Digital Design
eCAADe2023
Preliminary
Session
SCHEDULE
34 35
Reconsidered
eCAADe 2023
Digital Design
eCAADe2023
DAY 01
Sessions 1
022 Jiangyang Zhao A Computational Framework for Parametric Design 110 Rossella Siani Digital Fabrication Joints: Educational experience
and Robotic Fabrication of the Dougong joint
The Dougong (brackets set) is a traditional Chinese capital used to transfer the load of the roof to This research examines students’ experimentation skills in the field of digital fabrication for the devel-
a column. It is known for its anti-seismic properties, sustainability, and cultural significance. This paper opment of construction joints. The architecture students in charge of the experiment had no previous
introduces a framework for parametric design and robotic fabrication of the Dougong, thus it can be experience with digital fabrication technologies. However, with specific lessons and the optimization of
utilised in contemporary architecture. The framework incorporates topology optimisation, voxelisation, digital design tools commonly used in their studies, such as CAD software, they were able to achieve
multi-objective optimisation and robotic assembly and is verified by designing and assembling a timber results that were useful in understanding the design and production processes of this technology. Ten
frame column out of Dougong units. Our findings highlight the potential of utilising the Dougong in con- local FabLabs, maker spaces, and woodworking shops were involved in the manufacturing process.
temporary design as well as a strategy to reduce the tolerances of robotically assembled tenon-mortise The CNC machines used are those available from the manufacturer partners and represent the most
elements. commonly used types: FDM, laser cutter, and miller cutter. The aim of this research is to investigate the
accessibility of design and production processes for digital fabrication joints using only the tools that are
commonly employed by local manufacturing companies.
077 Dimitra-Anna Tsori Prototyping Architecture: A flat-pack timber plate 240 Efstathios Damtsas Computational Design and 3D Printing of a Biopolymer
structure from design to production Construction System for Freeform Applications
The paper discusses the methodological steps for prototyping a flat-pack timber plate pavilion, exam- This work presents the design and fabrication concept as well as the pedagogy approach of a student
ining the geometric and material specificities and the algorithmically defined process from design to design-build project. It examines the digital design process of a double- curved segmented freeform
production. Flat-pack modular designs have a strong connection to contemporary Do-it-Yourself (DIY) considering the geometry, coplanarity issues and structural design. The project discovers the opportu-
culture, initially encountered in furniture design, this design and production strategy has impregnated nities and limitations offered by large scale additive manufacturing of recyclable biopolymers through
the field of architecture, with several design precedents ranging from experimental constructions to prototyping and physical testing. Consequently, its adaptability to other freeform architectural appli-
emergency shelters. The paper will discuss a series of precedents of flat-pack architecture, to conclude cations and the resulting impact and potential on productivity, quality and sustainability in the building
with a pilot study for the design of a pavilion to be constructed in 1:1 scale within the context of studio sector are discussed.
courses and PhD studies at the Department of Architecture of the University of Thessaly.
079 Marco Hemmerling :metabolon - A prototypical approach Key issues to provide economically viable solutions in the creation of doubly curved architectural struc-
towards sustainable housing tures lie in reducing the complexity of supporting and connecting elements, the repetition of costly
parts, and the proper rationalization of the building skin. This can, next to post-rationalization tech-
The :metabolon project demonstrates resource-saving, renewable and circular building materials, niques, be achieved by applying constrained design approaches where analytical findings are under-
space-saving design, and construction methods through two experimental housing prototypes. De- stood in advance and considered throughout the whole planning process. Therefore, we address the
signed as research demonstrators, the model houses exemplify individual work and living spaces with design and construction of architectural freeform structures which are derived from orthogonal circle
minimal space requirements and efficient, multifunctional use of spaces. The houses, based on the packings. Applying conformal transformations on such configurations turn out to provide a promising
modular timber construction system INTERACT developed by the CODE-ARCH research unit at the Co- base regarding further specifications in simplified fabrication, materialization, and assembly of doubly
logne University of Applied Sciences, feature efficient use of space and rely on a digital production curved structures. This approach, so far intensely examined by the fields of discrete differential geom-
chain. The project aims to showcase innovative and sustainable architecture and promote a holistic life etry, is here investigated by a research team from the field of architectural sciences. We introduce a
cycle approach, including monitoring energy consumption, material use, user behavior, and well-be- computational setup, starting with an orthogonal circle packing in the Complex plane. By combining
ing. The paper discusses the architectural concept and process steps, including the integration of tech- particular conformal mappings, we obtain a rich variety of conformally discretized surfaces of distinct
nical aspects and the further development of the INTERACT system. type. While performing the abovementioned transformations, valuable geometric conditions allowing
the usage of simplified and repetitive building components are preserved. The setup provides an in-
tuitive, easily accessible digital workflow from global surface construction and preliminary geometric
model representation, yielding a guiding framework purposing the construction of individual building
components. We introduce several shape explorations from this setup, give insights to materialization
and construction techniques and synchronously discuss their particularities considering both geometric,
architectural as well as structural qualities.
060 Fatemeh Mostafavi Micro-Climate Building Context Visualization 284 Gozde Damla Turhan Life Cycle Assessment for the Unconventional Construction
Materials in Collaboration with a Large Language Model
Residential buildings are responsible for a considerable share of energy consumption and carbon emis- In this paper, developing an online tool for the Life Cycle Assessment (LCA) of unconventional con-
sion. To decarbonize by 2050, as agreed in the Paris Climate Accord, immediate action for lowering struction materials in collaboration with Large Language Models (LLMs) is proposed. The LCA provides
the environmental impact of the building sector is needed. Environmental building design is a prom- information on the environmental impact of a product throughout its entire life cycle, from the ex-
ising path, particularly during the early-stage design when design decisions are more impactful and traction of raw materials to disposal or recycling. The LLMs are neural network architectures, typically
long-lasting. One of the initial steps in the building design process is site assessment, during which the utilizing variants of recurrent neural networks such as the transformer, which are trained on large bodies
building context and environmental factors are to be evaluated. The surrounding environment plays a of textual data using techniques such as pre-training and fine-tuning. This study focuses on the use of
critical role in the building’s energy performance and the thermal, visual, and acoustic comfort of its oc- bacterial cellulose composites as a biobased unconventional construction material. The methodology
cupants. We choose quantitative approaches to study the complexity of the environmental design with of developing an LLM-aided LCA tool is divided into five stages: Definin the functional unit; identifying
respect to the building context by analyzing environmental cues embedded in architectural drawings the life cycle stages; collecting environmental and social impact data; interpreting and evaluating;
that have been given less attention in previous studies. Nevertheless, disclosing site-specific geolocation developing a web-based tool. The results of this study have shown that the designers can incorporate
data of buildings, more specifically residential type, is often challenging due to privacy issues. Therefore, sustainable thinking in the design process by using LLMs integrated to LCA, ultimately contributing to a
there is a lack of context-related metadata in the current architectural datasets. Whereas simulation more sustainable future against the impacts of the Anthropocene. Overall, the outcomes demonstrat-
data are more available and provide a wealth of contextual information, however, it is less appealing ed the value of human-computer interaction (HCI) as a tool for exploring new possibilities with biobased
for architects to interpret design patterns from extensive simulation figures. This research focuses on de- materials and for inspiring designers to reconsider the material evaluation in their work. Future studies
veloping an interpretable visualization of the building’s micro-climate context from environmental simu- can delve into the integration of this tool into building information modeling software or computational
lation data without direct access to the geolocation of the site. The environmental context visualization design software in order to perform LCA for 3D structures. Different scales of such applications in design
is created from daylight, view, and noise from 3088 multifamily housing presented in the Swiss Buildings practices, such as fashion design, product design or service design can also be conducted by question-
data set, merely based on available simulation data. The presented pipeline in this study facilitates the ing how LCA can be combined with LLMs to leverage novel sustainable design solutions.
employment of existing simulation data in the built environment datasets while circumventing the con-
cerns associated with geolocation data exposure. Further, the generated visualizations may be used to
develop computer vision models for environmental assessments of building layout design. 305 Yanting Shen Using GeoAI to Reveal the Contribution of Urban Park Green
Space Features to Mitigate the Heat Island Effect
Although urban parks have a mitigating effect on the urban heat island phenomenon, it remains un-
clear how different types of green spaces contribute differentially to this effect. The problem can be
addressed through the integration of geographic information and AI, forming GeoAI technologies and
methods. This study takes the green spaces within the Outer Ring of Shanghai as an example to explore
the interaction between various features of green parks and cooling effects. We extracted information
on 2,118 major urban park green spaces through GIS, and obtained LST and NDVI data by inverting
112 Andrea V. Aguilera Mobile Augmented Reality for Aided Manual Landsat 8-OLI remote sensing images. Then, we further used SVM to label and identify underlying fea-
Assembly of Compressed Earth Block Dwellings tures of ground, water surfaces, grasslands, trees etc. to establish an urban park database. In UHI anal-
This paper investigates how augmented reality (AR) can instruct and assist in assembling an earthen ysis, we defined the buffer zone using the ERM method, and the temperature difference obtained was
structure consisting of a limited set of geometrically different interlocking blocks. By adapting a visual-in- used as the dependent variable for cooling intensity. In terms of data analysis, scikit-learn and Shapley
ertial object tracking software, to the assembly process of a mortarless, compressed earth block (CEB) Additive Explanation revealed the contributions of various indicators of park green spaces to alleviating
dome, the construction site no longer needs physical templates and manuals. This enables the builders the UHI. Using GeoAI, we combine geographic spatial science and Explainable AI. we established a
to have real-time tracking with visual feedback to actively adjust according to the optical guidance thermal comfort evaluation model for park green spaces. We found that the area, NDVI, and surround-
during the course of assembly. Two identical dome structures are built with the same set of earth blocks, ing FAR of green spaces have a significant impact on cooling intensity, and other indicators such as
one with AR and one without. The results show that using AR can significantly improve construction ef- area, NDVI, TP, and LP also have a certain effective range. This mechanism of influence will provide
ficiency for complex, dry-stacked structures as it acts as assembly guidance and provides insight into important directional recommendations for decision-makers in the initial planning and design of future
the limits of the tracking tolerances. Further, this paper discusses the limitations and challenges and can urban park green spaces.
provide an outlook for further research scaling up the production to construct a habitable dwelling.
Starting with just a pile of dirt and a mobile phone, the demonstrator exhibits the compatibility of local, 326 Grégoire Gaudreault Heteromorph
sustainable materials and digital, efficient processes
Whereas on a global scale, more than one billion people live in precarious housing situations, many
construction materials are often sent to landfill sites or, worse, burned. However, these rejected materi-
als represent a richness whose reallocation would lead to a significant economy of resources. Therefore,
reusing materials from the construction industry could eventually be part of the solution. In this paper,
we will present the results of a study carried out within the framework of a master’s thesis project, which
attempts to establish an architectural response to this issue. The proposed solution involves a construc-
tive system that allows the assembly of temporary shelters using a wide range of reclaimed materials.
157 Elena Shilova Bridging The Gap Between Academia and Practice
This approach implies the use of digital tools to generate a form resulting from the analysis of locally sal-
vaged materials. The algorithm developed in this project can generate multiple formal configurations
The implementation of digital design workflows is an opportunity to facilitate the knowledge exchange optimized for the available resources. Any shape obtained in this manner will be composed of a low
between the industry and research, required in the face of the climate emergency. This paper presents number (3-5) of unique edge lengths. This rationalization strategy also limits the unique triangle typol-
outcomes of a series of digital design to fabrication workshops, resulting in three-party collaboration ogies in the structure to a manageable number. The different elements, whether planar or linear, are
between an international architectural design firm, a university, and a global food producer. The pa- then joined using low-tech metal nodes that can be easily assembled and disassembled. Because the
per presents an initial step towards an integrated material system based on an abundantly available standardized edge lengths and triangle types are compatible, the proposed workflow unlocks mixed
industrial by-product of sugar manufacturing. The idea of topological interlocking has been used as a material reuse for complex reticular structures. The resulting flexibility allows for several variations or even
concept to define components-based system for the novel material, tested in a scaled prototype with a partial or complete reconfi uration of the initial shape, thus further supporting the implementation of
university students. the circular economy principles for the construction of complex architectural structures.
025 Renate Weissenböck Analogue Computation: An educational framework for intro- 311 Gili Ron Democratizing the Designer’s Toolbox: Adopting free,
ducing first-year architecture students to parametric design open-source, and platform-agnostic tools into computational
through manual making design teaching
This paper describes an educational framework for introducing first-year architecture students to con- This paper proposes a computational design education approach where students learn to develop
cepts of parametric design through manual making, without the use of digital tools. Responding to shifts their own geometric and logical workflows beyond specific software and platform. The course’s ob-
in our current society and culture, the authors developed a new curriculum for the first-year-course jectives are to familiarize architecture students with computational geometry, foster computational
“Architectural and Artistic Design” at the FH JOANNEUM University of Applied Sciences and refined it thinking that stays relevant over time, and promote democratized design tools through computation.
over the last three years. The intention was to prepare students to their highly digitized future careers Over a semester, we taught students to work directly on coordinates or numerical representations by
in architecture, by focusing on the thinking process, the major aspect of parametric design. The di- utilizing 3-Dimensional (3D) computer graphics programming rather than learning 3D modeling software
dactic concept of using analog tools reacts to the digital saturation of Generation Z students, and the that rapidly goes out of style. This paper outlines our teaching methods to introduce the technology
post-digital re-awareness of physical and material aspects. Students engaged in a series of small tasks in stack, design algorithm development, open-source or free tools implementation, and user experience
open-ended “design through making” processes, applying parametric concepts for experimental form – interface design. This paper also reviews the student’s final projects to deliver interactive web-browser
finding. The course assignment was to design a modular spatial structure, based on adjustable param- applications for architectural design of varied scales and compares them according to four evaluation
eters of module geometry, connection strategy, and assembly logic. The results were assessed through parameters. The paper culminates with the project’s critical assessment and students’ feedback to
student feedback and demonstrate the educational and creative value of this pedagogical approach evaluate our approach and suggest an outlook for future development.
and indicate that the students improved their understanding of parametric design as a thinking process
beyond current technologies.
The text-to-image based diffusion models are deep learning models that generate images from text-
based narratives in user-generated prompts. These models use natural language processing (NLP) tech- 319 Irina Miodragovic Digital Design in ‘Peripheral’ Contexts
niques to recognize narratives and generate corresponding images. This study associates the assign- Vella
ment-based learning-by-doing of design studio with the prompt-based diffusion models that require
fine-tuning in each image generation. The reference is a specific formal education setup developed Digital design, defined at its fundamental level, is a discipline grounded in systemic thinking and com-
within the context of compulsory courses in design programs’ curricula. We explore the implications of putation that folds the context to establish a material system that, in turn, unfolds the context within its
diffusion models for a model of the basic design studio as a case study. The term basic design implies a spatial outcomes. It instigates an architecture that responds to and engages with contextual heteroge-
core and foundational element of design. To explore and evaluate the potential of AI tools to improve neity. In abundant resources and technology contexts, digital design derives unprecedented architec-
novice designers’ design problem solving capabilities, a retrospective analysis was conducted for a se- tural advances with limited applicability to different contexts. The paper argues that as contemporary
ries of basic design studio assignments. The first step of the study was to reframe the assignment briefs as contexts are increasingly contingent, digital design gains relevance, particularly in contexts’ peripheral’
design problems and student design works as design solutions. The outcomes of the identification were to digital ‘hot spots’ and at the grassroots level of architectural education.
further used as input data to generate synthetic design solutions by text-to-image diffusion models.
In the third step, the design solution sets generated by students and the diffusion models were com-
paratively assessed by design experts with regards to how well they answered to the design problems
defined in the briefs. The initial findings showed that diffusion models were able to generate a myriad
of design solutions in a short time. It is conjectured that this might help students to easily understand the
ill-defined design problem requirements and generate visual concepts based on written descriptions.
However, the comparison indicated the value of design reasoning conveyed in the studio, as it gets
highlighted with the lack of improvement in the learning curve of the diffusion model recorded through
the synthetic design process.
42 eCAADe 2023 TU GRAZ 43
ECAADE 2023 TU GRAZ 20.-23.09.2023 1.4 - ONLINE: Collaboration & Education SESSION 1.4
ecaade2023.tugraz.at Room: HS6&Online Date: 20.09.2023 Time: 11:00 -12:30 Session Chair: TBA
015 Muhammet Ali Heyik Leveraging Collective Intelligence from Crowdsourcing to 215 Abdullah Sheikh Architectural Education with Virtual Reality
Co-creation in Field Studies
The paper explores the advantages and forms of harnessing collective intelligence (CI) that can sup- This paper discusses educational and technical knowledge extracted from the development and im-
port cognition, coordination, and collaboration in architectural education. These forms focus on various plementation of teaching material for an elective course offered to both undergraduate and graduate
design tasks by enhancing groups’ performance, bringing together diverse actors within a distribut- students at The University of Hong Kong, which aimed to increase technical proficiency with Virtual Real-
ed network, and strengthening the process through informed and inclusive decisions. Specifically, we ity (VR) tools in Architecture design and education. VR is relatively underused and under-implemented
propose a co-creation strategy to comprehensively map place values and rapidly scan the field. By in architectural education and practice due to the broad and diverse number of technical solutions
incorporating the technical requirements and contextual constraints of various fields, we conducted available. Lack of open software workflows in this field limits ways in which designers can visualise mod-
iterative workshops within the action research circle. The results show that the CI approach yields sig- els in a VR experience and evaluate their work at a 1:1 scale. The elective course aimed to address
nificantly positive impacts, justifying its application through a functional triple structure that replaces this, creating designer-specific workflows along with a larger overview of technical solutions available.
individually challenging and frustrating fieldwork. This structure involves: (1) definition of parameters and Knowledge disseminated through guided exercises led to the introduction of options for independent
tasks for groups based on objectives, (2) the collection and extraction of values from the field, and (3) student-driven research into VR-driven digital design projects. Technical knowledge was therefore trans-
the creation of collective cartographies. Additionally, our research makes a valuable contribution by ferred through integrated digital interaction embodied into the design process. Unreal Engine (5.03)
providing a theoretical framework for diverse forms of CI, highlighting the advantages of crowdsourc- was used as the main development environment for VR, with the addition of new features such as Lu-
ing-based platforms in both urban and rural contexts, and evaluating the usability of tested mobile men lighting and Nanite geometry. The Nvidia Omniverse allowed for seamless integration between Un-
apps. We conclude the paper by discussing the limitations, adaptabilities, and potentials for the broad- real Engine and Rhinoceros 3D, as well as many other apps using connectors. Connector usage allows
er use of CI in the field studies of students importing and exporting models and data between the two platforms, allowing them a more intuitive
ability to switch between tools and subsequently live link between software’s and even include external
sensor data. This paper documents and evaluates the knowledge gained of software workflows. Evalu-
146 Yuval Kahlon The Holographic Studio: Real-time virtual teleportation in ation of produced student work is considered through factors of ease of interface, open nature of tools,
Mixed Reality for enhancing design education and potential for altering the typical design workflow. Analysis provides an insight into the effectiveness
of proposed workflows. Subsequent reflection and documentation aim to serve as a possible case study
With the rise of distance learning, remote design education is now being considered as a viable alter-
to encourage further incorporation of VR tools into architectural education.
native to the traditional physical setting. Digital tools used for remote communication facilitate different
types of interaction between students and instructors, and thus affect the ways in which we teach
and learn. Therefore, their development is of major importance for ensuring high-quality remote design 447 Alexander Htet Kyaw Active Bending in Physics-Based Mixed Reality: The design
education. Owing to recent technological advancement in several fronts, we can now recast the and fabrication of a reconfigurable modular bamboo system
traditional physical setting in a remote form, commonly referred to as “real-time virtual teleportation”.
Essentially, interlocutors can communicate at a distance while seeing each other as realistic three-di- The research addresses the difficulties of designing with a non-standard and structurally dynamic ma-
mensional holograms. To explore the possibilities afforded by these for enhancing design education, terial, such as bamboo, by using mixed reality (MR) as a virtual and collaborative design environment
we have implemented and tested such a system in the context of architectural design education, as a with integrated material physics simulations. This paper describes the development of a workflow that
pilot study. User feedback sheds some light on the potential of virtual teleportation to enhance design integrates (1) a reconfigurable modular bamboo system leveraging the active bending property of
education in the near future. bamboo, (2) a custom physics-based MR environment facilitating on-site collaborative design, and (3)
an MR user interface enabling users to customize material parameters unique to bamboo. The reconfi -
urable modular bamboo system is a kit of parts consisting of linear, triangular, and tetrahedral bundled
198 Romman Jahandideh Creating Immersive Virtual Landscapes A User-Centered bamboo modules that can be assembled on the ground and lofted into complex active bending struc-
Approach to Enhance Depth Perception in Head-Mounted tures. Through a Physics-Based Mixed Reality design framework, multiple users can reconfigure these
Displays modules virtually, dynamically, and collaboratively, iterating through several configurations on-site be-
This paper investigates the effects of color, luminance, and transparency as depth distortion cues in fore deploying real-world resources. The result is a custom MR environment that enables non-expert
Virtual Reality (VR) Head-mounted Displays (HMD). The aim is to tackle more in-depth immersion: focus- users to participate in the design process through a user interface for managing module properties and
ing on interaction accuracy with transparent objects in HMDs. Due to the illumination and absence of connectivity.
texture, transparent objects are mainly displayed with colors. Recently, studies on transparent hands
and objects have elucidated potential approaches regarding interaction with transparent elements.
However, findings have not considered color and luminance as depth distortion cues for interacting in
virtual landscapes. This paper used the forced-choice pairwise comparison experiment method and
055 Ahmed ismail Direct data flows as alternative to file-based Exchanges in
AeC: A comparative case study of two plugin developments
evaluated data based on the Kendall coefficient of agreement and consistency. Reverse effects of
transparency on color and luminance are discovered. Cool colors are perceived nearer than warm In this article, we examine two ways of establishing direct links between different digital tools, based on
colors in 90% transparency. Dark colors are sensed closer than bright colors in high transparency levels. two plugins developed as part of a larger research. The objective of the research is to explore alterna-
These results reject the classical effects of color and luminance within VR HMDs. These findings help VR tive ways of exchanging data by the means of free and direct data flows. The research methodology
design tool developers who emphasize a particular use of depth cues. Designers can utilize the studied consists of linking theory and practice. Firstly, it consists of studying the current state of interoperability
effects of color and luminance on transparent objects as an advantage in designing more interactive in AEC through literature review, to define the theoretical frame. It focuses on the particular use-case
and immersive virtual landscapes. of interoperability between design actors (architects), and fabrication actors (suppliers). Secondly, as
a practical application, it studies the development of two plugins. Both plugins establish design-to-fab-
rication workflows with the means of direct data flows, based on open-source solutions. The aim of this
468 Likai Wang Teaching Computational Design Optimization -
paper is to compare the primary results of the two plugins, currently under development. The com-
An experimental course for performance-based
building massing exploration parison addresses both practice-related and technical aspects. This assessment analyses different in-
teroperability needs and the efficiency of the developed tools as a solution to the initial problem of
This paper presents an experimental course focusing on computational design optimization for perfor- interoperability. The results provide guidance for future developments and give suggestions for possible
mance-based building design exploration. The course uses a design system combining a parametric improvements. By providing new protocols for data exchange, this research uses software develop-
design tool with a cloud-based design evaluation server. The system allows students with no previous ment as a tool to target the initial research problem.
parametric modelling skills to conduct a series of complex performance-based design optimizations
and subsequently extract knowledge regarding the interrelation between design performance and
building form. The paper presents three examples from students’ assignments and their reflections after
the use of the system in a design task. The examples demonstrate this course can help early-year stu-
dents better understand the value and the utility of performance-based design optimization in archi- TU GRAZ 45
tectural design.
Reconsidered
eCAADe 2023
Digital Design
eCAADe2023
DAY 01
Sessions 2
062 Erin Hunt Hexcrete Modular and Recyclable Paper Clay Formwork 239 Martin Tamke A Computer Vision-Based Long-term Monitoring Framework
for Biobased Materials
This project combines 3D printing and conventional hand-building of unfired clay to leverage each In this paper, we describe an automated remote monitoring system to uncover the impact of environ-
strength in creating custom, zero-waste, reusable formwork. The fabrication method relies on the plas- mental phenomena on 3D printed bio-polymers behaviour and lifespan. The novel fully automated
ticity and water-solubility of clay in an unfired state to permit the production of larger, more complex in-service framework allows for long-term monitoring with a wide range of wired and optical sensors
clay formwork. This is achieved through the aggregation of 3D-printed units with hand joinery. Since and to correlate and analyse the gathered data. A focus is set on non-invasive measurements with
unfired clay possesses limited strength and struggles to hold its weight, shredded paper was introduced. Computer Vision technology. Here we introduce a computational image pipeline that allows for auto-
The research first explores the compressive strength of clay with various ratios of added paper. The pro- mated analysis and feedback on monitored bio-composite samples and assemblies. The framework is
cess of creating paper clay is explained, and its ratios are documented. Next, fabrication case studies easily deployable, cloud-based, and accessible remotely. We evaluate the function and reliability of
at multiple scales are introduced to explore paper clay’s viability as a formwork. The paper clay self- the framework in two design cases indoors and outdoors and gather insight for future practice with bio-
demolds as it dries, shrinks, and falls off the concrete form. This allowed all the clay to be conserved. based materials on both design and in-service levels.
All clay from the test was rehydrated and recycled to be reused. The fabrication tests demonstrated
the effectiveness of the fabrication workflow. The results point to future research that may reduce the
embodied carbon emissions of concrete casting through formwork recycling.
130 Mehmet Oğuz Nas 4D Printing of Hygroscopic Wood Based Actuators for Climate 264 Gozde Damla Turhan Biobased Material Computation and Digital Fabrication for
Responsive Skin Bacterial Cellulose-Based Biofabrics
Adaptive building systems aim to enhance user comfort and reduce energy consumption in buildings. The collaboration with biological organisms, biomaterial computation, and digital fabrication offers
However, sensing the environment and generating relevant motion requires complex systems. The high new possibilities for reconsidering the relationship between human and non-human living forms. These
costs associated with the installation, maintenance, and energy consumption of traditional systems organisms allow for the creation of materials, design and manufacturing processes, and end products
hinder their widespread adoption. A more efficient alternative can be found in nature by harnessing to become more closely aligned with natural systems and processes, as they are derived from renew-
the intrinsic properties of materials. Recent studies inspired by pinecones showed that wood bilayers able resources and have a lower environmental impact than synthetic materials. In this research, by
with different swelling and shrinking ratios can passively shape change in response to environmental focusing on nature and non-human living organisms, biobased material computation and digital fabri-
humidity. The morphing direction is determined by fiber orientation, which can be controlled by extru- cation were explored to develop biofabrics. This research offers a fully biodegradable process with zero
sion-based 3D printers. The existing literature highlights several challenges in utilizing hygroscopic wood waste and unlimited supply, enhanced with the resources provided by nature, including nature’s design
actuators for climate-responsive building skins, including the predictability of motion, response speed, and manufacturing methods. To create this sustainable, circular cycle, one of the most abundant ma-
and scalability. Hence, this research investigates the design space at both mesostructural and mac- terials in the world, the purest form of cellulose, is produced by bacteria such as Acetobacter Xylinus (A.
rostructural levels for controlled, scaleable motion. To this end, a series of experiments were conduct- xylinus). In collaboration with A. xylinus, bacterial cellulose-based biofabrics were grown and harvested.
ed in a controlled environment to observe the actuation dynamics. The experiments explored design The methodology was divided into four main stages: Digital fabrication of a customized fashion dummy
parameters including thickness, porosity, bilayer ratio, layer orientation, and 3D printing parameters which involves 3D modeling, laser-cutting, and assembly of a fashion dummy; a stochastic scaffold de-
such as layer thickness and printing order. Collected data were utilized to construct a model that can sign for the bacterial cellulose biofilm layer; biobased material formulation for developing a biofabric;
predict the actuation and find the configuration for the required motion. Two implementations of this and bio-assembly. The outcome has been exhibited at Good Design İzmir 7, a national curated exhibi-
model are proposed. While the first design makes use of combined actuators for motion amplification, tion among the invited guests’ section, and had a chance to meet a larger audience to raise aware-
the latter employs pre-stressed bistability to control the timing of motion. Both designs were tested at ness. As a result, it was seen that incorporating biobased materials into the digital fabrication process
scales of ½ and 1 to 1, using a wood-based filament and wood veneer as actuators, respectively. The has the potential to not only improve the performance and sustainability of materials but also to encour-
results demonstrate that the use of multiple joined actuators significantly increases the actuation speed. age designers to reconsider the relationship between humans and ecology. Future studies can include
Moreover, it is shown that the humidity level required to trigger the shape-shifts can be tuned thanks the scalability of such systems for broader design realms, such as biobased architectural solutions for
to the pre-stressed bistable structures. This is promising in terms of adaptability to diverse climates and buildings, especially lightweight structures, as well as industrial design products such as packaging.
enhancement of energy efficiency in buildings
149 Camila Martínez 3D-Printing Bioplastics onto Textiles 292 Dhruv Thakker Developing Feedback Based Robotic Manufacturing Method
for Earth-Based Materials
Alarcón
Previous research has focused on material composites created between textiles and 3d printed ma- Although earth-based materials have the advantage of being locally sourced and have low embodied
terials such as Thermoplastic Polyurethane (TPU), Polylactic Acid (PLA), and other common materials emissions, they can have an unpredictable material behavior due to their heterogeneous composition
for additive manufacturing. However, research has also focused on the creation and different use of which potentially limits their use in manufacturing. As a result, it becomes challenging to standardise
biomaterials such as bioplastics. The combination of biopolymers with additives and plasticizers can and maintain quality outcomes. Moreover, current industry methods are labour-intensive and require
give remarkably comparable results to conventional plastics, giving possibilities to create material a high level of traditional knowledge. This research explores and develops a fabrication methodology
composites with a lower environmental impact. This research proposes a material composite created for earthen materials that is location-agnostic. It involves an array of fabrication approaches, including
from the combination of a bioplastic, which fulfils the necessary parameters for AM, and a textile that the development of a robotic ‘Impact Printing’ setup using a UR10 robot and a custom tool to pick,
can achieve a desired adhesion to the print but also can perform as expected, assessing this material place, and mechanically compact earth blocks. The ‘Feedback System’ employs Kinect 2.0 to scan the
through a list of parameters to determine the correct combination. The understanding of the workflow deformation of earth materials observed during fabrication and a computational algorithm to gener-
and performance of such material hybrid is crucial since there is a difference between the levels of con- ate accurate and adapted toolpaths for the position and compaction of earthen blocks in real-time.
traction of the different materials, which allows curvature and complex shapes to be formed but also to To push the boundaries of architectural design for traditional building materials, the study investigates
be a self-supporting composite. The project presents the robotic set-up necessary for the material tests, the construction of a closed Nubian vault using the aforementioned techniques and tools. Through the
as well as the required material parameters and the results of physical experimentation. Finally, it specu- optimization of material behavior and manufacturing processes, the research opens up a pathway for
lates about the architectural potential of the composite system through a series of physical prototypes. automated onsite earth construction.
196 Predrag Radomirović The Influence of the Folding Ceiling Structure on 372 Roger Loho From Sheet to 3D Form
the Room Acoustics
Adaptability is an essential principle for space multifunctionality. Given that different purposes set dif- This paper presents research into the development of a novel self-supporting, lightweight, and trans-
ferent acoustic requirements, adapting one space to different uses is a challenge. Thus, the paper parent polymer 3D-façade component for the integration of organic photovoltaic (OPV) modules into
presents a design proposal for a kinetic suspended ceiling made of canvas membrane, implemented building facades. To explore the integration of organic photovoltaic modules into novel plastic sand-
in the test performance hall. Such a design aims to improve the control of the reverberation time in the wich material systems, using parametric design tools as well as solar and structural simulations were
hall. The kinetic structure is divided into panels with the possibility of changing the position in height and used. Physical prototypes and experiments informed and validated a digital tool chain. In the follow-
rotation. The panels’ rotation leads to the structure’s unfolding, which leads to the acoustic joining of ing sections, we use this research as a case study to refle t on the accessibility and interoperability of
the hall space with the ceiling interspace, and the diffuse reflection of sound. Experimental modeling low-level visual programming tools and specialized FEM programs. Lastly, lessons learned and pitfalls are
simulation using the Odeon software tool and numerical calculation using Sabin’s equation is applied discussed and shared.
for the research. The research was carried out in two phases. In the first phase, a software model ex-
amined the influence of the rotation angle from 0° (flat ceiling) to 90° (completely open ceiling) on
the reverberation time. In the second phase, through a comparative analysis of the test model with
an implemented suspended ceiling at different heights, the influence of the position of the ceiling in
height in combination with the panel rotation was simultaneously examined. The study results in a new
approach to the design of folding structures with the possibility of simple installation in existing spaces
of performance halls and knowledge of how this type of structure can enable the control of the rever-
beration time in the hall.
210 Kaan Buyukmihci A Generative Design Model for Demolition Waste Reuse 389 Szende Szentesi-Nejur Early Design Clustering Method Considering Equitable Day-
light Distribution in The Adaptive Re-Use of Heritage Buildings
Inefficient resource management and excessive consumption of resources have led to the depletion of The re-use of existing buildings is gaining importance worldwide in the context of the carbon reduc-
natural resources and increased waste in landfills, as the construction industry being a major contributor tion efforts. In the case of Québec City there is a large number of heritage buildings that are currently
to global waste with construction and demolition waste making up a significant portion of it. It is critical unused. There are ongoing projects to breathe new life in these buildings, mainly by converting them
to find alternatives for reintegration and reuse of the construction. By incorporating recycled aggre- in residential units. At the same time there is a growing preoccupation in Québec province towards
gates from demolition waste with rammed-earth, it is possible to generate a durable, healthy, highly energy efficiency and proper daylighting in both new and existing buildings. This is reflected in the
reusable and sustainable alternative to the common building materials that have serious environmen- emergence of new regulations concerning new buildings. In relation to existing buildings there are no
tal impacts. This study takes previous research about the recycled aggregate incorporated rammed regulations, but optimal daylight is a desired feature that can contribute significantly to the quality and
earth further with a design approach that uses a generative system that follows the rules based on the attractiveness of newly designed spaces in the existing premises. In the case of heritage buildings, the
function, context and material. Final design is chosen from the generated design alternatives and the additional conceptual challenge is to create properly daylit spaces while maintaining the character
modules required for the production are prepared with the mixture of recycled-aggregate, cement defining elements of the building, including facades and openings. Therefore, a digital workflow was
and fly ash. Then the modules are combined with an interlocking system that offers a convenient, labor- developed to be integrated in the earliest schematic phase of design to ensure an equitable distribu-
less production process. We aim to promote the wider use of the earthen structures by re-interpreting tion of existing daylight in the newly created spatial units of heritage buildings. The method is based on
the design and production process by generating design alternatives with modules driven by shape an adapted constrained K-means clustering algorithm that works on daylight simulation data.
grammars for the recycled-aggregate based rammed earth.
334 Alexandros Developing Strategies for the Analysis and Implementation of 441 Petra Sochůrková Bioreceptivity as a Factor of Additive Fabrication
Biomimetic Design Solutions
Efstathiadis
The paper presents research findings on the development of strategies for biomimetic design, that The aim of this research is to explore possibilities on how to implement 3D printed environments into
synthesize contemporary digital technologies of analysis, design, and prototyping. The proposed meth- urban areas to enrich local biodiversity and provide conditions for growth and development of flora
odology has been validated through three case studies of biological shells which were analyzed with and fauna within the structures. Emphasis is mainly placed on the research of material possibilities, their
digital imaging technologies (SEM) to identify biomimetic design principles. Algorithmic design tools effect on the climate and microclimate of the 3D printed habitats and their surroundings, as well as
were implemented as part of a “design by analogy” process to extract and emulate the biological de- their bioreceptivity. Clay and sediments are the focus of the explored materials domain. Various shapes
sign solutions, to be constructed with the use of additive manufacturing (AM). A set of design iterations were printed and observed for the growth of flora
was produced with incremental changes in functional design parameters to examine the technical
properties of the structure through Finite Element Analysis (FEA) and mechanical testing of the physi-
cal specimens and identify trends in its mechanical performance. Within the methodology developed
in this research, bidirectional loops of feedback between the different stages of biomimetic design
were created. The topological characteristics and function of the biomimetic models informed the
AM technology and process, as well as the FEA and testing methods. At the same time, the fabrication
requirements, and constraints along with the mechanical characterization results counter-informed the
biologically inspired designs. The paper presents the outcomes of this iterative optimization process,
supporting the role of biomimicry for the development of efficient and sustainable design solutions that
can be applied to contemporary design, responding to architectural and engineering challenges.
152 Jin Lee Developing the Reinforcement-Learning Child Agents for 344 Lukas Raabe F2F - Algorithmic approach on kindergarten architecture
Measuring Play and Learning Performance in Kindergarten
Design
In the context of the design studio “Kindergarten meets Easy Rider”, new and innovative ways of build-
Although kindergarten design requires promoting play behaviours related to physical and social devel- ing kindergartens were examined. In more detail, we took the biking milieu with its demand for freedom
opment and ensuring safety of children to support a child-oriented design, the systemic evaluation of and individualism as a starting point for rethinking kindergarten design. Quite stunningly, this strive for
design performance remains challenging because of the children’s dynamic play behaviours. As one freedom and individualism is also important for the building clients (i.e. children), and more unexpect-
solution, agent-based simulations have been applied in the design field, but there are limitations in re- ed similarities such as group formation through inclusion and exclusion and a constant urge to “move”
flecting children’s behavioural richness. To overcome this shortcoming, this study developed reinforce- were found. In an architectural context of a kindergarten, this leads to new approaches on circulation
ment learning (RL) child agents to compute the dynamic play behaviours associated with physical and and room disposition, which we want to report on using two case studies in this paper. For both ap-
social development. Several iterations were conducted to implement the RL agents’ play behaviours, proaches, generative algorithms were developed to support the design process.
and the results were incorporated into the simulation. To validate the play behaviour model, we con-
ducted a case analysis with authentic and unbuilt kindergarten designs and measured the quantifiable
design performance in terms of physical and social play behaviours and safety. The results indicated
that the RL child agents enabled a holistic analysis and the calculation of generative behavioural re-
sponses, depending on physical variations. By facilitating an unknown design affordance, the RL-pow-
ered simulation model is expected to provide data-driven evidence to support a child-oriented design.
197 Frederick Chando Text2Form Diffusion: Framework for learning curated 345 Ioanna Symeonidou Digital Biomimicry: Developing an algorithmic
architectural vocabulary design curriculum
Kim
Stepping towards the machine learning age in architecture, many architects and researchers have Biomimicry and bioinspiration in architecture have been around for several decades, however recent
developed creative ways of utilizing machine learning with domain-specific architectural datasets in developments in algorithmic and generative design have introduced new morphogenetic design strat-
recent years. With the rising popularity of large language-based text-to-image models, architects have egies and have paved the path for a cross-disciplinary research field that is currently developing under
relied on different strategies for developing the prompt to create satisfactory images representing ar- the umbrella term Digital Biomimicry. More specifically, in architectural education, biomimicry may act
chitecture, which lessens the agency of the architects in the process. We explore alternative ways of as a framework for algorithmic thinking, knowledge abstraction and implementation, and a source of
working with such models and put forward the role of designers through the fine-tuning process. This inspiration towards performative design solutions. The paper presents a series of undergraduate and
research proses a fine-tuning framework of a pre-trained language model, namely Stable Diffusion, postgraduate studio curriculums that are part of a research agenda on biomimetic architecture, es-
with a dataset of formal architectural vocabularies towards developing a new way of understand- tablished at the Department of Architecture of the University of Thessaly. It discusses the pedagogical
ing architectural form through human-machine collaboration. This paper explores the creation of an approach, the design methodology and showcases a series of research and design outcomes.
annotation system for machines to learn and understand architectural forms. The results showcased
a promising method combining different formal characteristics for architectural form generation and
ultimately contributing to the discourse of form and language in architecture in the age of large deep
learning models.
200 Mohammed Faraj Immersive Technologies in Architectural Education: A peda- 477 Peter Ferschin Transformable Luminaire Design: From digital sketch to fabrica-
gogical framework for integrating virtual reality as the main tion through computation and simulation
Al-Suwaidi design tool in a fully virtualised architectural design studio
environment Advanced computational design tools can help architectural and product designers to create novel
and innovative designs. In this paper, we describe how advanced tools from research projects may be
Given the increased accessibility and utilization of VR tools in architectural education, embracing a fully used together to design, simulate, and fabricate transformable luminaires. These tools support rapid de-
virtualised design process still remains taboo. The recent covid-19 pandemic has forced universities to sign and simulation iterations to converge towards a realizable, usable and aesthetically design, which
fully adopt remote learning/teaching systems that showcased a disconnection between direct interac- negotiates real-world constraints such as production costs, manufacturing time and material properties.
tion, communication design methods and tools. Immersive tools like VR could play a unique role in clos- We report on our experiences with integrated design and production workflows from teaching a digi-
ing that gap, allowing users to collaborate and design using avatars in the online virtual space. With this tal design and production class, asking students to design and produce a luminaire based on a given
paper, we aim to examine the possibility of a fully virtualised, architectural design studio framework and production infrastructure. The design process starts with a conceptual part, where design intentions and
explore its outcomes throughout the design process. It incorporates multiple digital 3D exercises deriving basic ideas are explored with a 3D sketching tool. Students then develop parametric models by deter-
from manually-driven techniques including sketching and collage-making. We then test the framework mining independent and dependent design parameters. As a required feature, the luminaire should
for one semester within the Immersive Design and Collaboration Design Studio Unit, which runs in parallel have a transformable screen designed by a generator for flexible quad-surfaces. Real-time rendering
to non- virtualised studio units, working on the same site and context. Our findings highlight the strengths tools allow for a fast, visual evaluation of these designs. After selecting the most suitable design regard-
and challenges of the implemented framework and its evaluation through student surveys and student ing the design intention, students evaluate production feasibility and iteratively update their design until
portfolio submissions, to compare the student output developed in both the virtualised and non-virtual- all production constraints are fulfilled. We describe the didactic and technical concepts and conclude
ised design studio. with a discussion of open issues.
010 Abel Sepúlveda Machine Learning Approach versus Prediction Formulas to 444 Amelia Wen Jiun Gan AI-Mediated Group Ideation
Design Healthy Dwellings in a Cold Climate
This paper presents a study about the prediction accuracy of daylight provision and overheating levels Design charrettes and town hall formats are commonly used in the field of architecture to facilitate
in dwellings when considering different methods (machine learning vs prediction formulas), training, group ideation at multiple stages across a variety of stakeholders. Group ideation is critical to generate
and validation data sets. An existing high-rise building located in Tallinn, Estonia was considered to a wide range of solutions while covering all aspects of a defined problem. However, the format of group
compare the best ML predictive method with novel prediction formulas. The quantification of daylight ideation often poses a multitude of challenges, including a lack of diverse ideation, difficulties in reach-
provision was conducted according to the European daylight standard EN 17037:2018 (based on min- ing consensus, imbalanced power dynamics, as well as maintaining focus throughout a group session.
imum Daylight Factor (minDF)) and overheating level in terms of the degree-hour (DH) metric included This paper explores how recent developments in AI frameworks could be utilized and assembled as a
in local regulations. The features included in the dataset are the minDF and DH values related to differ- creative mediator in an architectural ideation process. The paper describes a framework and digital
ent combinations of design parameters: window-to-floor ratio, level of obstruction, g-value, and visible interface for AI-mediated group ideation where recent advancements in speech recognition, Natural
transmittance of the glazing system. Different training and validation data sets were obtained from a Language Processing and Text-to-Image generation are leveraged to facilitate brainstorming process-
main data set of 5120 minDF values and 40960 DH values obtained through simulation with Radiance es. The paper first delves into the design of the framework and digital interface, taking into account
and EnergyPlus, respectively. For each combination of training and validation dataset, the accuracy in-person, remote and hybrid contexts, followed by the technical workflow and pilot evaluation meth-
of the ML model was quantified and compared with the accuracy of the prediction formulas. Ac- ods used in this study. The resulting design is informed by AI-Mediated Communication, group dynamics
cording to our results, the ML model could provide more accurate minDF/DH predictions than by using and behavioral theories, along with core User Experience principles. The result takes the form of a visual
the prediction formulas for the same design parameters. However, the amount of room combinations ideation and transcription tool that allows users to ideate across conversational and visual methods.
needed to train the machine-learning model is larger than for the calibration of the prediction formulas.
The paper discuss in detail the method to use in practice, depending on time and accuracy concerns.
051 Jayedi Aman AI-Integrated Urban Building Energy Simulation: A framework 452 Haixin Yin Speedy Façade
to forecast the morphological impact on daylight availability
The research presents a computational framework to investigate the relationship between urban mor- AI-assisted urban design software can streamline development processes by focusing on massing stud-
phology and environmental performance metrics of buildings. Understanding how buildings interact ies that satisfy legal provisions, providing high-quality and optimized estimations. However, designer-ori-
with their surroundings is crucial in optimizing environmental performance. Current urban building ener- ented technical tools for urban and architectural design prevent some stakeholders, such as policy-
gy simulation methods (UBES) often overlook the complex interaction between urban morphology and makers and citizens, from participating in the design process, potentially leading to poorly negotiated
environmental performance across a diverse set of attributes, resulting in inaccuracies. The proposed proposals, delaying their execution, and causing social deadweight loss. This paper presents Speedy
framework integrates machine learning (ML) with physics-based simulations and includes Parametric Facade, a framework to enable the active participation of all stakeholders, by converting human ver-
Building Information Modeling, iterative physics-based simulations, Multi-Objective Optimization, and a bal descriptions into textured 3D building facades inside traversable urban models. Speedy Facade
graph neural network. The framework leverages the detailed analysis capabilities of physics-based sim- consists of (1.) an interactive user interface for verbal inputs and keyword selections, (2.) an augmented
ulations and the data processing strengths of ML to analyze urban morphological attributes. Evaluations reality environment with projected façade reference images that can be modified by mask projection
indicate that the framework enhances prediction accuracy while considering the influence of urban selections and regenerations, and (3.) an editable three-dimensional model for experience and design
morphology on environmental performance. development. The paper discusses the implementation approach and contribution to the urban design
process of this work and showcases its applications, and prospects for future expansion.
The integration of environmental context and morphological design reflects the complexity and syn- 089 Hooshiar bim and machine learning (ml) integration in Design Coor-
dination: Using ML to automate object classification for clash
thesis in the urban and architectural design process. Especially considering sustainability, synthesizing Ahmadpanah detection
climate impact at the early design stage is a more effective way to achieve improved environmental
performance. This paper presents an extendable urban generation framework that can integrate mul-
Amongst the countless benefi s of BIM, clash detection appears to be one of the most recognized ones.
tiple environmental information through the field model and interactively generate urban massing with
This is due to the automated manner in which clashes can be detected in the design stage in com-
optimized outdoor natural ventilation. The application and implementation of the framework are shown
parison to the cumbersome drawing-based clash detection applied in traditional design coordination.
with a case study of a multi-objective optimization model that integrates wind field and frontal area
When BIM clash detection software, such as Navisworks or Solibri, is used, thousands of clashes can be
index (FAI). The proposed system supports expansion to the different urban scales and other design ap-
detected automatically, and a report is generated containing a list of all the clashes with an image
plications, inspiring the promising paths of the more hybrid, integrated, and extendable digital frame-
of each clash. In most cases, a large number of irrelevant/ignorable clashes can be found, making
work and the potential of performance-based design optimization toward a sustainable urban future.
it extremely difficult and time-consuming to classify those clashes in order to assign responsibilities to
manage those clashes, and more importantly specifying which clashes are relevant and which are not.
450 Keerthana Govinda- Translating Christopher Alexander’s Patterns Therefore, finding an automated machine-enabled method to classify clashes into relevant and irrele-
for Immersive Virtual Reality vant appears to be indispensable. This paper provides the first step towards this automation by develop-
razan A rule-based approach to behavior testing in VR ing a Machine Learning (ML) algorithm capable of recognizing the types of elements from images that
are originated from the clash detection report. To achieve this, a Deep Learning (DL) algorithm called
Architecture has a profound impact on the behavior, emotions, and well-being of its occupants. Chris- ‘YOLO’, that is based on object recognition, is developed, and a set of various images indicating differ-
topher Alexander’s ‘A Pattern Language’ provides design solutions to create adaptive humanistic ent kinds of clashes are used as the dataset. Using the “Makesense” platform, the images are labeled
buildings. However, the lack of empirical support for these patterns is one of the reasons that hinder their into different categories to feed the algorithm. The algorithm was able to recognize trusses and beams
widespread adoption that can result in the design of positive environments. It is imperative to test these from the images saved in the data set, which is the first step towards object classification. The paper
patterns more rigorously. Immersive virtual reality can be used in this effort to simulate various architec- contributes to the knowledge by, firstly, enabling the clashes to be classified based on images rather
tural conditions based on recommendations from the patterns that can be tested with diverse groups than numeric information data, and secondly, by applying the DL algorithm that is used in many author
of people. This paper proposes a method that demonstrates the use of shape grammar formalism to industries in the context of clash detection within a construction project.
translate patterns presented textually into three dimensional architectural features. An initial/pilot test
of this proposed method in a VR scene brought forward strengths and weaknesses in this approach that
will aid in the development of future and more rigorous experiments. TU GRAZ 55
Reconsidered
eCAADe 2023
Digital Design
eCAADe2023
DAY 01
Sessions 3
049 Caleb Chan VR Controlled Remote Robotic Teleoperation 318 Chowdhury Ali Imam Robotic Plaster Carving: Formalizing subtractive detailing of
for Construction Applications plaster surfaces for construction and crafts
The research in this paper addresses the challenges that had to be overcome to create a functioning Plaster has been a fundamental material in numerous interior and exterior applications in architectural
VR controlled robotic device. We consider what the communication and control systems are needed construction due to its fire-resistant properties and capabilities for intricate detailing. Moreover, prior to
to deliver such a robotic device. We also ask if teleoperation of a robot using VR provide can provide the widespread adoption of computer-aided design tools, plaster played a crucial role in historic pres-
a sufficiently accurate and responsive means of delivering site construction operations. The resulting ervation and architectural education (Mankouche & Schulte, 2012). While the use of decorative plaster
aspects that we report on in the paper are the communication issues to be addressed, accuracy and elements in architectural construction has waned in popularity, the renewed interest in plaster within
dexterity issues in simulated construction situations, and practical issues such as reducing lag between the context of advanced robotic fabrication offers a compelling basis for research. This paper presents
a VR action and robot reaction. an investigation into robotic plaster carving for adding detail and texture to plaster surfaces. Within the
scope of this study, we identify and systematically examine various fabrication and material parame-
ters for emergent geometries and fabrication defects, subsequently formalizing this robotic workflow
for diverse applications in construction and crafts. Among these parameters, we primarily concentrate
on toolpath geometry, tool orientation, carving speed, carving profile, and aggregation of carving
strokes. Through this bottom-up approach, our objective is to enhance the understanding of tool-mate-
084 Alexander Wolf Support-strategies for Robocasting
rial interaction during the fabrication process and achieve improved control over the resulting artifact.
Ceramic Building Components
Building on these insights, we demonstrate how the proposed robotic plaster carving workflow can be
The introduction of ceramic additive manufacturing technologies in the building industry offers unprec- employed for subtractive surface detailing in architectural construction and digital crafts.
edented opportunities to architects and engineers towards a new brick-architecture. Robocasting ap-
pears as a suitable technology to produce the medium- to large-scale components needed for build-
ing applications. This process involves deploying individual strands of clay layerwise to form an object.
Unlike powder-bed or sheet-lamination-processes, robocasting does not come with a process-inherent
support-material. Using support-material increases the range of producible geometries and therefore
is a crucial necessity to exploit the technology. In this paper, first the limits of the unsupported process
414 Abel Groenewolt Collaborative Human-Robot Timber Construction
were identified. Also, a representative architectural component, which included overhangs, bridged
areas and arcs was designed generatively. In the first stage, its geometry was derived from the materi- This paper presents a case study of collaborative human-robot construction, in the form of a 10-day
al-related limitations of the used clay. Next, different strategies to exceed the process-related limitations workshop in robotically assisted construction of curved timber surfaces. The construction process de-
have been developed and tested. The results are discussed and an overview of these counteractions veloped for the workshop shows that employing computational design in combination with industrial
and their applicability is provided. Ultimately, the representative architectural component was fabricat- robots can result in a demand for various kinds of labor, with a range of skill levels: in addition to tasks
ed once again, with a geometry exceeding the geometric limitations by applying the support-strate- requiring specialized computational design skills, the proposed construction process also leads to simpli-
gies that were developed beforehand. fication of construction tasks, by eliminating the need to measure on-site
Robotic additive manufacturing has garnered significant research and development interest due to its
transformative potential in architecture, engineering, and construction as a cost-effective, material-effi-
cient, and energy-saving fabrication method. However, despite its potential, conventional approaches
heavily depend on meticulously optimized work environments, as robotic arms possess limited informa-
tion regarding their immediate surroundings (Bechthold, 2010; Bechthold & King, 2013). Furthermore,
such approaches are often restricted to planar build surfaces and slicing algorithms due to computa-
tional and physical practicality, which consequently limits the feasibility of robotic solutions in scenarios
422 Felix Amtsberg Multi-Actor Fabrication for Digital Timber Construction
involving complex geometries and materials. Building on previous work (Çapunaman et al., 2022), this
research investigates conformal 3D printing of clay using a 6 degrees-of-freedom robot arm and a vi- The research presented in this paper focusses on the prefabrication of wood building systems using
sion-based sensing framework on parametrically reconfig rable tensile hyperbolic paraboloid (hypar) human craft and robotic machines as equal actors in collaborative fabrication processes. It uses
formwork. In this paper, we present the implementation details of the formwork system, share findings self-developed components such as a data managing framework system to generate and exchange
from preliminary testing of the proposed workflow, and demonstrate application feasibility through a fabrication data between the design elements and the fabrication environment. Human robot collab-
design exercise that aims to fabricate unique components for a poly-hypar surface structure. The form- oration via augmented reality (AR) technology is facilitated through a software framework and applied
work system also offers parametric control over generating complex, non-planar tensile surfaces to in the prefabrication of timber structures. Based on previous research, this iteration uses the concept
be printed on. Within the scope of this workflow, the vision-based sensing framework is employed to of multi-actor fabrication and extends the number of human actors in the fabrication process. A case
generate a digital twin informing iterative tuning of the formwork geometry and conformal toolpath study was conducted for the collaborative fabrication of a timber structure. Five actors (four humans
planning on scanned geometries. Additionally, we utilized the augmented fabrication framework to and one 7-axis robotic system) received instructions based on their individual skill set and collectively
observe and analyze deformations in the printed clay body that occurs during air drying. The proposed manufactured a timber structure in an organized workflow
workflow, in conjunction with the vision-based sensing framework and the reconfigurable formwork,
aims to minimize time and material waste in custom formwork fabrication and printing support materials
for complex geometric panels and shell structures.
014 Gen Karoji A Data-Oriented Optimization Framework 038 Chuheng Tan A “Designer-centric” Framework for
Building Massing optimization
Design optimization using the Multi-Objective Evolutionary Algorithm (MOEA) has still been studied, pro- Performance-based architectural design often faces challenges due to the complex interactions be-
gressed well, and used to improve building performance. Besides, floor plan generation that is the tween wind, solar data, and building massing. Although massing optimization frameworks help address
problem of fitting several rooms into an outline given beforehand has recently been studied well using these challenges, limitations still exist, such as restricting designers’ authorship and being time-consum-
machine learning models. Although the building performance and a floor plan intimately relate, they ing. To tackle these issues, a new workflow is proposed that combines wind and sun analysis, Evolution-
are rarely combined in one optimization framework. A separation of these problems often forces users ary Algorithm (EA), and machine learning (ML) methods. This framework consists of two main stages: (1)
to manually explore accurate floor plans in a solution space or limit optimizing the building performance combining designer intention with wind and solar simulations in an EA to generate optimized massing
following certain machine learning methods and its dataset. We mainly focused on these issues and based on real-world buildings, and (2) training a machine learning model that remaps the distribution of
developed a custom-made model that contains association rule mining and the cosine similarity formu- the designer’s intentions and building layouts. This study demonstrates the effectiveness of the proposed
la extracted from machine learning methods. This model of lazy learning is added to an MOEA-based workflow in generating efficient and detailed building massing layouts that meet specific requirements.
optimization framework and outputs the total cosine similarity between each generated floor plan and This “designer-centric” approach enables machines to optimize architect’s intentions, rather than forc-
the referred plans dynamically selected from our dataset, and the framework maximizes it. We applied ing them to adapt to machine calculations. It will become an efficient, user-friendly human-machine
this framework to a case study on generating eco-conscious office building designs that will enable collaborative tool for assisting in future building layout designs.
them to convert easily in the future. This paper elaborates on how to create a dataset and formulation
for optimization, and we emphasize the plausibility of floor plan generation. Finally, we demonstrated
the efficiency of the framework by comparing the performance indicators of optimization
037 Susana Alexandra Performance-Based Design: Report of an academic workshop 054 Abdulwahab Mass-customisation of dwellings in the Middle East:develop-
with energy efficiency simulation tools ing a design-to-fabrication framework to resolve the housing
Santos Pereira Abdulmajeed crisis in Saudi Arabia
This article presents the results of a Seminar / Workshop named “Energy Modelling: Preliminary Analysis
of an Architecture Project”, organised at the University of Minho’s School of Architecture, Art and De- The Saudi government is taking the initiative to modernise the country and address critical challenges.
sign, located in Guimarães. The Seminar / Workshop aimed to teach students on the use of simulation One of its primary goals is to relieve the housing deficit. One of the challenges in supplying the houses
tools that evaluate the energy performance of building’s architectural design. It demonstrates the im- is that potential inhabitants have denied and refused to accept them due to their design failing to
portance of simulation software as a tool to design energy-efficient architecture in the early stages of meet their demands. Furthermore, the government suffers from providing high-quality housing in line
a project. The Seminar / Workshop introduced students to fundamental notions of simulation related to with people’s needs because only a few enterprises can meet the client’s needs, but only at the price
thermal and natural lighting comfort, like modelling methods, interpreting the obtained results and pro- of lengthy planning and building times, in addition to increased construction expenses. This research
cedures for improving the results. Despite presenting different simulation software during the workshop, aims to propose a mass customisation design-to-fabrication workflow, which targets environmental op-
the exercises proposed to the students focused on using Climate Studio because of its versatility and timisation, reduction of construction time and reduced cost and incorporates client involvement. Our
compatibility with different architectural modelling software. The software is relatively recent and can research method includes conducting a survey with Saudi Arabian architecture firms to collect data
be adapted in different project phases. The students learned the benefits of using simulation software about contemporary clients’ needs, analysing and reviewing mass-customisation tools & techniques,
to obtain information for further improving an architectural project. The simulation helped students un- developing a bespoke algorithm capable of mass-customising housing and evaluating the algorithm
derstand the passive design strategies that can improve thermal comfort in the building. Like making through design experiments. Our findings present the advantages and challenges of our tool as well as
the best use of the landscape, the shape of the building and its position and not just by increased insu- a shape grammar of mass customised floor plan solutions
lation in the envelope, well-oriented glazing, optimised thermal mass, controlled ventilation or shading.
Therefore, the students learn that simulation tools allow for optimising the passive strategies to their limits
in the design stage.
In this paper, we focus on the regeneration of the existing building stock coupled to the implementation
of decarbonization policies. We propose a digital collaborative framework for the extension of buildings
enabling a quick comparison of neighborhoods in the early design stages. The framework proposes the
potential extendable roofs based on Geospatial information and a set of rules and further engineering
analysis that are defined by the experts. The system selects the buildings that can host roof vertical ex-
tensions, with a first analysis of the expected Life Cycle Assessment (LCA) impacts based on previous
LCA aggregated models.
236 Matti Drechsel Mobilizing Publics - Reconsidering digital design as a catalyst 369 Alexander Grasser Decentralized Participation and Agency in Digital Art
in co-creation processes and Architecture, An Exploration of Pixel and
Voxel-Based Case Studies
Digital design has developed methods to address complex urban planning issues like the transformation
of mobility using analytical tools and urban data. Simultaneously, such wicked problems require nego- This paper investigates the evolution of participatory approaches in digital architecture and art, from
tiation among involved stakeholders and situated knowledge. Even though contemporary City Digital the early stages of Web 2.0 to the emerging Web 3.0 landscape. By examining three pixel-based proj-
Twin and urban data initiatives acknowledge this sociotechnical aspect (1&2), linking data analysis and ects - The Million Dollar Homepage, Reddit’s r/place, and the Poietic Generator - the study highlights
participatory negotiations remains unresolved. In this paper, we bridge this gap by reconsidering digital the diverse outcomes and potentials of collaborative creativity when different conceptual choices are
design as a hybrid practice mediating between quantitative and qualitative approaches, between dif- made. Drawing insights from these projects, a case study is presented, extending the principles from
ferent stakeholders’ perspectives, and urban strategies (3). We explore this approach in the EU-funded 2D pixel-based projects to a 3D voxel-based framework for participatory digital architecture. This case
New-European-Bauhaus initiative project “NEBourhoods”. Our action within this project addresses the study demonstrates the importance of strategic conceptual decisions in shaping the realization of col-
mobility transformation of a car-centered late modernist housing estate in Munich. This initiative involves lective forms and provides valuable insights into questions of authorship and open-ended design. As the
a digitally supported co-creation process, including a participatory platform, workshops, and two phys- paper looks forward to the integration of Web 3.0 and blockchain technologies, it speculates on the
ical demonstrators for multifunctional mobility stations. Building upon earlier research in the context potential for decentralized participatory applications and the future of collaborative creativity within
of design-decision support, collaborative design, and gamification, we discuss how these elements architecture and beyond. The paper ultimately advocates for a more open, inclusive, and collabora-
can be articulated as a hybrid strategy, mediating between heterogeneous aspects of urban mobility tive approach to cultural production that values individual contributions, fosters local collaborations,
and different stakeholders’ perspectives. Firstly, we introduce spatial data analysis tools in participatory and avoids the formation of power structures.
workshops with local experts and multipliers. Hence, the participants contextualize geospatial data
and augment analytical data with situated knowledge. Successively we define possible locations and
functions for the prototypical demonstrators. Consecutively we delve into these selected areas: Using a
gamified mobile phone app, we gather information on local mobility practices and facilitate a co-cre-
ation process on the configuration of the demonstrators. Finally, the participatory app allows discussing
and monitoring the implemented demonstrators and thus fosters a broader discussion on mobility trans-
formation. In conclusion, we discuss how digital design assembles and mediates this strategy for mobility 371 Alexandra Moisi Remediating Realities - Rethinking design through
participation and gamification
transformation. Thus, we focus on how digital tools gather and re-configure relevant perspectives, inter-
actions, and elements in this hybrid co-creation process. This paper explores the transformative potential of spatial computing and extended reality (XR) tech-
nologies in the context of design and architecture. By analyzing an interactive installation that merges
physical space with digital overlays in a museum setting, we investigate the implications of these tech-
nologies on user engagement, collaborative design, and the democratization of the design process.
The study demonstrates how principles of gamification, real-time interaction with digital objects, and
experimental artworks can create immersive and engaging experiences that challenge not only tradi-
tional gallery spaces and design methods but expand beyond, highlighting the potential impact of AR
and XR technologies in various design environments.
359 Panagiotis Parthenios A collaborative Virtual Reality platform for Opera Rehearsal:
Designing for performing arts
Virtual Reality (VR) has made dynamic inroads into the performing arts world and has accelerated
dramatically over time . Many Opera Theaters have used VR to bring new audiences into the Opera, 383 Georgios Berdos Decentralised Additive Manufacturing for Architecture
to produce special content suitable for VR, and to create the ground for new learning experiences.
Lately VR is also used to improve opera workflows to improve productivity and efficiency, but is rarely
This paper investigates the potential integration of blockchain and distributed ledger technologies with
used as a tool for pre premiere rehearsals. This research considers how VR may be used to transform
Additive Manufacturing in the context of architectural design and fabrication. The study aims to identify
traditional opera work preparations into an immersive, interactive, and work experience and presents
knowledge gaps, explore the affinity between these technologies, and challenge the current architec-
the methodology for the implementation of a collaborative VR Rehearsal Platform. In partnership with
ture production paradigm. Through a comprehensive state-of-the-art review and analysis of academic
the Greek National Opera and the Digital Media Lab, several focus groups that consist of opera profes-
papers and industrial case studies, we identified emerging themes and gaps in the literature. We also
sionals and researchers collaborate, to develop a digital world where the directors, soloists, conductors,
examined the misalignment of incentives among key participants of the proposed systems. Our findings
stage designers, light designers and chorus masters collaborate as if being on the stage. Inside the VR
highlighted the relevance of blockchain technology in additive manufacturing, but also revealed signif-
environment with the optimized models of the sets imported in pieces as library objects, ready to be
icant challenges and misalignments in incentives among stakeholders. We argue that further research
altered, switched or saved for reuse enriched with light renderings and textures. The findings assert the
and experimentation are necessary to fully understand the technical feasibility and impact of integrat-
importance of creating an immersive experience for all key players to mitigate the difficulties that stand
ing these technologies in architectural design and fabrication.
in the preparation of any opera play such as luck of rehearsals on the final sets, control and safe imple-
mentation of stage and light design, last minute changes in materials or opera set parts among others.
As a result it is suggested that the VR Rehearsal platform Operas can enhance key player collaboration
ahead of time, improve their environmental impact and budget by eliminating flight travel for rehears-
als, reducing raw materials, waste and mistakes, and use the platform for educational purposes.
096 Frederick Peter Ortner Urban Fabric Generation: A comparative analysis of 180 Yael Engelhart YONA 2.0 The Reenactment:
multiple vector field methods Visions of computerized machines
This paper provides a comparative analysis of vector field methods for automatically generating urban This paper describes research work that reenacts the interactive planning system YONA (Your Own Na-
fabric geometries and introduces the Rhino/Grasshopper plugin UrbanFab which implements these tive Architect) designed in the early 1970s by the architect Yona Friedman, together with Nicolas Negro-
methods. Automated generation of urban design is a growing area of research addressing the com- ponte and Guy Weinzapfel at the MIT Architecture Machine Group (AMG). The attempts to give users
plex challenge of building sustainable and economically viable cities. Within this research area vector a measure of control over dwellings was seen a democratizing factor and a way forward for solving
fields are used to generate non-uniform urban fabric geometries. Similar to simulation of magnetic fields housing shortage and rigid planning process. We engaged in a close collaboration with Yona Friedman
or moving fluids, vector field algorithms can be adapted to simulate urban sites, resolving complex site and Guy Weizanpfel to reenact the original YONA system. Our objective was to rebuild the program
constraints and generating geometry used in the design of roads, land parcels or buildings. Vector and adapt it to current operating systems.
field methods for urban fabric generation, however, are not well represented in computational tools
serving urban designers, or in description of algorithms and evaluations in computational urban design
literature. To address these challenges, this paper describes multiple urban vector field algorithms, with
accompanying streamline visualization and evaluation methods. A comparative analysis of the results
generated by these methods provides a means for designers to make informed decisions on which
method is appropriate to their requirements and supports discussion of future work in urban fabric gen-
eration.
120 Gaëlle Baudoux Experimenting with a New Proposal for Digital Design 186 Veli Mustafa Yonder Decoding and Predicting the Attributes of Urban Public
Instrumentation: A Wizard of OZ method to study its Spaces with Soft Computing Models and Space Syntax
impact on activity Approaches
This paper is a continuation of a previous research in which we highlighted the limits of the current People spend a considerable amount of time in public spaces for a variety of reasons, albeit at vari-
transition between ideation and digital production, in particular to generate the Building Information ous times of the day and during season. Therefore, it is of utmost importance for both urban designers
Modeling models, and in wich we proposed an alternative transition through the semantic and digital and local authorities to try to gain an understanding of the architectural qualities of these spaces.
formalisation of the building based on an automatic interpretation of the architectural sketches. We Within the scope of this study, squares and green parks in Izmir, the third largest city in Turkey, were
must now study how to test this proposed transition technology. This paper presents the test set up to analyzed in terms of their dimensions, landscape characteristics, the quality of their semi-open spaces,
determine (1) how to extract meaning from the often ambiguous, incomplete and personal graphical their landmarks, accessibility, and overall aesthetic quality. Using linear predictor, general regression
traces for generating the building models and (2) how to return these generated models so that they neural networks, multilayer feed-forward neural networks (2-3-4-5-6 nodes), and genetic algorithms, soft
constitute an added value for the design activity. This arrangement consists of a Wizard of Oz type computing models were trained in accordance with the results of the conducted analyses. Meanwhile,
experiment immersing expert designers in this technology for a design capsule. The protocol includes using space syntax methodologies, a visibility graph analysis and axial map analysis were conducted.
the elaboration of the instrumented work environment and the collection of data via cameras and The training results (i.e., root mean square error, mean absolute error, bad prediction rates for testing
interviews. These experiments allow to obtain data documenting (1) the activities required to interpret and training phases, and standard deviation of absolute error) were obtained in a comparative table
architectural sketches and produce models, and (2) the design activities and human-machine interac- based on training times and root mean square error values. According to the benchmarking table, the
tions of the architects. network that most accurately predicts the aesthetic score is the 2-node MLFNN, whereas the 6-node
MLFN network is the least successful network.
164 Agit Coskun Integrating Additional Elements in Clay 3D Printing with Hu- 423 Tahmures Ghiyasi Layer-by-Layer Pick and Place Collaboration Between Human
man Intervention and Robot Using Optimization
The research demonstrates combining permanent wood structures and steel joints with concrete-clay Robotic pick-and-place (P&P) has been widely utilized in manufacturing and architectural construc-
3D printing. The study aims to investigate methods for the insertion of additional elements during the tion since the 1980s. However, the lack of inherent sensing capabilities in robots has limited their ability
3D process and explore methods for how to inform the 3D printed geometry towards the integration of to adapt and respond to changes in design or environment. To address some of these shortcomings,
external elements, including spatial, structural, and aesthetic requirements. As a step in the design pro- this paper proposes an interactive robotic brick-laying workflow using a vision-based sensing frame-
cess, the ideas of various infill patterns are executed through hand sketches at the beginning; then, the work to inform and optimize brick placements in consecutive layers. The proposed implementation
drawings are exported to Grasshopper parametrically at the scale. The connection types, infill density, is comprised of three major computational frameworks: (1) digitally reconstructing and analyzing the
and nozzle size are all considered when designing infills, and it is thought to specify the required lengths current state of the assembly, (2) optimizing placement targets based on the digital representation
between print paths on each print layer, nozzle size, and extrusion speed. Grasshopper is essentially of the environment and desired multi-objective optimization goals, and (3) planning robot motion for
used to test and simulate how 3D printing works while drawing with clay. Upon selecting the required the next layer of brick-laying. Within this workflow, the vision-based feedback pipeline simultaneously
form, openings are created on both sides of the walls where the additional elements are placed. Thus, reconstructs and localizes the already-built assembly. This geometric information constitutes the basis
a greater understanding of the material-fabrication process interaction and the possibilities offered by for the multi-objective optimization stage. The placement targets are adaptively calculated to build
computational design is required to integrate with these elements, which are timber, concrete, and the next layer upon the existing assembly while optimizing for structural stability, accounting for unfore-
steel. The subsequent phase of the investigation also included adding more features to the wall while seen deviations between layers, and allowing for human intervention and modification throughout the
printing it with human intervention, such as steel placements for the wooden structure. In this paper, process. By proposing an interactive robotic brick-laying workflow, the paper explores the prospects for
during the 3-month investigations, the research produced many physical prototypes with different infill leveraging the capabilities of robotic pick-and-place technology and integrating it with vision-based
strategies. The variations of the infills were enumerated and compared based on structural stability, aes- sensing frameworks to achieve optimal results in construction. Furthermore, by examining the effective-
thetic and functional purposes, infill density, and connection types in the infill (self-tangent, half-overlap, ness of a multi-objective optimization method as an adaptive design driver, this paper contributes to
and full overlap). One of these variations was chosen to create two walls for the design of a shelter as a the development of novel computational strategies that can enhance the flexibility and adaptability
case. The final prototype will give details of how the timber structures will be integrated into 3d printed of robotic construction systems.
walls with human intervention during the 3D printing process.
eCAADe2023
DAY 02
Sessions 4
4.3 - Text-to-Image-to-Design
21.09.2023 09:00 -10:30 Room: HS 5 Session Chair: TBA
#048 Christina Doumpioti
#068 Yuki Mugita
#137 Quintin Blaas
#145 Jonathan Dortheimer
#183 Ines Werker
#436 Mathias Bank Stigsen
074 Asterios Agkathidis Four-Dimensional Printing on Textiles Evaluating Digital 282 Jiri Vele Improving Buildability of Overhangs of 3D Printed Objects
File-to-Fabrication Workflows for Self-Forming Composite Shell Through Non-Planar Slicing Informed by Force Flow Analysis
Structures
The traditional method of data preparation for 3D printing, known as planar slicing, involves slicing the
This design-led research investigates the development of self-forming wearable composite structures 3D model into horizontal layers and printing them gradually. This is the simplest option with the main pa-
by printing embossed patterns out of flexible filament on pre-stretched textiles and releasing the stress rameter being layer height. However, this method has several limitations, including poor surface finish
after the printing has been completed, whereby time becomes the fourth dimension of the printing pro- with stair-stepping contours of layers at steep angles and a necessity to print additional support structure
cess. In particular, the study presents and compares three methods of ‘file-to-fabrication’ techniques for overhangs. Non-planar slicing is a newer method that involves slicing the 3D model into non-horizon-
for generating self-forming textile shell structures: The first is based on modified geometrical patterns in tal layers with varying layer heights. This technique is mostly explored in plastics, with observed improve-
relation to curvature analysis, the second on printed patterns related to their stress line simulation and ments in buildability, surface finish and reduction of cracking alongside the layers. In construction scale,
the third on an analysis of the anisotropic shrinking behaviour of stripe patterns. The findings emphasize non-planar printing is used primarily for achieving unique surface finish, or for printing on an uneven
the advantages and challenges of each method as well as present a comparative table chart high- base. Its potential for improving buildability is still yet to be properly tested. This paper examines how
lighting the relationship between material properties, pattern geometry and the formal vocabulary of non-planar layers can be derived with a help of force flow lines and how it affects the buildability. While
the composite shells. printing overhangs, shear force can ultimately break the interlayer bond and layers can start deforming
and sliding on top of each other, resulting in buckling, or even collapse. By guiding these forces into
the bulk of layers instead of interlayer bonds, printing capabilities can be improved. Goal of this paper
is to present how buildability of overhangs can be improved using non-planar slicing. Non-planar layers
209 Islam Salem Coupling Non-planar Robotic Clay Deposition with Multipoint are derived from force flow line simulations done in Karamba3D. For printing we use clay, as a fast and
Forming to Optimize the Manufacturing of Double Curved simple prototyping method with the aim to later utilise our findings into concrete printing
Façade Panels
Architects working on complex building geometries continually seek innovative processes to allow for
363 Julia Fleckenstein Revisiting Breuer through Additive Manufacturing: Passive
solar-control design strategies for bespoke concrete building
feasible and cost-effective construction. The mass customization of double curved building façade envelope elements
panels has been specifically challenging regarding surface continuity, panel accuracy and waste re-
duction. With advanced digital design and fabrication tools, architectural firms such as ZHA, Gehry With the IBM Research Center in La Gaude, France (1960-1962), the architect Marcel Breuer pioneered
Technologies, and Atelier Jean Nouvel have been pushing the limits to achieve enhanced building en- a novel industrial approach towards modular construction using precast façade elements for on-site
velope manufacturing solutions. Current research in materially-informed design-to-robotic production assembly, combining load-bearing and solar control functions in their configuration. This industrial pro-
(D2RP) explores the impact of robotic fabrication on enhancing production practices. Several panel duction method involved a high level of standardization, which was a practical response to the need
manufacturing methods have been proposed such as stretch bending, die forming, hydroforming, sin- for rapid and cost-effective construction systems. However, this standardization limited the ability to
gle and multipoint forming, the most successful being hybrid methods like multipoint stretch forming. In create custom elements to meet specific local requirements, such as variations in solar exposure. To
developing countries, the challenge of utilizing such materials and tools is amplified. In this paper, we overcome this limitation, new methods of Additive Manufacturing in Construction (AMC) could en-
introduce a method that couples the non-planar robotic deposition of clay as a material characterized hance design flexibility, allowing for bespoke designs while still maintaining industrialisable production
by its longevity, reduced heat transfer, low cost, low maintenance lightweight and local abundance, processes. This paper draws inspiration from Breuer’s building design with the aim to expand the con-
with multipoint forming to optimize the manufacturing of double curved façade panels in hot arid cli- cept of element prefabrication by incorporating performance-based and locally customized design
mates. A 6-axis robotic arm was used to produce multiple functionally double-curved panels by depos- approaches supported by AMC technology. As such, the authors present the method and results of an
iting clay in a non-planar fashion and normal to the surface of a multipoint forming machine that was experimental case study for multi-scale-differentiation of building envelope elements, which design was
designed and manufactured using 3D printed movable actuators to create adaptive molds. A work- informed by solar radiation simulations and AMC-related boundary conditions. The research describes
flow was developed using Grasshopper for develop a streamlined coupling between the rapid code an algorithmic based design-to-production workflow combining computational design and simulation
for the robotic simulation and depositing, and the multipoint forming synchronized actuator movement methods using geometry-based graphical methods for solar control and solar radiation simulations for
per clay panel, based on a given full building façade geometry. The resulting double-curved facade form-based changes, leveraging the potential of Selective Cement Activation (SCA) as an AMC tech-
panels were optimized structurally, materially, and spatially, and were shown to significantly reduce ma- nology. The workflow was tested and evaluated on behalf of the design and additive manufacturing of
terial waste with low environmental impact and accelerated rate of double-curved panel production. a building envelope element at full building scale.
Accounting for over 40% of global waste, the construction industry needs innovative approaches to
reduce its environmental impact. Excavation soil is currently considered waste and disposed of in land-
fills, accounting for about five times household waste and being the most significant source by volume.
246 Peter Massin Postdigital Natures: Digital-material hybrids for robotic 3D However, 80% of the extracted soil from construction sites is estimated to be uncontaminated and
printing of architectural elements could be reused. In parallel, 3D printing of concrete structures with non-standard geometry is still limit-
ed by complicated processes, which are challenging to upscale and be used for on-site construction
Since what is often referred to as the ‘digital revolution’ in architecture, novel materials and digital tools scenarios. This project proactively explores terrain as a resource for automated construction, specifically
have significantly altered architectural ecologies. The paper compares two case study projects as part using unprocessed soil as a reconfigurable moulding material for on-site 3D printing of geometrically
of ongoing research. Examining overlaps between the natural, the virtual, and the built environments, complex concrete elements. To do so, a novel robotic process was developed and tested in a lab-
it explores a variety of overlaps, continuities, and interfaces. Each project operates on the threshold of oratory environment, combining high-precision robotic earthwork and 3D printing aided by camera
what is conventionally considered the ‘natural’ and the ‘artificial’ in material, shape, and experience vision to account for the unpredictable behaviour of soil with unknown composition and properties.
contexts. Informed by theory, the projects establish nuanced interfaces between the digital and the The method was tested on a proof-of-concept experiment where concrete shell panels of topological
material. Both projects were fabricated using robotic 3D printing with a variety of materials. The paper complexity were successfully realised, extending the available design space for large-scale 3DCP with
describes and compares them concerning sustainability and provides an overview of the different spa- a reconfigurable, sustainable and low-cost approach
tial concepts of the two projects.
099 Arlind Dervishaj Modelling Precast Concrete for a Circular Economy in the 258 Soon Min Hong Development of Building Component Combination Algorithms
Built Environment for Generative Design-based DfMA Applications
In recent years, there has been a growing interest in adopting circular approaches in the built envi- The AEC industry faces challenges such as low productivity, high carbon emissions, labor shortages,
ronment, specifically reusing existing buildings or their components in new projects. To achieve this, and construction site accidents. To address these issues, the industry focuses on MMC and DfMA based
drawings, laser scanning, photogrammetry and other techniques are used to capture data on buildings on BIM. This research paper develops building component combination algorithms for generative de-
and their materials. Although previous studies have explored scan-to-BIM workflows, automation of 2D sign-based applications. Using GD, the proposed method optimises the layout and selection of building
drawings to 3D models, and machine learning for identifying building components and materials, a components while considering construction costs and a specified budget range. A case study of a
significant gap remains in refi ing this data into the right level of information required for digital twins, to five-component building system with four types of components demonstrates the method’s ability to
share information and for digital collaboration in designing for reuse. To address this gap, this paper pro- generate diverse design alternatives. Designers can efficiently explore and evaluate these alternatives
poses digital guidelines for reusing precast concrete based on the level of information need (LOIN) stan- based on economic and design criteria. However, the method has limitations, such as the exclusion of
dard EN 17412-1:2020 and examines several CAD and BIM modelling strategies. These guidelines can be MEP facilities as GD parameters and the focus on optimising the budget as a single goal. Nevertheless,
used to prepare digital templates that become digital twins of existing elements, develop information this study lays the foundation for applying DfMA in the early design stage and utilizing GD technology
requirements for use cases, and facilitate data integration and sharing for a circular built environment. in construction projects.
This paper aims to investigate the relations between architectural quality and financial feasibility of the
design for constructing a sustainable environment. how is it possible to make the architect a protagonist
of the design decision-making process, in which the financial impact on the final result is often most val-
ued? The design process is often the stage of conflicting processes, and in particular, most requirements
222 Angelo Massafra Enabling Bidirectional Interoperability between BIM and BPS aiming at design sustainability usually collide with the financial plan and investment feasibility. How
through Lightweight Topological Models can the architect manage these conflicting requirements at early stages of the design process and
keep track of their impacts as the design progresses in detail? During the design process, the architect
Building Performance Simulation (BPS) tools have become prevalent in the Architecture, Engineering, is responsible to generate options seeking to meet the objectives of the stakeholders, while balancing
Construction, and Operation (AECO) sector to assess building performance for various purposes. How- multiple criteria such as sustainability requirements, cost, aesthetics and other. The set of design objec-
ever, some challenges persist in achieving full interoperability between BPS and Building Information tives must not impair the other qualities of the building or subjugate them to the final cost. In this way,
Modeling (BIM). This paper proposes a different approach to BIM-BPS interoperability based on creating we propose a digital tool to assist the architect, based on customer feedback, in different stages of the
space-based Topological Models (TM) for data exchange using Visual Programming (VP) algorithms. architectural project. Considering that financial feasibility is an essential design objective, the architect
The VP approach allows for complex geometrical operations, the automatic reflection of changes can operate a central role in this process, by balancing design decisions. The method consisted of (1)
made to the BIM model in the BPS model, and easy synchronous modification of these models to en- definition of the calculation models, (2) computational implementation of the tool (composed of a BIM
courage design exploration. The proposed workflow is tested on the heritage building of the Faculty of modeling tool and an evaluation module), and (3) carrying out the case study. Initially, we present the
Engineering in Bologna, Italy, with the aim of establishing the basis for developing a Digital Twin (DT) of framework, with an approach to the different stages of the project, systematized in LOD. Then, the dif-
the building for optimising its energy management. This approach can also be used for the early-stage ferent calculation models were implemented in a BIM/VPI environment, following a modular structure.
analysis of new constructions, providing a comprehensive view of building performance. We show a case study based on a housing project. Finally, we implemented the tool in a professional
environment. Once a design program and a maximum investment value is defined for that program,
the tool allows to confront construction cost and sustainability objectives (e.g.: designing a nZEB - netZe-
ro Energy Building) along the design process at different levels of detail. The flowchart for our BIM/VPI
227 Jon Moorhouse Towards a Genome for Zero Carbon Retrofit of UK Housing algorithm is presented and discussed in regard to its possible contributions to the production of more
sustainable environments.
The United Kingdom has some of the worst insulated housing stock in Northern Europe. This is in part
due to the age of housing in the UK, with over 90% being built before 1990 [McCrone 2017, Piddington 350 Ugo Maria Coraglia A Methodological Approach to represent Climate
2020]. Moreover, 85% of current UK housing will still be in use in 2050 by which stage their Government Change Impacts on Buildings
are targeting Net Carbon Zero [Eyre 2019]. Domestic energy use accounts for around 25% of UK car-
bon emissions. The UK will need to retrofit 20 million dwellings in order to meet this target. If this delivery The main aim of the research is to propose a methodological approach to permit an assessment of
were evenly spread, it would equate to over 2,000 retrofit completions each day. Government-funded the climate change impacts on buildings and their lifecycle, also by making the process computable.
initiatives are stimulating the market, with upwards of 60,000 social housing retrofits planned for 2023, but Climate change is a problem that designers and professionals in the AEC sector have begun to tackle
it is clear that a system must be developed to enable the design and implementation of housing-stock more consistently and intensively in recent years. From the perspective of building sustainability in its
improvement at a large scale.This paper charts the 20-year development of a digital approach to the entire life cycle, in fact, the problem of changing conditions in which the building ‘lives’ cannot be ig-
design for low-carbon domestic retrofit by architects Constructive Thinking Studio Limited and thence nored, since many times they can be completely different from those in which it was designed and built.
documents the emergence of a collaborative approach to retrofit patterns on a National scale. The Recent research has shown how the use of BIM models, more systematic and relevant in the last few
author has led the Research and Development stream of this practice, developing a Building Informa- years, can be one of the best strategies for the management of new constructions and renovations in
tion Modelling methodology and integrated Energy Modelling techniques to optimise design for hous- the different phases that characterise a building, from its design to its realisation and up to its renovation
ing retrofit [Georgiadou 2019, Ben 2020], and then inform a growing palette of details and a database or change of use. That is not only due to the accurate 3D model, but especially thanks to the consider-
of validated solutions [Moorhouse 2013] that can grow and be used to predict options for future proj- able availability of data and information related to the Building Object in question. The management
ects [D’Angelo 2022]. The data is augmented by monitoring energy and environmental performance, of the simulation through a game engine, on the other hand, allows the user to live a direct experience
enabling a growing body of knowledge that can be aligned with existing big data to simulate the ben- in real-time. In this research, therefore, through the use of BIM models (Autodesk Revit) as a database
efits of nationwide stock improvement. The paper outlines incremental case studies and collaborative (DB) of building-related data and combined and enriched with those obtained from other DBs from
methods pivotal in developing this work The proposed outcome of the work is a Retrofit Genome that is case studies and literature, it is possible to obtain a useful database which allows, through algorithms
available at a national level. implemented within a game engine (Unity 3D), to visualise existing problems according to the date of
construction and/or renovation.
048 Christina Doumpioti Text to Image to Data 145 Jonathan Dortheimer Think AI-side the Box! Exploring the Usability of text-to-image
generators for architecture students
Recent advancements in text-to-image technology have transformed the landscape of computational This study examines how architecture students use generative AI image generating models for architec-
creativity by enabling the generation of conceptual images. By implementing innovative standards for tural design. A workshop was conducted with 25 participants to create designs using three state-of-the-
image generation, we can now shift our focus from the constraints of notational design communication art generative diffusion models and BIM or 3D modeling software. Results showed that the participants
to more purposeful reflection, opening up new design possibilities for future architectures informed by found the image-generating models useful for the preliminary design stages but had difficulty when the
contemporary ideas, concepts, and concerns. In light of the pressing climatic crisis, this paper specifi- design advanced because the models did not perform as they expected. Finally, the study shows areas
cally explores the relationship between text-to-image generation and the integration of environmental for improvement that merit further research. The paper provides empirical evidence on how generative
sensibility, aiming to explore how digital information (bits) can translate into physical reality (atoms). diffusion models are used in an architectural context and contributes to the field of digital design
Our case study focuses on specific residential building typology and its façade morphology to analyse
the environmental responsiveness of the design. We propose a workflow that merges creative and
analytic processes, through different stages, including diffusion-generated conceptual images, 2D to
3D through depth-mapping and point-cloud meshing, semantic segmentation analysis and sunlight
simulation. The paper describes the methods and their combination into a coherent workflow, outlines
encountered setbacks, and suggests stages for further improvement.
068 Yuki Mugita Future Landscape Visualization by Generating Images Using a 183 Ines Werker Open AI in the Design Process - To what extent can text-to-
Diffusion Model and Instance Segmentation image software support future architects in the early design
process?
When designing a new landscape, such as when demolishing buildings and building new ones, visu-
al methods are effective in sharing a common image. It is possible to visualize future landscapes by The laborious creation of digital images could soon be a thing of the past. Text-to-image software gen-
making sketches and models, but this requires a great deal of skill and effort on the part of the creator. erates images from text descriptions through artificial intelligence, the AI can map entirely new con-
One method for visualizing future landscapes without the need for specialized skills or labor is image cepts and create images in a variety of artistic styles. Existing text-to-image software is already publicly
generation using deep learning, and a method has been proposed of using deep learning to generate available, but does it live up to its promise, and can it be more useful to architects in their search for
landscape images after demolishing current buildings. However, there are two problems: the inability inspiration than previous software that uses visual search to display images?In this paper, we address
to remove arbitrary buildings and the inability to generate a landscape after reconstruction. Therefore, the opportunities and problems of text-to-image software. To answer our question, we use a key study,
this study proposes a future landscape visualization method that integrates instance segmentation and this is divided into two user groups. The subjects of group A are to use DALL·E 2 to search for inspiration
a diffusion model. The proposed method can generate both post-removal images of existing buildings for a design whose task is: Design a museum with a boat dock. The same design task is also given to
and post-reconstruction images based on text input, without the need for specialized technology or la- the subjects of group B, with the difference that they are to use Pinterest to find inspiration.We will then
bor. Verification results confirmed that the post-removal image was more than 90% accurate when the contrast the results of these surveys. We will document the differences of the user experience and the
building was removed and replaced with the sky. And the post-reconstruction image matched the text output of DALL·E 2 to Pinterest as well as about advantages and disadvantages of DALL·E 2 and possi-
content with a best accuracy of more than 90%. This research will contribute to the realization of urban ble future developments, and application areas of text-to-image software.
planning in which all project stakeholders, both professionals and the public, can directly participate by
visualizing their own design proposals for future landscapes.
137 Quintin Blaas Reconsidering Artificial Intelligence as Co-Designer 436 Mathias Bank Stigsen AI Diffusion as Design Vocabulary - Investigating the use of AI
image generation in early architectural design and education
The research in this paper is presented from the perspective of a designer interested in investigating This paper investigates the potential of Text-to-Image AI in assisting the ideation phase in architectural
using artificial intelligence, specifically machine learning, to act as a co-pilot during architectural design design and education. The study proposes a structured workflow and tests it with first-year architecture
phases. Significant recent interest has been evident in, for instance, rapidly developing text-to-image students. It aims to create a comprehensive design vocabulary by using AI-generated images as pri-
and intelligent chat AI areas. However, we have a particular focus and have undertaken a series of fea- mary design references and incorporating them into a modelling workflow. The paper implements a
sibility experiments to explore the potential for enabling a designer’s exploitation of machine learning, process combining specific vocabulary extraction, image generation, 2D to 3D translation, and spatial
and consequently in effect, using machine learning as a co-designer. We conclude that the industry composition within a six weeklong design course. The findings suggest that such a process can enhance
would need to develop certain protocols to take advantage of the opportunities available through the ideation phase by generating new and diverse design inspirations, improve spatial understanding
such an AI-assisted approach. through the exploration of various design elements, and provide students with a targeted visual vocab-
ulary that helps define design intention and streamlines the modelling process
012 Shahram Elastic Choreographies: A robotic bending active structure 472 marianna Urban Scale Digital twins Vis-à-Vis Complex Phenomena:
interacting with humans Datafication and social and environmental equity
Minooee Sabery Charitonidou
This research explores the interaction between an actuated space and its human occupant. The re- The paper analyses the role of the urban scale digital twins in conceiving and designing urban spaces.
search was carried out using a model consisting of a bending active textile hybrid material system, Urban scale digital twins are virtual replicas of cities. Within the current context of data-driven societies,
which leverages architectural elastic robot capabilities and the potentials of soft forms to create artistic they are often used to test scenarios related to sustainable environmental design. An important reorien-
performances. tation concerning the role of the urban scale digital twins in urban planning is that from technical to the
socio-technical perspectives. The debates on Smart Cities often focus on technical issues, neglecting
the social issues concerning urban planning. At the core of the paper is the idea that in order to com-
bine environmental equity and social equity, it is pivotal to bring together the social and the technical
viewpoints of urban planning. This can become possible through the adoption of socio-technical per-
spectives. The paper explores the role of complexity perspectives based on new types of urban data
in reshaping urban planning decision making methods. It pays special attention to datafication, Smart
086 Tamar Nix Crochet Digital Assemblage - Notes on additive manufactur- Cities, digital exclusion, Big Data, IoT, AI, Machine Learning, automated data collection, and data an-
ing of textile in architecture alytics. It also investigates how urban scale digital twins can measure, describe and analyze complex
phenomena. Particular emphasis is placed on how urban scale digital twins help develop new data
The past decade has seen a growing interest in the use of textiles in architecture, driven by advance- driven scenarios, promote sustainable development goals, and shape new participatory design meth-
ments in digital knitting technology. However, while digital knitting machines have enabled the creation ods. At the center of the paper are the following main characteristics of urban scale digital twins: firstly,
of 3D-shaped textiles, they still face limitations in terms of handling complex topologies, output scale, their ‘scalability’; secondly, their ‘predictability’, which becomes possible thanks to the use of simulation
and material thickness. This study proposes crochet as an alternative to knitting in large-scale applica- algorithms; thirdly, their capacity to integrate new elements thanks to the use of IoT sensors, and data
tions due to its ability to create seamless 3D shells. Although there have been significant advances in the undated concerning in situ real-time data, and, finally, their capacity to enhance cooperation due to
computation of crochet instructions, placing it within the context of additive manufacturing, a digital the fact that they can be broadly accessible.
fabrication method for volumetric crochet is still lacking. This paper offers a comprehensive overview of
the recent history of computational tools utilized in fabricating continuous yarned 3D textiles together
with an in-depth comparison to reveal the significant differences between knitting and crochet. It then
proceeds to identify the relevant design attributes for a novel technology by analyzing hand gestures 224 Veli Mustafa Yonder The Role of the Computational Designer From Computer-Aid-
and toolpaths. Finally, the paper presents a novel digital fabrication device designed for large-scale ed Design to Machine Learning-Aided Design: A study on
crochet frameworks, which highlights the considerable advantages of crochet over other related fab- generative models and design prompts
rication methods. The proposed robotic device employs patented technology, which enables unprec-
edented fabrication capabilities in the field and opens new prospects for incorporating large-scale The rising sophistication of digital design technologies and instruments requires computational designers
textiles in architecture. to acquire a broader set of abilities, such as expertise in a variety of digital models, scripting languages,
and the ability to manage complicated data models. In the field of design, the concepts of machine
learning-aided design and data-driven techniques contribute to the production of various and nu-
merous design possibilities. Ultimately, this will lead the computational designer to redefine his or her
power over the design protocol. In this paper, ChatGPT-3.5, Dall-E v2, and Stable Diffusion, cutting-edge
artificial intelligence models, are used to construct sample design scenarios. Using a text mining appli-
cation, the scenario-specific prompts were examined to explore these models’ computational design
potential.
142 Qianbin Xu Frameworks in Flexible Timber Design Systems Combining
Mortise-Tenon Joints and Discrete Timber Blocks
Mortise-tenon joints (MTJs) have widely been used in traditional Chinese timber frames (TCTF) while rare-
ly applied in contemporary design. This research investigates whether computational design of discrete
architecture through employing the shape grammars approach allows for flexible timber architecture
with MTJs to re-imagine the TCTF for contemporary architecture. Through critical analysis of a few avail- 426 Amin Adelzadeh Wave-edge Modeling Method for Segmented Timber Plate
Shell Structures: A computational tool for optimizing the bond-
able frameworks in timber design systems, this paper develops a new framework that combines MTJs
ing area of CLT joints
and discrete timber blocks to generate architectural forms through rule-based shape grammars. To this
end, this research initially explores the characteristics and importance of MTJs in TCTF, along with the The paper presents an algorithmic modeling tool for segmented timber shell structures made of glued wave-edge
potential of its application to contemporary architecture. It then analyses the reconfiguration of timber CLT plates. The goal is to provide a larger bonding area and thereby higher adhesive strength between plates,
blocks with MTJs in discrete strategies. Further, it explores the applicability of parametric shape gram- especially where a higher tension-resistant capacity is required. In addition to a number of contemporary research
mars in generating various architectural forms of discrete blocks with MTJs. Ultimately, this paper syn- for exploring stereotomic modules, the inspiration is taken from the long history of the traditional glued finger joints
in carpentry where they are used for providing higher interlocking capacity and adhesive strength. The structural
thesizes the relevance of MTJs’ principles and modular system to discrete design strategies and shape
performance of regular and glued finger joints is directly proportional to the bonding area between adjoining ele-
grammars for the framework of a flexible timber design system. This system will create a hybrid design ments where they are interlocked and glued. Hence, expanding the shared faces would intrinsically magnify the
approach to timber design with MTJs for contemporary applications in further research. structural performance of the glued finger joints. The paper presents the modeling method of a material-efficient,
grain-informed, and structurally-optimized wedge edge joint system for the multi-shaped shell structures where the
wave pattern is chosen for generating smoother fabrication toolpaths compared to any sharp-cornered pattern.
The algorithm developed by the authors can efficiently maximize the glue bond by optimizing the wave-edge prop-
erties dynamically with respect to the geometric design, material system, and structural analysis within a feedback
loop. The wave-edge properties directly affect the material waste and fabrication time and cost; therefore, the
production parameters could be directly considered and controlled within the design process. The algorithm is able
to produce the structural data model for the direct RFEM structural analysis, and fabrication data for automated
production of multitude elements. The paper argues the application possibilities and limitations of the joint system for
multi-shaped timber plate shells made of a multitude of geometrically-differentiated timber plates.
eCAADe2023
DAY 02
Sessions 5
044 Ingrid From Linear to Manifold Interpolation: Exemplifying 250 Adam Sebestyen Generating Conceptual Architectural 3D Geometries with
the paradigm shift through interpolation Denoising Diffusion Models
Mayrhofer-Hufnagl
Generative deep learning diffusion models have been attracting mainstream attention in the field of 2D
The advent of artificial intelligence, specifically neural networks, has marked a significant turning point image generation. We propose a prototype which brings a diffusion network into the third dimension,
in the field of computation. During such transformative times, we are often faced with a dearth of with the purpose of generating geometries for conceptual design. We explore the possibilities of gen-
appropriate vocabulary, which forces us to rely on existing terms, regardless of their inadequacy. This erating 3D datasets, using parametric design to overcome the problem of the current lack of available
paper argues that the term “interpolation,” typically used in deep learning (DL), is a prime example of architectural 3D data suitable for training neural networks. Furthermore, we propose a data represen-
this phenomenon. It is not uncommon for beginners to misunderstand its meaning, as DL pioneer Fran- tation based on volumetric density grids which is applicable to train diffusion networks. Our early proto-
cois Chollet (2017) has noted. This misreading is especially true in the discipline of architecture, and this type demonstrates the viability of the approach and suggests future options to develop deep learning
study aims to demonstrate how the meaning of “interpolation” has evolved in the second digital turn. generative 3D tools for architectural design.
We begin by illustrating, using 2D data, the difference between linear interpolation in the context of
topological figures and its use in DL algorithms. We then demonstrate how 3DGANs can be employed
to interpolate across different topologies in complex 3D space, highlighting the distinction between lin-
ear and manifold interpolation. In both 2D and 3D examples, our results indicate that the process does
not involve continuous morphing but instead resembles the piecing together of a jigsaw puzzle to form
many parts of a larger ambient space. Our study reveals how previous architectural research on DL has
employed the term “interpolation” without clarifying the crucial differences from its use in the first digital
turn. We demonstrate the new possibilities that manifold interpolation offers for architecture, which ex-
tend well beyond parametric variations of the same topology.
166 Ximing Zhong Building-GNN: Exploring a co-design framework for generat- 328 Alexis Andreou Rethinking Architectural Design Process using Integrated
ing controllable 3D building prototypes by graph and recur- Parametric Design and Machine Learning Principles
rent neural networks
Artificial Intelligence (AI) has the potential to process vast amounts of subjective and conflicting infor-
This paper discusses a novel deep learning(DL) framework named Building-GNN, which combines the mation in architecture. However, it has mostly been used as a tool for managing information rather
Graph Neural Network (GNN) and the Recurrent neural network (RNN) to address the challenge of gen- than as a means of enhancing the creative design process. This work proposes an innovative way to
erating a controllable 3D voxel building model. The aim is to enable architects and AI to jointly explore enhance the architectural design process by incorporating Machine Learning (ML), a type of Artificial
the shape and internal spatial planning of 3D building models, forming a co-design paradigm. While Intelligence (AI), into a parametric architectural design process. ML would act as a mediator between
the 3D results of previous DL methods, such as 3DGAN, are challenging to control in detail and meet the the architects’ inputs and the end-users’ needs. The objective of this work is to explore how Machine
constraints and preferences of architects’ inputs, Building-GNN allows for reasoning about the complex Learning (ML) can be utilized to visualize creative designs by transforming information from one form to
constraint relationships between each voxel. In Building-GNN, the GNN simulates and learns the graph another - for instance, from text to image or image to 3D architectural shapes. Additionally, the aim is
structure relationship between 3D voxels, and the RNN captures the complex interplaying constraint to develop a process that can generate comprehensive conceptual shapes through a request in the
relationships between voxels. The training set consists of 4000 rule-based generated 3D voxel models form of an image and/or text. The suggested method essentially involves the following steps: Model
labeled with different degrees of masking. The quality of the 3D results is evaluated using metrics such creation, Revisualization, Performance evaluation. By utilizing this process, end-users can participate
as IoU, Fid, and constraint satisfaction. The results demonstrate that adding RNN enhances the accura- in the design process without negatively affecting the quality of the final product. However, the focus
cy of 3D model shape and voxel relationship prediction. Building-GNN can perform multi-step rational of this approach is not to create a final, fully-realized product, but rather to utilize abstraction and pro-
reasoning to complete the 3D model layout planning in different scenarios based on the architect’s cessing to generate a more understandable outcome. In the future, the algorithm will be improved and
precise control and incomplete input. customized to produce more relevant and specific results, depending on the preferences of end-users
and the input of architects.
221 Chowdhury Ali Imam 3D Voxel Grammar of Mangalabas (Goodwill House) 392 Mikhael Johanes Generative Isovist Transformer: Machine learning for spatial se-
quence synthesis
Mangalabas (Goodwill House) is a historic multi-court mansion in Farashganj, Old Dhaka, Bangladesh. While isovists have been used widely to quantify and analyze architectural space, its utilization for gen-
The spatial layout combines multiple courtyards, demonstrating how the courtyard is an integral part erative design still needs to be explored. On the other hand, advanced deep learning has shown op-
of traditional Bengali houses and vernacular buildings. During the British colonial period, Mangalabas portunities for data-driven generative design. This research revisits the isovist capacity to represent ar-
and many other multi-court mansions were built in Dhaka by combining the native spatial organization chitecture as a series of spatial sequences and extends the role of isovists beyond merely a perception
of courtyard buildings with imported European elements (Rahmam and Haque, 2001). This typology is model to projective agents. This paper presents the development of GIsT: Generative Isovists Transformer
unique to Bangladesh and offers configurations with spatial, social, and environmental values that are in sampling, learning, and generating architectural spatial sequences. By coupling isovists with discrete
often missing from contemporary housing in Dhaka. This paper revisits the vernacular essence of Bengali representation and generative deep learning models, we untapped the generative potential of isovist
courtyard-based living and presents a 3D voxel-based interpretation of Mangalabas to promote the representation for spatial sequence synthesis. We demonstrated its capacity to learn the architectural
potential of this building form. The research focuses on inferring shape rules of the volumetric compo- spatial sequence and extendability via few-shots learning. The results show a promising direction toward
sition to understand the programmatic relations between the courtyards and overall massing. Voxels integrating data-driven experiential spatial synthesis in future computational design tools.
are used to represent these relationships in a straightforward way and to strategize for the computer
implementation of grammar in future work. The current study sets a foundation for understanding this
Bengali housing type and the logic of its building form as a basis for designing new housing prototypes
that learn from this vernacular.
123 Mili Kyropoulou Modeling Photosynthetically Active Radiation using 296 Ayoub Lharchi Sensing and Augmenting for Adaptive Assembly Strategies
a Spectrally Weighted Raytracing Approach
Green infrastructure in cities is associated with numerous benefits, such as decreasing temperatures, This paper introduces an innovative integrated approach to design, simulate, and test assembly strate-
mitigating urban heat islands, improving air quality and thermal comfort, reducing energy consump- gies that adapt to tolerances and geometric variations. Traditional Design for Assembly (DfA) methods,
tion, and improving quality of life. Although including urban green areas in cities is often presented as while effective for well-known materials and predetermined design parameters, exhibit limitations in
a viable design strategy, the feasibility of establishing specific vegetation types within geometrically addressing unknown parameters and unpredictable material behavior. Our research employs tech-
complex microclimates resulting from solar exposure differences is often disregarded. This article pres- niques such as 3D scanning, laser projection, and early 1:1 prototyping to develop a flexible adaptive
ents the development of a methodology to generate annual estimates of photosynthetically active assembly model, accommodating last-minute structural and site condition changes. We demonstrate
radiation (PAR) in outdoor spaces. The methodology employs the Radiance raytracing system and our novel workflow through the assembly and installation of a large-scale demonstrator at the AEDES
custom scripts to calculate hourly averages of PAR in terms of photosynthetic photon flux density (PPFD) gallery in Berlin, consisting of 24 variable-size 3D printed panels attached to a brick wall. By creating an
using a novel wavelength-based calculation. A computational tool was developed which can provide initial assembly model using early detailing and a preliminary assembly sequence, we maximized the
light availability in PPFD and be converted to daily light integral (DLI), a variable commonly used to number of adaptable design parameters. An agent-based model was utilized to identify wall connec-
assess plant growth potential. A case study demonstrates the importance of the geographic location, tion locations based on site constraints and fastener accessibility. Upon completing panel production,
the sky conditions, and the definition of the growing season for optimum utilization of the tool. Urban we used industrial laser projectors to compare digital files to actual pieces and 3D scanning to acquire
farmers, city planners, and landscape designers can benefit from this computational method that pro- accurate panel connection positions. This information enabled the regeneration of connection points
vides modeled light conditions to inform plant selection, especially within a dense urban environment. with precise angles and dimensions and informed the final assembly sequence. On-site laser projection
facilitated the efficient assembly of the structure. Our approach paves the way for more accurate and
adaptable construction methods in complex architectural projects.
144 Naufal Andi Irsyad Tropical Responsive Envelopes for Urban Heat Island 354 Natalie Walter Simulating Acoustic Performance of Mycelium-Based Sound
mitigation in tropical countries Absorption Panels
Since tropical countries present wet and dry seasons all year round, the objective of solar envelopes This research explores the viability of mycelium-based composites, a biomaterial derived from living
significantly shifts and aims to minimize the penetration of direct sun access to the buildings, due to high fungus, for the fabrication of acoustic panels. We investigate the use of computer simulations to under-
temperatures. As a consequence, the air conditioner (AC) frequently becomes a short-term solution stand the effects of different parameters related with the design and configuration of mycelium-based
to mitigate a building’s temperature, which unfortunately contributes to an annual increase in energy acoustic panels on room acoustics. Given that mycelium-based composites are novel materials and
consumption. Accordingly, shading conditions become considerably relevant for urban form gener- lack comprehensive acoustical data, we employ the results of impedance tube tests to gather the
ation in tropical contexts, especially to reduce the UHI effect for tropical high-rise building areas. The composites’ sound absorption coefficients. This material-specific data is then used as an input for simu-
concept of tropical responsive envelopes is then proposed not only to create shading for adjacent lations, using ray-tracing and image-source methods.
buildings but also to perform self-building protection that refers to self-shading envelopes. This concept
specifically deals with solar-radiation reduction in order to achieve appropriate daylight in both the pro-
posed building and the surrounding context. To do so, a solar protection plane and ray tracing analysis
are performed based on shading performance criteria. In parallel, solar radiation simulation is applied
to identify potential solar collectors on the building surfaces. This provides architects with a comprehen-
sive method of tackling passive solar design strategy for urban equatorial climates
105 Sevde Karahan The Role of Game Space on Spatial Knowledge Acquisition in 253 Eonyong Kim Using Digital Twins for Architectural Heritages
Archaeological Sites: A pilot study
This paper focuses on using a game approach on archeological heritage sites and possibilities for using This research project explores the use of digital twin technology and sensor hub data for the pres-
a location-based game for spatial knowledge acquisition through game space. We propose a loca- ervation and management of architectural heritages. The project focuses on the development of a
tion-based game design and a research strategy to decode the spatial information acquisition in the comprehensive management system for traditional buildings in Andong, South Korea, utilizing digital
archaeological site sample through user behaviors and cognitive map representations in both spaces twin technology and sensor hub data. The project aims to critically examine the use of digital twin tech-
(the physical and game space). Our research, part of an ongoing study, presents user experiments’ nology and investigate the efficacy of different methodologies for creating detailed digital models of
results conducted on the Kültepe Kanesh Karum, Kayseri archeological site, including two setups (sight- traditional buildings, including laser scanning and photogrammetry. Real-time data from sensor hubs
seeing and game experience) with four participants for each. The collected data includes user traces installed at the sites is collected and analyzed to provide stakeholders with a comprehensive and dy-
in the environmental setting using GPS tracking and user experience feedback of sketch map drawings namic understanding of the buildings’ condition. Infrastructure obstacles, such as a lack of power for
and expressions. Collected data encoded with the spatial legibility parameters (road, node, and land- sensors and LTE routers, are addressed through the implementation of sustainable and effective solu-
marks) and interpreted separately and comparatively for both experimental groups. Our initial results tions such as solar power. The project aims to develop best practices and insights for the preservation
indicate the potential of the game space and its effect on acquiring spatial knowledge. and management of architectural heritages using digital twin technology and contribute to the field of
heritage conservation.
161 Xiaolu Wang Photogrammetry Enables the Critical Reinterpretation and 397 Daniele Melo Santos Automating the Adaptive Reuse of Cultural Heritage: A
Regeneration of Architectural Heritage computational framework for reconfiguring historic masonry
Paulino buildings
Photogrammetry is a digital technique that uses 2D images to create 3D models, which has various
applications in cultural heritage such as documentation, digital tourism, and restoration, which mainly Adaptive reuse is a challenging problem that combines spatial, structural, and architectural require-
focus on current and future needs. However, there is limited literature regarding on how photogram- ments, along with current restrictions in design, enhanced in buildings with heritage value. In this scenar-
metry can be used for better research of architectural history. Photogrammetry is a potential tool to io, generative design techniques allow for exploring different arrangements for a pre-defined problem,
obtain a comprehensive exploration of the past. A more comprehensive exploration of the past will assisting professionals during complex design tasks. Therefore, this work explores the potential of Shape
certainly have an impact on the sustainable regeneration of architectural heritage. Therefore, this pa- Grammars in generating solutions for the adaptive reuse of Sobrado buildings, the prevalent typolo-
per aims to bring forward digital application as a research method of historical interpretation by using gy in the historic center of São Luís. This paper focuses on the computational implementation of the
photogrammetry. The research implemented the photogrammetric method to investigate the site of transformation rules using rhino script syntax and python. The methodology proposes a framework for
‘UNESCO Foguang Monastery’ in China by collecting aerial photographs using drone, then employed adapting buildings into multi-family apartments, considering existing spatial and structural requirements.
Reality Capture software to create a 3D model of the mountain monastery. Through this 3D model of It investigates the allocation of three apartment types in the floor plan: studios, one-bedroom, and
the monastery and its vicinity, the artificial gullies around the enclosed courtyard, as a part of religious two-bedroom apartments. The adopted strategy for the distribution of internal spaces considers existing
landscape, were discovered for the first time by the author. This discovery promotes the understanding elements, such as windows and balconies, allowing to benefit from the natural daylighting character-
of religious landscape history because the gullies create land boundaries and define the sacred place istics of the buildings, following the original projects during the XVIII and XIX centuries. An interactive
that presents Buddhist cosmology. This finding indicates that in transforming a common land into a sa- approach is implemented to explore the potential of generating diverse spatial arrangements during
cred site, Buddhists not only erected monastic monuments, but also considered the religious landscape. the adaptive reuse process.
This study also aims to inspire historical architecture researchers to employ digital methods and broaden
their perspective on surveying architectural heritage, particularly in relation to their landscape scale.
474 Dominik Lengyel Mental modelling - CAAD for translating verbal scientific hy-
potheses about architecture
211 Doğan Kalak Experiencing Cultural Heritage Through Gamification Reconsidering CAAD, it can be stated that the technical possibilities are no longer an obstacle to
– Mardin orphanage accomplishing what one wants to achieve. The reflection and the discourse now concern rather the
product that is produced with its aid. The second digital turn is thus one back to the matter. The digital is
This paper presents early-stage research about the role of gamification in experiencing cultural heritage ubiquitous. But this does not apply to its teaching by a long shot. Here, it is essential to continueto reflect
strongly within the sociological context, specifically focusing on the transformation of the old orphan- on the specifics of the digital, above all the danger of automatisms. Nevertheless, at the core of the
age located in the historical city center of Mardin. The study acknowledges the significance of the research on the use of the CAAD is the content, and here the authors have developed a method for vi-
old orphanage as an architectural heritage exemplar, built of natural Mardin stone, situated within a sualising uncertainty in the knowledge of archaeology, historical building research and art history. It is a
unique historical and archaeological urban environment. However, it recognizes the challenges of pre- translation of vague verbal hypotheses into the visual. This is obviously done via CAAD, since the hypoth-
serving the building’s heritage value, which necessitate surpassing the superficial restoration methods eses are statements about space, about architecture. What is special about this method is the balance
applied to adapt it into a hotel. The primary motivation of this research is to develop a method for cre- between scientificity and vividness. Usually, a great adherence to scientificity leads to schematic dia-
ating a navigable and interactive virtual replica of the orphanage, centering on the processes and out- grams, far from any architectural expression, informative but not immersive. Vivid visualisations, on the
comes of transferring its heritage value. To achieve this, the paper initially outlines the documentation other hand, are usually speculatively charged life pictures, based in a scientific statement, but enriched
and analysis procedures employed, utilizing photogrammetry to capture the past and current states of by pure fantasy to such an extent that the scientific content is either drowned out or even distorted. The
the orphanage. Subsequently, participants engage with a gamified and realistic digital replica of the way in which the authors translate scientific statements into the visual therefore utilises two traditional
orphanage, involving task-based interactions and scenario-based experiences. The paper concludes and genuine sub-disciplines of architecture, model building and photography. While the CAAD model
by presenting preliminary results concerning participant reactions to the initial virtual model, delivered follows the scientific hypothesis in its abstraction, it is the rules of architectural photography that create
through a VR device. By raising awareness about the significance of restoring and preserving historical a vivid and thus architecturally interpretable vision from this abstract geometry. The distinctive charac-
heritage, this study aims to positively impact the domains of tourism, education, and conservation. Fur- teristic is that CAAD is not used to construct or simulate architecture, but to translate verbal hypotheses,
thermore, it intends to shed light on future research opportunities in the field of digital cultural heritage. so basically it is Computer Aided Mental Modelling.
138 Nichol Wong Catenary Wooden Roof Structures: Precedent knowledge for 384 John Conrad Concrete Printed Gyroid Column: A structurally optimized,
future algorithmic design and construction optimisation sand layer supported printing method
The timber industry is expanding, including construction wood product applications such as glue-laminated wood
prod-ucts (R. Sikkema et al., 2023). To boost further utilisation of engineered wood products in architecture, further The gyroid is a triply periodic minimal surface (TPMS) that efficiently distributes high stress under com-
development and optimisation of related tectonic systems is required. Integration of digital design technologies in pression loading. Despite the gyroid’s geometric ability to evenly distribute load, it has yet to be more
this endeavour pre-sents opportunities for a more performative and spatially diverse architecture production, even in broadly introduced to concrete additive manufacturing (AM). In part, this is due to the difficulty of ef-
construction contexts typified by limited means and/or resources. This paper reports on historic precedent case study
fectively printing the steep sinusoidal cantilevers, which are inherent to the cellular nature of the gyroid
research that informs an ongoing larger study focussing on novel algorithmic methods for the design and production
of lightweight, large-span, catenary glulam roof structures. Given their structural operation in full tension, catena- geometry, with cementitious material. Consequently, the employment of the gyroid in AM has been
ry-based roof structures substantially reduce material needs when compared with those relying on straight beams limited to small and nano scale AM applications. This research paper integrates a reusable support ma-
(Wong and Crolla, 2019). Yet, the manufac-ture of their non-standard geometries typically requires costly bespoke terial to 3D print concrete gyroid structures on layers of sand that are continuously added. Therefore,
hardware setups, having resulted in recent projects trending away from the more spatially engaging geometric the cantilevers produced during the 3D printing process are supported by the sand as the gyroid print
experiments of the second half of the 20th century. The study hypothesis that the evolutionary design optimisation increases in height. This research paper demonstrates a sand layer supported printing (LSP) method to
of this tectonic system has the potential to re-open and expand its practically available design solution space. This 3D print a structurally optimized concrete gyroid column. The resulting column demonstrates a para-
paper covers the review of a range of built projects employing catenary glulam roof system, starting from seminal metric method whereby complex gyroid structures can be structurally optimized and manufactured
historic precedents like the Festival Hall for the Swiss National Exhibition EXPO 1964 (A. Lozeron, Swiss, 1964) and the
using sand as a layer-by-layer support material.
Wilkhahn Pavilions (Frei Otto, Germany, 1987), to contemporary examples, including the Grandview Heights Aquatic
Centre (HCMA Architecture + Design, Canada, 2016). It analysis their structural concept, geo-metric and spatial
complexity, fabrication and assembly protocols, applied construction detailing solutions, and more, with as aim to
identify methods, tools, techniques, and construction details that can be taken forward in future research aimed at
minimising construction complexity. Findings from this precedent study form the basis for the evolutionary-algorithmic
design and construction method development that is part of the larger study. By expanding the tectonic sys-tem’s
practically applicable architecture design solution space and facilitating architects’ access to a low-tech produ-
ci-ble, spatially versatile, lightweight, eco-friendly, wooden roof structure typology, this study contributes to environ- 439 Amin Adelzadeh ReciprocalShell: A hybrid timber system for robotically-fabri-
mentally sustainable building. cated lightweight shell structures
Reciprocal timber systems have been widely studied, however they have never been directly applied to the seg-
mented timber shell structures as cross bracing of the polygonal topologies. For the first time, this paper presents an
353 Nicholas van Son Hybrid Thermoplastic-Composite Building Components
innovative hybrid timber system developed for design and construction of the robotically-fabricated lightweight
timber shell structures. The paper integrates two configurations of wood beams: polygonal framing and reciprocal
The development of additive manufacturing (AM) technology has unlocked new geometric and material poten- bracing. While, the polygonal topology of facets enables a constant distance offset for the thickness of the shell, the
tials for architecture and construction. While large-scale implementation of AM continues to be a popular research reciprocal configuration allows for cross bracing of polygonal frames where diagonals within the polygons cannot
topic, the majority of projects are restricted to traditional planar layer-based printing methods. Furthermore, many directly connect corners due to geoametric constraints resulted by the free-form surface structure of shell shapes.
modern large-scale 3D printing machines rely on heavy cementitious material, which further limits the benefits which Joining the cross-bracing elements in the center of the polygons with a reciprocal node reduces the complexity of
can be gained from additive processes. These traditional printing methods restrict construction to mainly vertical the connection system at nodes while demonstrating the high load-bearing capacity of joints to withstand structural
walls with roof structures and overhangs posing major challenges. Robotic fabrication and materials research pres- loads throughout the structure, compared to connecting 5, 6 or 7 beams in a single point. The article discusses the
ent opportunities for effective and efficient applications of AM in architecture. The following research takes place application and limitations of the timber system while presenting the design-to-assembly process of a case study
over several phases and explores fabrication strategies which combine AM and fiber composites to produce light- of the small-scale shell demonstrator with the maximum span of 7.5 meters made of 144 wood elements for each
weight building components. (1) The first phase tests the material capabilities of a reinforced AM system, including polygonal and reciprocal configurations. The results show that the timber system has a great capacity for the rapid
the production and testing of several hybrid material systems. An emphasis is placed on sustainable alternatives to and precise assembly and disassembly of prefabricated timber structures. Generation of similar but different solid
traditional concretes and polymers. (2) The second phase develops, tests, and refines hybrid material fabrication elements, allowed for the development of a custom CAD data interface for the automated production of numerous
processes, which include printing on complex formwork and composite substrates. (3) Phase three includes material pieces, where simple joint details are applied for both alignment and attachment of beams, reducing the design
investigations, manufacturing processes, and geometric iterations to determine the compatibility of various recycled complexity and facilitate the construction phase. As the result, the fabrication process was completely carried out
thermoplastics and textile/film membranes. Custom and adaptable robotic AM techniques take advantage of 9 with only a saw blade in a multi-axis robotic fabrication set up that enables the rapid, precise, and accurate cuts
axis fabrication to 3D print material efficient, non-planar, and geometrically differentiated components. (4) The final and grooves. Both timber configurations generate a uniform distribution of beam size, meaning that the production
phase further explores and develops the geometric potential of the developed fabrication processes and material process created only a minimal amount of offcuts that allows for the use of simple and cost-efficient, short solid wood
systems. Numerous building components are 3D printed and tested for structural capabilities. These components are pieces.
assembled into a full-scale demonstrator which explores various architectural potentials of the system including can-
tilevering structures, roof systems, multi-material assemblies, joint logics, enclosure systems, and scalar limitations. This
project showcases the potential for lightweight composite reinforced additive manufacturing processes for large- 451 Hamed Structural Efficiency of a Hybrid Construction System for a
Lightweight Timber Shell Demonstrator:
scale architectural applications. Karimian-Aliabadi ReciprocalShell case study
This paper evaluates the structural performance of an innovative hybrid timber system for design and
365 Vasiliki Fragkia Thermodynamic Architectural Surfaces An integrative model-
construction of the robotically-fabricated shell structures. The timber system combines two configura-
ing method for thermal design of wood and PCM lightweight
structures tions: hexagonal and reciprocal. While the first timber configuration generates the main skeleton of the
shell based on the discretization of the input surface, the second configuration enables the cross-brac-
Designing thermodynamic architectural surfaces in architecture, is driven mainly by material perfor- ing within each hexagonal cassette. Joining the cross-bracing elements in the center of the cassettes
mance, excluding subjective thermal sensation, as a driving design factor. The aim of this paper is with a reciprocal node not only resists the deformation of hexagonal cassettes and displacement of
the development of new integrative methods for the implementation of thermally active responsive elements, but also allows for a more uniform distribution of loads that increases the structural capacity
material structures in architecture and construction, focused on application for intrinsic non-isolated of the timber system, enabling the shell to withstand higher compression and tension forces. The joint
thermodynamic architectural surfaces. Through an experimental case study, we present new methods system uses the wooden splines and screws to align and reinforce the edge connections, as well as the
to identify, develop and test novel lightweight structures, combining wood and phase change materi- bolts to fasten the neighboring hexagonal cassettes. The construction system is applied to a case study
als, with bespoke thermal performance. The research findings suggest that the coordination between of a medium-scale shell demonstrator with a maximum span of 7.5 meters that is structurally optimized
geometric configuration, material hierarchy and human proximity, can allow for high-resolution steering by form-finding methods. The paper presents a detailed structural analysis including the Finite Element
of the wood-PCM thermodynamic performance in an architectural scale. This in turn allows a material- Method (FEM) results, as well as the experimental load test that is carried out to verify the validity and
driven approach for developing a thermally responsive system directly engaging with human thermal accuracy of the structural calculations.
sensation.
eCAADe2023
DAY 02
Sessions 6
052 Thanh-Luan Le Game-based Platform for Daylight Analysis 247 Jinyu Wang Enhanced Crowd-Driven Retail Counter Layout Design Using
using Deep Learning Generative Adversarial Network
Daylight analysis is not easy and requires skills in specific software and techniques and significant com- In the design of retail counter layout, visitor flow is crucial as it greatly impacts the product exposure,
putation time. These skills are necessary for architecture education, but some students may find them sales expectation, and shopping experience. These factors can be expressed through crowd flow-rela -
challenging. For this reason, a software-free and simulation-free approach that quickly calculates day- ed indicators, including flow speed, acceleration, visit count, and demand fulfillment degree. Although
light performance may be a more effective way for students to learn and practice architecture design. these indicators can be obtained through crowd simulation and be optimized with genetic algorithm,
From these ideas, a game environment, which is familiar to the young generation, may enhance the layout optimization may require hundreds of iterations. This means that simulation can take a long time,
excitement and engagement of education in this field. The development of a cubic builder game hindering the efficiency of layout optimization. To address this issue, we accelerated simulation through
platform that utilizes the Deep Learning Model (DLM) to help users learn about daylight analysis within a surrogate model and proposed a data-driven layout design and optimization workflow. Firstly, we
the game environment is currently underway. This paper presents the preliminary results of this study generalized common plan in the real world and designed an automatic generative parametric model
that focused on exploring methods for implementing and using DLM to predict daylight performance to generate random layouts. Next, we obtained multiple crowd flow-related indicators through batch
in a game environment. Using a drawing canvas, users can give design inputs in this environment. A simulation with PedSim Pro. We then collected data and trained a generative adversarial network
framework involving three steps has been developed to combine data from the design and gaming (GAN) as a surrogate model to capture the relationship between multiple indicators at different po-
environments. First, small-scale building models with specific design contexts and simulation data were sitions of regions of interest and the geometric features of counter layout. The trained model can be
created in Rhino and Grasshopper using LadyBugs and HoneyBee. Second, a DLM was trained on used with genetic algorithms for automatic optimization to assist designers in obtaining the best layout.
these data to make predictions. Last, developing the game environment with the well-trained DLM in Compared to crowd simulation, our trained GAN model is hundreds of times faster in predicting crowd
Unity3D. Through analysis, the DLM’s performance in game environments confirmed the potential of this flow-related indicators and has a high predictive accuracy performance with R2=0.7. The proposed
approach. A building system will fully implement the game environment in future research. The DLM’s workflow can significantly improve the optimization process in retail counter layout desig
predictive performance will be enhanced using more extensive and diverse data sets.
162 Hanbing Zhao A Framework for the Design and Evaluation 366 Aditya Soman TOPOGEN: A generative design methodology
of Architectural Tilesets for Building engineering
Generative design, increasingly prevalent in architecture, enables design exploration and enhanced Topogen presents a novel methodology towards generative building engineering using the topolog-
productivity compared to traditional methods. Researchers have investigated combinatorial design ical voxelization method to develop and analyze structural design options rapidly. In particular, the
using tilesets, which encode architectural meaning and promote user-friendly interactions. However, methodology showcases an automated, streamlined workflow for (1.) Extracting spatial data from input
most research focuses on discovering designs rather than fine-tuning tilesets. We propose a tile-based architectural models and embedding it in a voxelated version of the model (2.) Developing structural
method that introduces metrics for evaluating generated layouts and tileset design space, addressing design options consisting of a 1D frame and 2D shell elements generatively using a rule-based system in
the research gap and facilitating practical applications. The design space evaluation feedback aids the discrete version of the model. (3.) Developing accurate structural performance results for the input
architects in customizing tilesets according to their objectives by exploring the impact of tile topology models by automatically performing a finite element analysis on the generated structural design op-
and rule changes. Our framework, illustrated through double-floor single-family house tilesets using the tions. The showcased approach opens up unexplored possibilities in generative design by reconsidering
Wave Function Collapse algorithm, generates 3D designs and 2D layouts, enables minimal-specification an existing concept for a different use case.
diverse tilesets, and demonstrates fine-tuning to avoid grid-like monotonicity, a common limitation of
tile-based generative design methods.
205 Ahmed Meeran Rethinking Airport Spatial Analysis and Design: A GAN based 466 Zidong Liu Predicting Non-functional Nodes of Floorplan via
data driven approach using latent space exploration on aeri- Graph Neural Network (GNN)
al imagery for adaptive airport planning
This paper presents an innovative approach to automating the floorplan generation process by em-
Airports require long term planning, balancing estimations of future demand against available airfield ploying Graph Neural Networks (GNN) to facilitate the transition from functional assignment lists to bub-
land and site constraints. This is becoming more critical with climate change and the transition to sus- ble diagrams and eventually to floorplan graphs. In recent years, there have been many studies on the
tainable aviation fuelling infrastructure. This paper demonstrates a novel procedure using Satellite Im- interconversion of floorplan graph and layout design. However, these studies usually mix up floorplan
agery and Generative Learning to aid in the comparative analysis and early-stage airfield design. Our graph and bubble diagram, despite their distinct roles in representing spatial and functional relation-
workflow uses a GAN trained on 2000 images of airports transforming them into a high-dimensional ships, respectively. To address this disparity, we introduce a research framework comprising three main
latent space capturing the typologies’ large-scale features. Using a process of projection and dimen- steps. First, we generate the CubiBubble5k dataset, which encompasses bubble diagrams and func-
sional-reduction methods we can locate real-world airport images in the generative latent space and tional lists, drawing on the existing CubiCasa5k and CubiGraph5k datasets. Next, we train a GNN to
vice-versa. With this capability we can perform comparative “neighbour” analysis at scale based on transform design assignments into structured graph data, utilizing functional lists as input and bubble
spatial similarity of features like airfield configuration, and surrounding context. Using this low-dimen- diagrams as output. Subsequently, we train another GNN that predicts and inserts non-functional spac-
sional 3D ‘airport designs space’ with meaningful markers provided by existing airports allows for ‘what es, such as corridors and anterooms, into purely functional bubble diagrams, using bubble graphs as
if’ modelling, such as visualizing an airport on a site without one, modifying an existing airport towards input and floo plan graphs as output. We assess the performance of both GNNs and, by integrating
another target airport, or exploring changes in terrain, such as due to climate change or urban devel- our framework with the established graph2plan study, successfully demonstrate the generation of re-
opment. We present this method a new way to undertake case study, site identification and analysis, al-world floorplans from project task books. Lastly, we conduct case studies to validate the feasibility of
as well as undertake speculative design powered by typology informed ML generation, which can be our proposed framework. We use the existing graph2plan platform to visualize the impact of our algo-
applied to any typologies which could use aerial images to categorize them. rithm on the final layout
124 Alim Battal Computational Design and Analysis of Shell Topologies driven 259 Povl Filip Point Cloud Segmentation for Building Reuse - Construction of
by Different Microstructural Patterns found in Natural Materials digital twins in early phase building reuse projects
Sonne-Frederiksen
This study aims to introduce new topological solutions in shell structures by transferring the microstruc- Point cloud processing has come a long way in the past years. Advances in computer vision (CV) and
tural characteristics of natural materials into macro-scale structures. The methodology is built on three machine learning (ML) have enabled its automated recognition and processing. However, few of those
stages, including investigating the microstructure of natural materials, translating this knowledge into developments have made it through to the Architecture, Engineering and Construction (AEC) indus-
the design of shell structures, and assessing their structural behaviour by using Finite Element Method try. Here, optimizing those workflows can reduce time spent on early-phase projects, which otherwise
(FEM) analysis. Different algorithms are operated to undertake different tasks in the process, including could be spent on developing innovative design solutions. Simplifying the processing of building point
the creation of cellular solids, their transformation into shell structures, and structural performance eval- cloud scans makes it more accessible and therefore, usable for design, planning and decision-making.
uations. Structural analysis results of cellular solid-based shells showed that lattice-based shell structures Furthermore, automated processing can also ensure that point clouds are processed consistently and
performed better compared to open-cell foams in terms of their structural strength however, obtained accurately, reducing the potential for human error. This work is part of a larger effort to optimize ear-
disadvantages in terms of their overall mass and material utilization. ly-phase design processes to promote the reuse of vacant buildings. It focuses on technical solutions to
automate the reconstruction of point clouds into a digital twin as a simplified solid 3D element model.
In this paper, various ML approaches, among others KPConv Thomas et al. (2019), ShapeConv Cao et
al. (2021) and Mask-RCNN He et al. (2017), are compared in their ability to apply semantic as well as in-
stance segmentation to point clouds. Further it relies on the S3DIS Armeni et al. (2017), NYU v2 Silberman
et al. (2012) and Matterport Ramakrishnan et al. (2021) data sets for training. Here, the authors aim to es-
tablish a workflow that reduces the effort for users to process their point clouds and obtain object-based
models. The findings of this research show that although pure point cloud-based ML models enable a
greater degree of flexibility, they incur a high computational cost. We found, that using RGB-D images
for classifications and segmentation simplifies the complexity of the ML model but leads to additional
requirements for the data set. These can be mitigated in the initial process of capturing the building or
by extracting the depth data from the point cloud.
156 Ruizhe Luo Predicting the Environmental Effects of Urban Morphology and
Greenery Using Deep Generative Models
The increasing urbanization process has led to greater thermal stress on pedestrians, and greenery
arrangement can provide an effective mitigation strategy. However, evaluating the environmental
impact of different urban morphologies and greenery arrangements using traditional methods requires
time-consuming simulations. To address this challenge, we utilized a deep generative model to pre- 395 Mauricio Loyola A Computational Framework for Analyzing Spatial Behavior in
dict outdoor environmental indicators influenced by greenery and urban morphology. By creating a Buildings
dataset of Universal Thermal Climate Index, wind speed, temperature, mean radiant temperature, and
relative humidity from Envi-met simulations of three building morphologies with randomly distributed This paper proposes a computational framework specifically formulated for observing and describing
greenery arrangements, we found that Building Shadow Exposure (BSE) and Frontal Area Index, as well occupant behavior in architectural analysis and design. The framework comprises two main elements.
as BSE and Porosity, had strong interactions. Our study demonstrates that a pix2pix model trained on First, it includes an architecture-oriented conceptual delimitation of occupant behavior centered on
this dataset can accurately predict the outdoor environment in seconds (R2 > 0.80), making it a prom- the spatial dimension of human actions. Second, the framework provides a comprehensive set of com-
ising tool for sustainable urban planning. Thus, our research suggests that deep generative models can putational metrics to describe the spatial behavior of building occupants particularly designed for use
accelerate simulation processes and enable more comprehensive studies to support sustainable urban with physical sensing technologies and computational data analysis techniques. An experimental case
planning in the future. study demonstrates the applicability of the framework in the context of analyzing a multifunctional
building space.
188 Ahmet Keles Design of Lightweight Fibrous Shells by the Use of Knitting 407 Andrzej Zarzycki Life-Safety in Buildings through Smart Interactions
Patterns
The increasing environmental concerns have brought attention to the circularity of materials used in This paper discusses strategies for the integration of embedded technologies within the built environ-
the construction sector. Fibre-reinforced lightweight structures have emerged as a potential solution to ment to optimize and increase occupant safety and egress. It builds on synergies between building
this issue, offering opportunities for bio-degradable materials, sustainable production techniques, and components with embedded smart technologies and enhanced occupant interactions. The ‘Smart
cost-effective alternatives to traditional building materials. This research aims to explore possibilities of Egress’ project facilitates building occupant evacuation during emergencies. It integrates distributed
fibre-reinforced lightweight structures and propose a design parocess by the use of traditional bobbin sensing and traffic/occupan y monitoring with adaptive signage and wayfinding—physical building
lace production methods for orienting fibres. The research workflow consists of four steps. In the first step, assets interconnected with virtual counterparts (digital twins)—a customizable web-based dashboard
the most frequently used knitting methods such as torchon, tulle, and knitting ground patterns, includ- to monitor activities and for direct controls as well as a mobile app. The ‘Emergency Response’ projects
ing engelche, rose, square, diamond, triangular, and hexagonal ones are determined. Second step is extends that approach with web-based interfaces for occupants and first responders. It provides emer-
based on a form-finding process for the shell performed in an algorithmic modelling environment. In the gency responders with visualization of building occupancy and temperature data in individual rooms
third step, structural performance simulations are undertaken for the shell structures that are specified for and spaces. This allows for targeted actions optimizing responders’ time and building conditions.
the boundary conditions and for different material utilization scenarios. The last step is prototyping and
physical modelling process. Case studies were undertaken to test the methodology, and the outputs
were compared. The results underlined that materials, such as cotton and flax, obtained advantages
compared to the synthetic ones, such as polyester, in terms of their behaviour. Thus, the lightweight
structures that are produced by the principles of knitting patterns can demonstrate possibilities for the
utilization of natural materials while minimizing the quantity of materials employed.
039 Kai Reaver Policy considerations for Extended Reality (XR) implementa- 351 Adam Novotník Memorable space
tion in Urban Planning and the Built Environment
In this paper, we discuss innovation policy for the implementation of extended reality (XR) to the urban Learning in virtual reality (VR) is always happening in a certain digital space. Inspired by memory tech-
planning sector and within the built environment. XR allows human users to evaluate urban planning niques such as Method of Loci AKA Memory Palace, we propose to use a VR 3D space as a form of
proposals from first-person, embodied vantage points at realistic scale, offering utility for solving prob- Memory Palace which would enhance the learning process by attaching new knowledge to spatial
lems in the urban planning and design sector, particularly in user participation, user feedback and experience. Aim is to create multi-sensory experiences and help people to form deeper memory trac-
communication. However, we find that a clear model for the integration of XR technology to urban es of learned topics. To achieve desired efficiency we need easily remembered space, which would
planning is lacking, with best practices and funding mechanisms still yet to be identified, creating bar- help to create rich episodic memory. It is also important for the environment not to disturb and attract
riers hindering adoption. We present an analysis of the innovation system and economic incentives too much attention from the learning topic. To find this thin line, we tested memorability of VR space
for XR development, pointing to challenges for wide scale adoption in XR, including the creation of through experiments with 9 different environments each deferring in the level of abstraction and detail
compelling content and the necessity for regulatory oversight. We discuss innovation structures in ur- of the scenes. Subjects walked through the environment in VR and were instructed to perform various
ban planning, pointing to an unclear strategy for innovation and the lack of research incentives within memory tasks. Results show that an environment with a middle level of abstraction and detail was easi-
these institutions. We propose that public-private partnerships including cross-disciplinary development est to remember, since it achieved a certain level of newness while being well comprehensible.
opportunities across sectors will need to be developed to better apply XR to urban planning, while
discussing some of the advantages to be found for XR developers in creating content within urban
environments. We further suggest that integration between XR and the regulatory and procedural rules
of zoning may be necessary to ensure that XR technology is beneficial to society while also allowing
XR developers exposure to a broad consumer base. In conclusion, we present policy proposals for col- 382 Sarah Blahut Mixed Reality Interactive Representations for the Assembly of
laboration between private technology companies and public planning organizations, with a focus on a Custom Timber Tower
ensuring that XR technology is developed and applied in a way that is aligned with the priorities and
In recent years, many projects have emerged testing the use of augmented reality (AR) and mixed
objectives of the public while still creating value for investors and innovators.
reality (MR) systems in the custom design and fabrication of architectural projects at a variety of scales
using digital and analog tools. This paper presents a series of MR systems for key modes of interactive
representations in the assembly process of a custom timber tower, intending to expand an area of re-
search on the use of MR as a critical medium for architectural representation in design customization.
The series of MR systems were developed to assist and expedite the physical assembly of customized
252 Theresa Uitz Environment-Responsive Materials as Dynamic Markers for
timber parts and connections for the large-scale tower with a small team of students and carpenters.
Architectural Augmented Reality Applications
The MR systems are built as interactive representations of the 3D digital design model, allowing the user
With growing knowledge of our environmental obligations, architects must explore new design tech- to see connections in real-time on physical materials in order to perform collaborative preparation and
niques and find alternative strategies to express environmental aspects in architecture. Augmented assembly tasks with analog tools. Each MR system relied on a single user, wearing a HoloLens 2, to use
Reality (AR) is a digital technology that allows us to enhance a real data feed with digital data virtually hand gestures to place and interact with 3D Rhino model representations of the tower and individual
and is becoming ever more ubiquitous. It is widely used in industrial environments and is still novel in ar- parts overlaid in the physical context at 1:1 scale. The MR systems deployed as interactive 3D represen-
chitecture, and has only recently gained popularity. The use of marker-based AR in dynamic, non-stan- tations were evaluated at three key stages in the material preparation and assembly processes. The
dardised architectural spaces is limited. Nevertheless, the technology can potentially help visualise project tested the use of MR systems created for a series of tasks that enabled the fast assembly of the
thermal conditions invisible to the human eye. The paper presents a detailed state-of-the-art review of tower, which is almost 10 meters high. The outlook explores the perspective of how MR systems augment
AR and thermochromic materials in architecture. From this, it derives a series of relationships between modes of architectural representation through human interaction, collaboration, and accessibility (also
the two technologies. They are explored through design experiments and prototyping. The research for non-expert users), using digital and analog tools, and how these systems provide greater agency for
reconsiders digital design parameters in this context, yet, the scalability of results remains a future task. customization and variety in design and building.
256 David Stephen Panya Development of a Real-time BIM-VR Multi-Collaborative De- 461 Han Tu Feeling Like Humans Low-cost wearable sensors for design re-
sign Environment search in the age of AI
Construction 4.0 technologies are transforming AEC designs and processes. Metaverses are develop- Spatial emotions have played a critical role in visual-spatial environmental assessment, which can be
ing rapidly and are being adopted in various industries as the future of the internet. The metaverse is evaluated using wearable physiological sensors. However, information on virtual spatial sequence as-
an augmented world that allows individuals to penetrate and engage. Nevertheless, many people sessment with quantitative emotional responses needs to be more comprehensive in the literature. Thus,
and businesses are still unaware of the potential uses of this technology. Virtual Reality, which is part of designers’ ability to assess sequential space experiences quantitatively and cost-effectively is limited
the fundamentals of the metaverse convergence with BIM technology, has improved in research and before the design is finalized. This research measures the emotions expressed while walking in virtual re-
application in the AEC industry. The AEC industry has recently adopted both Building Information Mod- ality (VR) with different spatial parameters using electroencephalograms (EEGs) and electrodermal ac-
eling (BIM) and Virtual Reality (VR) as combined tools aiming at increasing collaboration ability among tivity (EDA). Twenty-six subjects experienced three 3D scanned virtual spaces with a VR headset (Quest
project team members as well as detecting clashes and correcting flaws before construction begins. 2 device) corresponding to the sequential space parameters of different shapes, heights, widths, and
This presents a multi-collaborative design as a potential requirement for BIM processes in the metaverse. lengths. Simultaneously, the EEGs and EDA measured the subjects’ responses during their virtual walking.
The authors presented a platform that connects multiple VR environments through an online network to We visualized their physiological data to compare the consistencies among the virtual spatial sequenc-
create a real-time-shared VR space that supports BIM models in real-time for collaborative design. The es and human feelings in the VR experiences. Experimental results show that the parameter changes of
BIM-VR environment uses a game engine to create a session where individuals can upload their 3D BIM VR spatial sequences can arouse EDA signals and significant fluctuations in the five frequency ranges of
models in real-time which can be viewed by all users. This study presents that a collaborative environ- brain waves. Specifically, in terms of VR spaces and emotions, the experiments find that walking virtually
ment that supports users and BIM models is the initial step to a BIM-based metaverse in the AEC industry. from higher to lower spaces increases Alpha and Beta brain wave activity in AF7 and AF8. This research
attempts to offer a useful emotion measurement tool in virtual architectural design using multi-physio-
logical sensors, potentially empowering AI human reaction prediction in the future.
eCAADe2023
DAY 03
Sessions 7
031 Ilkim Canli Useful Daylight Illuminance Prediction Under Data Imbalance
204 Igor Lacroix Evolutive Dataset for Social Housing Design Projects through
in an Urban Context Artificial Intelligence: From pixel to BIM through deep learning
Optimal daylight illumination can aid sustainable design by improving occupants’ psychological and Establishing an evolutive dataset for architectural rationalization of social housing is technically achiev-
physical health, visual and thermal comfort and decreasing electrical lighting energy usage in build- able through artificial intelligence based on deep learning (DL). However, concerning the sensitive
ings. However, dense urban areas can result in restricted daylight access in buildings. Therefore, day- quality of social housing, the application of such technology needs to preserve the human factor and
light analysis considering surrounding buildings is important for implementing daylighting strategies. relate ethically to architectural design. A reference on this subject is historic Portuguese research from
Useful Daylight Illuminance (UDI) is a performance metric that can quantify the annual illuminance the 1960s and the 1970s. By then, pioneering research at the National Laboratory of Civil Engineering
levels within certain illumination classes (UDIfell-short, UDIsupplementary, UDIautonomous, and UDIex- (LNEC), based in Lisbon, explored early computing methods to aid the design process by considering
ceeded). UDI can be predicted using machine-learning (ML) methods. However, the calculated data deontological concerns. The authors studied these works to refactor those goals and concerns of tech-
is typically unevenly distributed, generally following a power-law distribution, which causes ML models nological application and sociological interaction with current digital technologies. When digitizing
to underperform for UDI classes with less data. Simulations can be utilized to increase the less dispersed their processes of creating architectural design instruments for social housing a problem emerged with
data in the dataset; however, at the urban scale, the computational cost of collecting simulation data parsing a dataset of floor plans and using it to generate building information models. Thus, a DL process
for daylighting analysis makes it difficult to augment data with simulations. To undertake this challenge, was explored to achieve an evolutive dataset in the most automated way at the architectural level.
in this study, SMOTE (Synthetic Minority Oversampling Technique) was applied to augment data to in- The paper presents the implementation of a DL process that recognizes floor plans of social housing and
crease the prediction performance of the ML model. The results showed that augmenting the data in consequently enables the development of an instrument for direct architectural rationalization.
the classes which are unevenly distributed leads to an increase in ML model prediction performance.
This method shows that SMOTE can be used to increase the performance of ML models during UDI esti-
mation at the urban scale.
069 Hiroto Shimizu Deep-learning Point Cloud Classification for Estimating the 281 Šimon Prokop Neural Networks for Estimating Wind Pressure on Complex Dou-
Weight of Single-material Construction and Demolition Waste ble-Curved Facades
of Unknown Shape
Due to their complex geometry, it is challenging to assess wind effects on the freeform, double-curved
Construction and demolition waste (CDW) generated during the demolition of buildings must be clas- building facades. The traditional building code EN 1991-1-4 (730035) only accounts for basic shapes
sified on site because it contains recyclable waste. Automating the classification work has been iden- such as cubes, spheres, and cylinders. Moreover, even though wind tunnel measurements are con-
tified as a countermeasure to labor costs and safety issues, and research is being conducted to de- sidered to be more precise than other methods, they are still limited by the number of measurement
velop automatic devices. However, they lack the ability to estimate the weight of the waste. If weight points that can be taken. This limitation, combined with the time and resources required for the analysis,
estimation was possible, then the waste could be transported up to the load-bearing weight, thereby can limit the ability to fully capture detailed wind effects on the whole complex freeform shape of the
reducing the time required for both the demolition and removal of buildings during redevelopment and building. In this study, we propose the use of neural network models trained to predict wind pressure on
the disposal of waste generated by disasters. Automatic classification and weight estimation of CDW is complex double-curved facades. The neural network is a powerful data-driven machine learning tech-
difficult due to the unknown shapes of the waste. This study uses point clouds and 3D instance segmen- nique that can, in theory, learn an approximation of any function from data, making it well-suited for
tation to enable both automatic classification and weight estimation that can be applied to CDW of this application. Our approach was empirically evaluated using a set of 31 points measured in the wind
unknown shapes and made of a single material without holes or cavities. Of the 27 pieces of CDW used tunnel on a 3D printed model in 1:300 scale of the real architectural design of a concert hall in Ostrava.
for validation, the shapes and classes of 19 pieces could be classified automatically, and the percent- The results of this evaluation demonstrate the effectiveness of our neural network method in estimating
age error between the estimated and actually measured weight was 12.9%±6.5%. wind pressures on complex freeform facades.
028 Ran Shabtay Walkability as a Factor in the 15-minute City: A Comparative 163 Yanxia Qiu Computational Design Methods for Enhancing Urban Biodiver-
Analysis of Barcelona’s Neighborhoods sity - The flight of the bumblebee: Improving urban green for
ecosystem services
Recent developments in urban design models have led to the current model of the 15-minute city. The
15-minute model describes a human-centric strategy that allows every citizen in every neighborhood This paper introduces a computational simulation and prediction workflow, translating the complexity of
to reach their daily needs within a 15-minute walk. This method addresses key value principles such the urban ecosystem with existing and upcoming urban transformations. As a test case, the bumblebee
as- proximity, accessibility, walkability, and time-based design. Some aspects of this model impact its movement pattern is translated into an agent-based model (ABM), allowing for a simulation of bum-
clarification and effectiveness worldwide. The main problem is the model’s generalist use of terms and blebees’ foraging behaviour based on behavioural principles interpreted from the natural movement
lack of clarity and specification. This paper aims to (1) Implement the walkscore analysis based on the of bumblebees.
15-minute city and (2) Apply it to a specific case study of Sant Marti neighborhood in east Barcelona
to deliver an in-depth method using simulation, automation, and data implementation processes of
the amenity’s location and function. Using computational design tools and open-source GIS data, this
investigation will contribute to the future theoretical and practical toolbox development of key ideas
of the 15-minute city economically, socially, physically, and environmentally. It will also allow for ear-
ly-stage analysis of different stakeholders such as urbanists, policymakers, planners, and designers.
071 Guy Austern A Dataset for Training Machine Learning Models to Analyze 378 Sergio Araya Three-Dimensional Realtime Air Quality Mapping using Astro-
Urban Visual Spatial Experience nomical algorithms on Urban Environments
Previous studies have described the effects of urban attributes such as the Spatial Openness Index (SOI) The OMS estimates that over 7 million people die every year of complications attributed to atmospher-
on pedestrians’ experience. SOI uses 3-dimensional ray casting to quantify the volume of visible space ic pollution. Air quality has degraded progressively and dramatically in urban environments over the
from a single viewpoint. The higher the SOI value, the higher the perceived openness and the lower the last couple of decades, being a current concern in most metropolitan areas, and the focus of public
perceived density. However, the ray casting simulation on an urban-sized sampling grid is computation- policy as well as public/private scientific innovation for better diagnostics and better solutions. At SIC
ally intensive, making this method difficult to use in real-time design tools. Convolutional Neural Networks we are developing a method for 3D mapping the sources, affected locations, density, motion, trans-
(CNN), have excellent performance in computer vision in image processing applications. They can be lation, and potential composition of polluted air masses in close to real-time. We do this by leveraging
trained to predict the SOI analysis for large urban fabrics in real-time. However, these supervised learn- a multidisciplinary approach that encompasses urban and architectural simulation with data science
ing models need a substantial amount of labeled data to train on. For this purpose, we developed a and astronomical techniques, producing a data visualization that enables novel research in air quality,
method to generate a large series of height maps and SOI maps of urban fabrics in New York City and urban policy, private investment, sustainability efforts, and smart transportation. Our approach, Sit-C,
encoded them as images using colour information. These height map - SOI analysis image pairs can be combines satellite remote sensing of air masses and atmospheric conditions, with data obtained from
used as training data for a CNN to provide rapid, precise visibility simulations on an urban scale. traffic and urban surveillance cameras deployed throughout the city of Santiago, in Chile. These cam-
eras, oftentimes open to public access, are usually placed linearly along main avenues, or scattered
around urban milestones, providing walk-though perspectives and locally situated POVs to observe the
city, analog to series of cross-sections through urban areas. Satellite sensing provides a large-scale plan
view, allowing for precise location of specific conditions across a region. This collaboration between
architects, designers, engineers, and meteorologists, from Chile and Finland, combines digital design,
data science, and remote sensing techniques to study air quality. We study suspended particulate
matter (SPM) and other molecules, and its spatial behavior over time, through light-occlusion analysis,
producing a three-dimensional map of the air over a city.
091 Mojgan Rezakhani Utilizing Web Applications for Developing Digital Twin: Case
study urban tunnel with kinetic roof
The integration of web technology within digital twin technology enables the ability to design collab-
oratively and transmit changes in real time between participating online users. Platforms such as Au-
todesk Platform Services (APS) - formerly Forge - have made it possible to create and share digital twins,
which can be used to monitor, analyze data, and automate design. A gap exists in understanding how
movement models combine with coding, particularly within kinetic architecture. In order to fill this gap,
we have presented an APS application providing web-based visualization capabilities. This extension
allows for the collection of real-time data from sensors located at a tunnel site, which is then sent to the
cloud for analysis. This data can be used to manage risk circumstances and track the overall well-being
of the kinetic roof tunnel. The methodology used in this study includes prototyping and experimentation
using a case study that centers on a 3D model. Our model differs from the APS model’s default system in
that it emphasizes the presence of kinetic objects, and was prototyped in a use case, which will be later
applied to real case studies. To overcome technical limitations in web-based modeling, editable geom-
etry vertices are essential for flexible parametric changes, and automated data transfer is crucial. This
research will contribute to the development of web-based systems for digital twins that include kinetic
elements, and that is expected to be useful for professionals in the field of architecture, engineering,
and construction, as well as researchers and students in the field of kinetic architecture
116 Emmanouil Xylakis Eliciting and Annotating Emotion in Virtual Spaces 387 Sheng-Yang Huang Damascus House: Exploring the connectionist embodiment of
the Islamic environmental intelligence by design
We propose an online methodology where moment-to-moment affect annotations are gathered while Past studies have demonstrated that connectionist artificial intelligence (AI) has superior capabilities
exploring and visually interacting with virtual environments. For this task we developed an application to for style-based generative design because it automatically searches, extracts, and applies features
support this methodology, targeting both a VR and a desktop experience, and conducted a study to according to the data-represented probabilistic profile of an architectural style. To further navigate its
evaluate these two media of display. Results show that in terms of usability, both experiences were per- architectural affordance, this practice-led research project explores employing connectionist artificial
ceived equally positive. Presence was rated significantly higher for the VR experience, while participant intelligence to produce Islamic-style architectural forms that have historically revealed environmental
ratings indicated a tendency for medium distraction during the annotation process. Additionally, ef- intelligence by embedding sociocultural factors in response to the physical and human environmental
fects between the architectural design elements were identified with perceived pleasure. The strengths design heritage. The project applies the Pix2Pix model and inverts the logic of some existing studies to
and limitations of the proposed approach are highlighted to ground further work in gathering affect predict the building plans from daylight maps. Use multi-objective optimisation algorithms to iteratively
data in immersive and interactive media within the context of architectural appraisal. optimise factors such as building porosity, spatial quality, and microclimate, and use it as a condition to
apply a Pix2Pix to generate a corresponding porosity model that is parametrised for the further design
process. The model was trained on 120 augmented, paired images based on the 30 selected exam-
ples of Islamic architecture from the Damascus Atlas to capture the relationship between the massing
distribution of walls and the arrangement of major elements in an Islamic courtyard house and its ther-
mal performance. This study seeks to test if connectionist AI can be used as a generative design tool
to understand the historical development of spatial relationships in Islamic courtyard houses. It focuses
on non-repetitive style metrics, embedding physical and cultural factors into data representation. The
resulting environmentally intelligent model adapts to the context, with optimisation being a pragmatic
design guide rather than the ultimate goal. Although the inference is based on objective probabilis-
tic facts, the influence of the informational framework interpreted by the designers must be acknowl-
edged.
249 Guzden Varinlioglu Affective Computing for Game User Research
This study examines the spatial and emotional experience facilitated by immersive gaming environ- 432 Armando Trento The Need to Reconsider Digital Design Entities
ments and detected by wearable technologies. We designed, implemented, and tested a serious
board game involving simulating the urban networks of the trade routes of the past. We recorded the
traces of the players’ collective movements using a ceiling-mounted video camera to record the posi- Reconsidering digital architectural design approaches involves an accurate observation of the relation
tions of the markers, and a video camera facing the players to record the players’ behaviors. Wearable between human behaviours and spaces. Exploring the reciprocal relationships between people and
devices enabled the recording of players’ emotions during their decision-making process. We captured context, helps better understanding societies’ needs and “genius loci” specific identity factors; in other
their emotions with three tools: a GSR to capture participants’ emotional state and arousal level, an EEG words, the bases of good design. Inclusion of users’ behaviours in the design – apart from traditional
to record the changes in their brain activity; and a think-aloud protocol to understand their conscious questionnaires of participatory design – has been enhanced in the last years by the development of
decisions. Finally, we analyzed the gamers’ measured “feelings” and compared these with the ex- behaviour acquisition strategies, influenced by the evolution of sophisticated tools: the last can easily
pressed feelings. The longer-term goal is to explore architectural design with special attention to feelings collect/use a considerable amount of data, tracking the actors’ use process in different spatial contexts
experienced within it by means of affective computing methods such as wearable technologies and (regional, urban, architectural, interior scale). The present paper, based on our previous research, wants
biosensors, as well as gamification to contribute in sketching a theoretical framework within which it is possible to address a more smart
and effective computation of the interaction between users and spaces, and vice versa. The quest is to
reflect on a strategy to formalise explicit design knowledge by engineering the required semantic infor-
mation on top of available simulation systems. An analysis of computable architectural design process
implies the investigation of project models anatomy along the CAAD history. By discussing the evolution
of those models, knowledge structures and their “design entity” formal representations, this work aims
at providing an ‘Ariadne’s thread’ for designers, software developers and academicians in order to
enhance consciousness about limits and potentials of the tools they are familiar with.
362 Cassia De Lian Cui Knowledge modelling and fuzzy ontologies integration for
Classical and Industrial Archaeologies
Along with the regeneration of complex cultural sites, a growing awareness regarding the essential role 470 Nima Sharafi Rohani AI-Driven Spatial Adaptations Through Emotions: The case of
emo-land as a human-centric approach
of ICT tools and technologies has emerged from past knowledge, research and intervention for future
valorisation actions. However, within these processes, the artefact regeneration phase struggles to con- The research on controlling and interacting with the environment has been accelerated by develop-
sider some peculiar aspects related to the material and immaterial evidence and uncertainties. Such ments of artificial intelligence (AI) and the internet of things (IoT). While the quest for intelligence has
a unique field can be supported by standard ontology conceptual formalism. Nevertheless, as it fre- been widely studied, spatial adaptation and human emotion relation remain ambiguous. This initial
quently occurs, it may not be enough to handle uncertain information, requiring the introduction of ad- research attempts to investigate human-centric spatial adaptations through emotions in architecture.
vanced tools for a deeper understanding and a better structure definition to manage those large sets A case study called Emo-Land is designed to unfold the real-time relationship between space and
of heterogeneous knowledge. A promising approach to handle uncertainty and to address this issue emotion recognition. Emo-Land is an interactive spatial augmented reality installation that responds to
is the integration of fuzzy logic with usual technologies and semantic tools. In fact, the fuzzy set theory the real-time emotions of the viewer via face expressions. A deep learning model developed to detect
aims to describe indefinite concepts through a generalised notion of set. This paper aims to explore the continuous emotions through cameras. By paying attention to the live interactive level of the detail and
possibility of a system based on fuzzy ontologies to manage the real complex semantics during heritage quality of the interaction between users and the projection mapping, the research demonstrates how
investigation and conservation processes. The expected outcome is to improve both the represented advances in technology and computing can contribute to deeper connection and new layers of inter-
knowledge and to automatize the comprehension, recognition and valorisation of these assets by a activity. Emo-Land projection mapping has been examined as a case study. According to the results,
reasoning system on ontologies. a relationship is developed between emotion recognition, form, computation, and human-computer
interaction. The project contributes to the well-being of occupants, affective computing theory, and
AI’s role, such as the interaction between technology using affordable technologies.
065 Hadas Sopher The Temporal Effect of Immersive VR on Student-Tutor Interac- 290 Dalibor Dzurilla Architect-Client Communication During Co-ideation with 2D
tion in Architectural Design Crits Digital and 3D Immersive Sketches
Using Immersive Virtual Reality (IVR) as a representational medium in architecture studio crits allows stu- Effective architect-client communication is crucial for the successful progress of the design process. Tra-
dents and tutors to interact as they navigate in a life-scale digital display of the design, making these ditional 2D sketches may pose challenges due to the high uncertainty experienced by clients regarding
media relevant for the design learning process. Crits form a core component in design learning, as the project. This kind of communication is perceived as the intersection of clarity of information, clarity
the setting fosters the interaction responsible for engaging students in practicing design behaviors and of sketched representations, and suitable communication methods (verbal and non-verbal). Aiming
adopting the behaviors performed by tutors. The interaction changes throughout the crit and during to support it, this case study evaluates the level of uncertainty and clarity experienced by architects
the semester’s phases, to foster different pedagogical aims encapsulated in the learning process. Al- and clients when using 2D digital sketches and immersive 3D sketches during co-ideation. This case
though extant research found IVRs supportive of studio crits, the IVRs’ temporal effect on student-tutor study followed an architect and two clients co-ideating two similar small projects, using three digital
interaction is understudied, restricting the ways in which IVRs can be integrated to enhance the learn- sketching tools: 3D sketches on Gravity Sketch using Oculus Quest 2 VR headsets, Hyve-3D co-design
ers’ engagement. To this aim, verbalizations recorded in four early, and mid-semester crits using IVR and immersive projection system (VR without headsets), and 2D sketches with a digital tablet using its pen.
non-immersive (NI) media were analyzed using protocol analysis techniques to code new ideas and Each project included three twenty-minute sessions per tool, followed by a questionnaire. Preliminary
design issues generated during the interaction and analyze the cumulative distribution of issues gener- findings suggest that 3D sketches offer better clarity and reduce participants’ uncertainty. We found
ated for each medium throughout three crit phases. Findings show large differences between the tutor generally high expectations from the tools at the beginning of the collaborative sessions and a subse-
and the student. The IVR supported enhanced student engagement in ideation and the generation of quent decrease in impressions at the end due to the lack of clarity of the proposed representations. The
issues, during the first and second crit phases, providing a positive indicator of the medium’s temporal immersive projection system better supported non-verbal communication, observed through gestures,
support in the learning process. The methods used in this study provide knowledge for conducting fur- whereas the VR headset restricted this activity.
ther research to unfold how design is learned and taught
085 Zeynep Selcen Narin An Evaluation of Sketching Processes in Physical and Immer- 421 Serdar Aydin Assessment of Correlative Digital Drawing Features in the De-
sive Environments sign Processes of Unstructured Creativity
This study focuses on the evaluation of the physical and immersive environments in the sketching pro- This research critically challenges the conventional perception of drawings as mere technical blueprints
cess. We planned a comprehensive study on sketching spanning from paper-based and digital in the and delves into the intricate integration of design ideation, abstraction, and speculation with geomet-
physical environment to virtual reality and augmented reality in the immersive environment. In this direc- rical manipulations and semantic labelling. By focusing on unconventional architectural design studio
tion, we conducted experiments consisting of 8 participants. The experiments were carried out under experiments at the undergraduate level, the study aims to explore the role of creativity in speculative
the protocol analysis and design conversation elements method. The data collected were converted drawing. It adopts a 3- dimensional design thinking process that transcends the rigid constraints of tradi-
into linkography graphics and analyzed depending on the content and evaluation parameters. The tional drawings and embraces the fluidity of representational norms. Furthermore, the paper elucidates
comparison between physical and immersive environments revealed that the design movements were on the pedagogical aspects of the design studio, including the unstructured creativity inherent in the
more effective and the design process was more productive in the immersive environment. When eval- design process. The methodology employed in this study is exemplified through different stages of the
uating within the physical environment, it was seen that design productivity is more efficient in analog design studio, incorporating a variety of representations such as 2D, 2.5D, and 3D,encompassing sca-
as opposed to digital. Regarding VR and AR for immersive environments, it was seen that establishing a lar, geometric, and material transfigurations. To assess the outcomes of the studio, the research utilises
relationship with physical reality in AR contributed positively on associating the sketching process with correlation diagrams that establish connections between digital drawing features at different stages
context compared to full virtuality in VR. This study has shown that AR contributes to the production of and the unstructured creativity manifested in the final design. These scatter and correlation diagrams
outputs that are more contextual and provides dimensional equality in sketching processes. While physi- capture the syntactic relationships between the objects within digital drawings. The findings of this study
cal and immersive environments serve different purposes and user needs, it is evident that the active uti- reveals insight on the nuanced interplay between intuitive, reflective, and retrospective aspects of un-
lization of immersive environments for design purposes will become more widespread in the near future. structured creativity during the design ideation process. By unraveling the intricate role of digital design
tools and methods this research contributes to a deeper understanding of of how design ideation is
generated and manifested through the dynamic interplay of the modulating compounds of drawing
objects. It highlights the significance of meaningful, conceptual, and speculative representations that
directly relate to the creation of buildable forms and architectural spaces. Through its critical insights,
238 Rick Titulaer Early-Stage Form-Finding for a Complex Urban High-Rise using this study paves the way for advancements in the field of CAAD and offers valuable perspective for
an Informed Data-Driven Design Approach architectural education and practice.
Every building project kicks off with set of client ambitions, a combination of unique and often complex
site constraints, and a long list of regulatory requirements. The job as designers and engineers is to pro-
duce a design that marries the ambitions to the constraints whilst conforming to all the requirements as
best as possible. The current design process is trial- and error based, time consuming, and highly itera-
tive. Decision making is often only based on limited information leading to abortive work or suboptimal
results. Using the newly developed tool called InForm, a data-driven design engine, allows the design
team to de-risk their design process and find better solutions by embedding detailed and validated 476 Phillip Stauss From Sketching to BIM – Workflow for the generation of IFC-
based BIM models from 4D semantic sketches
analysis into early-stage design. Using this engine, designers, engineers, and clients can collaborate
in real time ensuring better decision making and finding the best fit compromised solution based on The preliminary development of highly detailed BIM models lacks eligible design methods in the con-
validated and well understood results. The benefits and challenges of this design approach are demon- ceptual design stage. Initial design solutions cannot be shared among collaborative and consecutive
strated through the case study of the Westblaaktoren (WBT), a large urban development for the city design parties without relying on error-prone briefings and data exchanges. As advances in Artificial
of Rotterdam. This case study demonstrates how thousands of potential designs have been generated Intelligence are increasingly being used for BIM’s big data challenges, this paper presents a workflow
and explored ahead of the conceptual design stage that have subsequently informed the design pro- based on a small scope of IFC definitions for the generation of conceptual BIM models from 4D seman-
cess and led to a validated and agreed result based on informed decision making. tic sketches, using a machine learning based pipeline. The workflow offers a user-friendly architectural
design perspective, while preserving information more reliably throughout the entire life cycle of a BIM
model.
eCAADe2023
DAY 03
Sessions 8
092 Peter Buš A Parametric Tolerance Model for Numerically Controlled 277 Esti Nurdiah Form Finding and Optimisation of Bamboo Gridshell Structures
Digital Fabrication: Adaptation of kit-of-parts components for
a pre-manufactured WikiHouse scenario
This paper presents the utilisation of parametric tools for bamboo gridshell structure design through form
Numerically controlled digital fabrication (NC) encompasses precise toolpaths generated according finding and optimisation to obtain structure-efficient forms. Models of gridshell structures were devel-
to the predefi ed geometry, material characteristics, type of machining processes, and processing oped in Rhinoceros using plug-ins Grasshopper and Kangaroo, by defining the designated span, height,
tools. This includes a definitio of tolerances, necessary for a successful and smooth assembly process grid configuration, and mesh size. The structural behaviour of the models was analysed through Finite
when dealing with component-driven assembly after the components were fabricated. However, the Element Analysis (FEA) using Karamba3D to obtain the stress distribution and deformation. The input
prototyping and assembly practice often encounters a variety of issues in real fabrication and assem- mechanical properties were obtained from material tests of three Indonesian bamboo species: Gigan-
bly scenarios: humidity of the environment, specific material properties, such as the ability of the stock tochloa apus, Gigantochloa atter, and Dendrocalamus asper. Based on the FEA result, the structural
material to change its dimensions according to the unexpected environmental conditions, unexpected efficiency was considered for optimisation, and the iterative process of structural optimisation was done
different dimensions of the stock material delivered from a factory or a producer, variety of fabrication by modifying these parameters: strength usage, number and size of the members to obtain optimised
producers with different machine types, or unique conditions of a production machine. Therefore, there gridshell forms. The form finding and optimisation process demonstrated generating efficient gridshell
is a need to adapt the geometry of components to different humidity scenarios and combinations of structures using bamboo and is envisaged to be applicable for further bamboo gridshell design.
stock material properties or specific machine or production-related processes, which influence the di-
mensions, and the tolerances embedded into the process of toolpath generation. To address these, we
introduce an adaptive parametric model. This has been created as an open-source and open-access
algorithm within the Grasshopper environment to easily modify the dimensions of tolerances according
to specific and unexpected conditions. The paper also elaborates on and discusses the limitations of
such an approach and the scalability and extendibility of the proposed tolerance engine.
181 Cristina Nan Discrete Circular Scaffolding A reflection on discrete systems 288 Alessio Erioli Architectural Assemblages as Computational Medium:
in construction Introducing Assembler, a tool for the design and study
of architectural assemblages
This paper discusses discrete computational design, discrete assembly logics and the discrete para-
digm within the framework of architecture and construction. For the exhibition “Anonymized Exhibition Assembler is a computational tool designed for the creation and study of assemblages in architecture,
Name” a large-scale exhibition structure was designed and assembled using discreteness as a guiding interweaving mereology, combinatorial design, and decision at scale. The tool leverages the potential
principle. The objectives of the discrete exhibition design itself were to exemplify a computational ap- of automation and repeated parts to generate scalable and spatially heterogeneous assemblages,
proach which is efficient and sustainable through its sequential assembly strategy and material choice, emphasizing the computational role of both parts and relations in creating emergent qualities. Assem-
reducing material waste during the assembly and disassembly of the structure. To facilitate this, the bler utilizes iterative, rule-based heuristic, enabling computation across scales via part/assemblage/
realized exhibition design followed a discrete computational logic, based on the use of PERI construc- environment relationhood. The design process is understood as a decision network, where the user has
tion scaffoldings as discrete building blocks. Wasp, a combinatorial toolkit for discrete computational control over the design of parts, connections, and heuristics of the system, and the tool enacts those
design, was used for the design of this large-scale exhibition. The built exhibition structure, covering decisions in space and time. After a theoretical contextualization and an overview of precursors and
a space of 300 square meters with a total volume of 1200 cubic meters, can be considered one the precedents in architecture and combinatorial design, the tool logic is explained and its current status
largest structures built following discrete design principles through the use of the Wasp framework. The and potential developments are discussed.
paper discusses the benefits of using standardized parts, without relying on new production lines, for a
discrete aggregation logic, the strategy employed to determine the aggregation process, assembly
and disassembly sequences. Additionally, the implications of using labor vs. automation for discrete
assembly systems is contextualized and critically reviewed. As discreteness is one of the reoccurring
themes in recent and current discourse on architectural design and theory, the paper additionally
frames the discrete computational design strategies utilized within the ongoing debate. Through this,
the notion of discreteness and its implementation within practice is discussed critically, addressing future
implementation opportunities and challenges.
357 Hua-Chun Hsu An Integrated Method for the Mesh Representation and
Segmentation of Kagome Weaving Geometries
This research presents an integrated method for the mesh representation, and also segmentation meth-
ods of Kagome Weaving Geometries. “Kagome Weaving” refers to a traditional bamboo weaving
226 Ho Man Yau Timber joints analysis and design using Shape and Graph technique where triaxial strips are interlocked to create a stable structure. However, the traditional
Grammar-based Machine Learning approach techniques heavily rely on inherited knowledge and experience, and the complexity of the weaving
process, coupled with the length limitation of bamboo, restrict its application as diverse architectural
Timber joints had been applied as one of the primary methods across different cultures of building con- elements. The limitations also hinder the exploration of sustainability through design. To address these
struction. The technique of crafting timber joints uses simple geometry to connect different components challenges, this research combines traditional weaving processes with computational design tools,
without the need of adhesives or fixings. Digitalisation and computational design method provided a developing a strip representation algorithm that incorporates characteristics of fabrication processes
new approach to developing complex timber joint connections. By combining this traditional technique and mesh segmentation method. This integrated design process enables the exploration of fabricable
with computational design methods, shape, and graph grammar opened new opportunities in reinter- geometry information for weaving at an architectural scale beyond the limitations imposed by the
preting timber joint designs. In this paper, we proposed a timber joints’ synthetic dataset preparation length of bamboo, especially during the digital prototyping stage. Moreover, it allows designers to
using shape grammar and graph grammar for machine learning applications. The research focused on focus on exploring various forms. Additionally, we have developed indicators for fabricable geometry
designing a prototype of a shape grammar extraction system and graph extraction system manually information assess material efficiency and construct curvature characteristics. This study can be applied
and using Topologic in Sverchok, Blender, with a discussion on how to shape grammar applications to non-structural elements in architecture, such as building facades, interior design, frames, and tem-
help to analysis and create a larger database for future machine learning development of this project. plates, providing designers with more efficient and feasible methods
113 Nuno Pereira da Silva Drone Robotic Construction: A methodology for simulating the 206 Jeremy Ham Cross-Domain Representation Reconsidered: Using paramet-
construction performed by drones using virtual and augment- ric tools to understand music
ed reality
This paper reconsiders the cross-disciplinary connections between music and architecture through
The economic and social impacts of robotic construction in Architecture, Engineering, and construction ‘Cross-Domain Representation’ (XDR). XDR is defined as the representation of processes or artefacts
(AEC) are hard to assess and quantify without physical in situ testing, which is expensive and time-con- from one domain within a different domain, as in the representation of music in the spatial domain.
suming This paper presents a methodology for the simulation of robotic construction technologies, Through a case study of five drummers’ improvised responses to a piece of music, the affordances
namely drones, in a human-machine cooperation (HMC) using virtual (VR) and augmented (AR) reality (Norman, 2002) of various methods of XDR reveal new aspects of musical performance. This case study
environments. The developed methodology for robotic construction has the potential to be applied provides an example of how cross-disciplinary practitioners may utilize the tools, methods and media of
before the start of construction and to use real, virtual and augmented environments for robotic con- architectural design to further knowledge in the domain of music in addition to, or as a by-product of
struction simulations. The application of such simulation methodology allows to test HMC scenarios and creative musico-spatial explorations.
has the potential to increase construction precision while predicting both construction duration and
cost. We present a review of the literature on drone and hybrid automatic construction solutions, as well
as VR and AR construction simulations. Then a HMC simulation methodology is proposed and detailed.
Three cases of application of the methodology are presented testing different approaches and coop-
eration scenarios in robotic construction. These cases are: (i) a drone construction in a real environment,
(ii) a VR robotic construction simulation and (iii) an AR HMC. The application cases assess how the devel-
oped methodology is applicable to a set of different types of simulations that include different criteria.
125 Lale Başarır Demystifying the patterns of local knowledge: The implicit 308 Adonis Haidar Evolution of Modelling in Architecture: A Framework for the
relation of local music and vernacular architecture categorisation and evaluation of digital models in Architec-
tural Design
As the zeitgeist suggests, the development of novel design output using Artificial Neural Networks (ANNs)
is becoming an important milestone in the architectural design discourse. With the recent encounter Apart from being an integral part of the architectural design process, modelling is becoming central to
of the computational design realm with the diffusion models, it becomes even easier to generate 2D architecture as well as to neighbouring fields. The technologies and tools applicable for the generation,
and 3D design outputs. Yet, the utilization of machine learning tools within design computing domains development and coordination of models are growing rapidly. In one single project, a wide range of
is confined to generating or classifying visual and encoded data. However, it is critical to evaluate the models is used which poses challenges in practice in terms of establishing a systematic way to utilise
untapped potentials of machine learning technologies in terms of illuminating the implicit correlations those modelling techniques and access their potential benefits. Aiming to enhancing the effective-
and links underlying distinct concepts and themes across a wide range of technical domains. With the ness and efficiency of the various modelling methods, this paper establishes a framework for the differ-
ongoing research project named “Local Intelligence”, we hypothesized that the local knowledge of a ent types of models where the models are categorised and evaluated based on different criteria. To
certain location might be conceptualized as a distributed network to connect different forms of local achieve this, a critical review of the literature related to the history of modelling in architecture and the
knowledge. As the first case of the project, we tried to reinstate a commonality between the local music emergence of the different methods of modelling is conducted. Beyond classical, CAD-based 3D mod-
and vernacular architecture, for which we trained generative adversarial network (GAN) models with els, the framework identifies four categories of modelling methods: performative modelling, algorithmic
the visual spectrograms translated from the audio data of the local songs and images of vernacular modelling, parametric modelling, and BIM. Each category is evaluated based on the generation and
architectural instances from a defined geography. The two multi-modal GAN models differ in terms of modification process, model entity and model function. Subsequently, the paradigm shifts associated
the inherent convolutional layers and data pairing process. The outcomes demonstrated that both with each modelling method are identified and discussed
GAN models can learn how to depict vernacular architectural features from the rhythmic pattern of
the songs in various patterns. Consequently, the implicit relations between music and architecture in the
initial findings come one step closer to being demystified. Thus, the process and generative outcomes
of the two models are compared and discussed in terms of the legibility of the architectural features, by
taking the original vernacular architectural image dataset as the ground truth.
322 mads brath Jensen A method for integrating Complex material Variation in Hu- 456 Gernot Riether AI Tools to Synthesize Characteristics of Public Spaces
man-robot Co-Creation Design Processes
To advance the understanding and application of complex material variation within the built environ- This paper investigates how artificial intelligence (AI) tools can be used in the early design phase of
ment, this study investigates the development of an interactive fabrication setup that supports co-cre- public space to synthesize qualitative information such as cultural differences and individual percep-
ation workflow between craftsman, robot, computational system, and non-homogenous materials. By tion into a common understanding of qualities of a public space. In that way AI tools can be used to
establishing a framework for human-robot co-creation, the study seeks to explore a fabrication work- synthesize emotional responses citizens may have to urban spaces as a form of feedback during the
flow where design-specific information (analogue and digital) affords both human and robotic deci- design process. To do that the investigation leverages AI tools’ text-guided image-to-image translation
sion-making. In so doing, the study examines a critical method for integrating technological, cognitive, techniques, their capacity to assess the association between images and texts and the premise for syn-
and architectural challenges by adopting nondeterministic co-creation workflows with increased im- thesizing a common understanding of characteristics and qualities of public spaces.
plementation of biogenic and reused materials.
057 Merve Taşdelen The Quest of Spatial Presence by Puzzle-Solving Games in VR 106 Anders Hermund The Cognitive Experience of Architecture in Real-Life and
Virtual Reality
The experience of artificial objects in the virtual environment and the illusion of being there is a primary The paper describes the findings from a pilot study designed to understand the relation of emotional
affordance of the virtual reality (VR) environment. The conviction of being located in a mediated envi- and cognitive experiences of architecture in different virtual reality scenarios compared to real-life.
ronment is referred to as spatial presence. Although some studies investigate the relationship between Here, we made the following assumptions: Assumption 1: Participants have different emotional and
VR and spatial intelligence, how users build a spatial presence in VR game environments remains am- cognitive responses to the architectural space in different setting conditions (i.e., real life, VR in high
biguous. Regarding that, this study tries to elaborate on the spatial presence experience construction detail, VR in low detail, VR laser scan). Assumption 2: Participants have different emotional and cog-
and its characteristics in virtual reality (VR) puzzle-solving games by revealing the relationships between nitive responses to the architectural space in different rooms varying for spatial qualities (e.g., lighting,
game mechanics and spatial presence notion. In this study, the presence-spatial performance relations ceiling height, size). By using three different spatial settings (auditorium with natural light, auditorium with
are initially investigated based on previous works and analyzed in terms of spatial definition. Suppose electric light, and a narrow staircase) and three qualities of VR (VR in high detail, VR in low detail, VR of
the VR task performance depends on spatial abilities, people with higher spatial ability finish tasks faster, a laser scan) and compare it emotionally and cognitively to the real-life experience of the spaces, we
and their spatial presence score will be higher than people with lower spatial ability. A VR game called sought a better understanding of the full spectrum of experiences within the architectural space. With
Golden Gate VR will be used as a case study to test and elaborate on the hypothesis above. This ongo- the use of Electroencephalography (EEG) we could measure second-by-second neural responses to
ing study has five steps: (1) Development of the game environment, (2) pre-psychometric assessment tested stimuli; this enabled us to understand the emotional and cognitive experience second-by sec-
for visuo-spatial ability (Pre-Test), (3) Experience of the VR Game, (4) Evaluation of the experiences, (5) ond within the different qualities of VR and in the real-life experience. The results showed that the high
Re-development of the game environment. Experiences of the players’ will be evaluated in terms of detail VR model came closer to the real-life experience of the same spaces, both emotionally and cog-
Mental Imagery, Mental Rotation and Spatial Orientation regarding Spatial Presence Experience Scale nitively in comparison to a low detail VR model and especially in comparison to a laser scan VR model.
(SPES). The first four steps will be elaborated on in this paper
064 Daiki Kido Visualization of Computer-aided Engineering Simulations on 107 Begum Moralioglu [des-Fi]XR: Envisioning future spaces with XR technologies by
Multi-User Virtual Reality for Consensus Building using design fiction
Design plans for buildings must be proposed based on evidence and reviewed through various com- We present an innovative approach to envisioning future architectural spaces by combining Design
puter-aided engineering (CAE) simulations. The design and simulation results must be presented simulta- Fiction principles and Extended Reality (XR) technologies. With the advent of XR technologies, human
neously in an easily understandable form, especially for non-experts such as project clients, to facilitate actions and interactions within spaces may change, necessitating a rethinking of architectural design.
appropriate decision-making. This research proposes a multi-user virtual reality system that simultane- This anticipated change reveals a significant gap in current design practices, which typically do not
ously visualizes 3-dimensional computer graphics (3DCG) models of a proposed design and the CAE account for such technological influences. In addressing this gap, our study contributes by offering
simulation results. To facilitate discussions among stakeholders toward consensus-building, multiple users the [des-Fi]XR tool, designed to facilitate collaborative discussions and stimulate innovative thinking
can immerse themselves as avatars in the 3DCG models. The position and rotation of each avatar are among architects and designers. Through the design of immersive environments, the [des-Fi]XR tool
synchronized in real-time by stream communication through a server. The import and display of the sim- allows for the investigation of speculative design scenarios for future architectural spaces in response to
ulation results on the model are also synchronized in real-time by a remote procedure call. A case study evolving human behaviors shaped by XR. A-Frame, an open-source framework, has been utilized in the
demonstrated that multiple users can share the simulation results and the 3DCG model displays of the development of [des-Fi]XR to ensure accessibility across a broad range of devices. This study presents
proposed designs with real-time synchronization. The delay was less than 0.1 second. [des-Fi]XR tool to envision future spaces with XR technologies by incorporating a design fiction kit and
A-Frame. We discuss the methodology, design principles, and development of [des-Fi]XR, along with
a short analysis of its benefits and drawbacks. Finally, we conclude our research by exploring avenues
for future research in this field, further highlighting the importance of filling the existing knowledge gap
to anticipate and respond to the future of architectural spaces shaped by evolving XR technologies.
066 Taichi Shirahase Developing a Mixed-Reality System with Reflection Rendering 143 Pascal Mosler Using the Game Engine Unity Efficiently in Teaching: Develop-
of Virtual Objects Using Generative Adversarial Networks ment of a fully-automated webserver-based build pipeline
When designing new landscapes, mixed reality (MR) is useful for superimposing virtual models of new The Unity game engine is becoming increasingly popular in professional architecture, engineering, and
buildings on real spaces to visually confirm their relationship to their surrounding environments. Howev- teaching. Unity provides the ability to bring architectural geometries developed during a design pro-
er, conventional MR systems are unable to provide accurate results because they cannot represent cess into a virtual reality (VR) environment. This gives designers an additional tool for developing their
reflections of virtual models on reflective surfaces. A system has been proposed that uses real-time ray designs using VR. Until now, the cumbersome and time-consuming build process of a Unity project has
tracing to render reflections of virtual objects on the surface of water, but it does not take into account been a challenge. This process involves compiling a Unity project for a target platform, such as Windows
fluctuations of the water’s surface. To represent reflections, including fluctuations, through advanced or Android. Here, many options have to be chosen in advance. In the context of a course in group for-
calculations such as ray tracing, it is necessary to understand detailed physical wave conditions in real mat, all groups usually have to make the same choices. So far, there has been a lack of possibilities to
time, which is difficult. In this study, we propose an MR system that can “plausibly” render reflections of specify these options centrally. This paper describes the development and prototypical use of a Unity
virtual objects on the surface of water in real time using a deep-learning model called a generative build pipeline developed at the Technical University of Darmstadt, which simplifies working with the Uni-
adversarial network (GAN). We developed a prototype system and verified its quality of reflection ren- ty game engine. By providing an outsourced build process for Unity projects and further implemented
dering and processing speed in a landscape design scene. Our verification results confirmed that using functionalities especially intended for teaching, a significant time advantage in the completion phase
a GAN improves the similarity to the ground truth, and it can be executed at about 6.28 fps. This system of Unity projects is achieved. Therefore, both lecturers and students within a teaching-learning scenario
enables MR-based waterfront landscape design with reflections on the surface of water, and it contrib- can focus more attention on the actual content in Unity, such as the architectural design process.
utes to improving consistency for future landscape visualization.