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URBAN MAP GENERATION IN ARTIST’S STYLE USING GENERATIVE ADVERSARIAL NETWORKS (GAN) 使用生成对抗网络(gan)生成艺术家风格的城市地图
Pub Date : 2023-03-30 DOI: 10.54729/2789-8547.1204
Selen Çiçek, M. Koç, Berfin Korukcu
Abstract Artificial Intelligence is a field that is able to learn from existing data to synthesize new ones using deep learning methods. Using Artificial Neural Networks that process big datasets, complex tasks and challenges become easily resolved. As the zeitgeist suggests, it is possible to produce novel outcomes for future projections by applying various machine learning algorithms on the generated data sets. In that context, the focus of this research is exploring the reinterpretation of 21st century urban plans with familiar artist styles using different subtypes of deep-learning-based generative adversarial networks (GAN) algorithms. In order to explore the capabilities of urban map transformation with machine learning approaches, two different GAN algorithms which are cycleGAN and styleGAN have been applied on the two main data sets. First data set, the urban data set, contains 50 cities urban plans in .jpeg format collected according to the diversity of the urban morphologies. Whereas the second data set is composed of four well-known artist’s paintings, that belong to various artistic movements. As a result of training the same data sets with different GAN algorithms and epoch values were compared and evaluated. In this respect, the study not only investigates the reinterpretation of stylistic urban maps and shows the discoverability of new representation techniques, but also offers a comparison of the use of different image to image translation GAN algorithms.
人工智能是一个能够使用深度学习方法从现有数据中学习并合成新数据的领域。使用处理大数据集的人工神经网络,复杂的任务和挑战变得容易解决。正如时代精神所表明的那样,通过在生成的数据集上应用各种机器学习算法,有可能为未来的预测产生新的结果。在此背景下,本研究的重点是探索使用基于深度学习的生成对抗网络(GAN)算法的不同子类型,以熟悉的艺术家风格重新解释21世纪的城市规划。为了探索用机器学习方法进行城市地图转换的能力,在两个主要数据集上应用了两种不同的GAN算法cycleGAN和styleGAN。第一个数据集是城市数据集,包含50个城市的。jpeg格式的城市规划,根据城市形态的多样性收集。而第二个数据集由四位著名艺术家的画作组成,它们属于不同的艺术运动。作为训练的结果,同一数据集与不同的GAN算法和历元值进行了比较和评估。在这方面,该研究不仅研究了风格城市地图的重新解释,并展示了新表示技术的可发现性,而且还提供了不同图像到图像翻译GAN算法的使用比较。
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引用次数: 0
EXPLORING VIRTUAL REALITY AS AN APPROACH TO RESURRECT DESTROYED HISTORICAL BUILDINGS - AN APPROACH TO REVIVE THE DESTROYED “EGG BUILDING” THROUGH VR 探索虚拟现实作为复活被毁历史建筑的方法——一种通过vr复活被毁的“蛋楼”的方法
Pub Date : 2023-03-30 DOI: 10.54729/2789-8547.1212
Aya Chehab, B. Nakhal
Abstract An important part of a city, that gives it a sense of community and character, is its history. One way of acknowledging this heritage is by preserving historic building and structures. Old buildings are witnesses to the aesthetic and cultural history of a city, helping to give people a sense of place and connection to the past. Unfortunately, despite their importance within the city, historical buildings are most of the time subject to demolition and to be replaced-leaving behind stories told and untold of what use to be. The paper, therefore, aims to explore the capability of the metaverse, using virtual reality touring, to revive the memory of historical buildings that are subject to fade. Where preserving historical buildings can not only act as a symbol of grandeur but is also vital for reviving the community’s collective memory. The case study focused upon in the research paper shows a first step in the development of an immersive virtual tour for the significant building of “The Egg” or “Beirut City Center” in Downtown-which is a building that witnessed a series of unfortunate events that lead to destruction, erasure, and demolition of the building. Therefore, examining the recovery and revival of this unique historic site in an unconventional way which is in the metaverse, specifically the Virtual Reality (VR). The paper assumes that virtual reality, as the main metaverse approach, would help people ‘remember’ and ‘mentally revive’ the destroyed historical buildings that once acted as the building blocks in the impacted city. To prove this hypothesis, two different methodologies will be used, by theorical analysis and literature review, such as analyzing the main keyword, and analyzing datum from previous works. The second method will rely on the physical methodology, where virtual 3D Models will be built in a computer software, Autodesk Revit, then imported within a VR experience for an enhanced experience within the historical site to preserve the historic buildings and revive the collective memory within the community, enabling people to view how these historic sites once were and how they have now become.
城市的历史是城市的一个重要组成部分,它赋予城市社区感和个性。承认这一遗产的一种方式是保护历史建筑和结构。老建筑是城市审美和文化历史的见证,有助于给人们一种地方感和与过去的联系。不幸的是,尽管历史建筑在城市中很重要,但它们大多数时候都是被拆除和被取代的对象——留下的是被讲述和不为人知的故事。因此,本文旨在探索虚拟世界的能力,利用虚拟现实旅游,恢复历史建筑的记忆。在这里,保护历史建筑不仅可以作为宏伟的象征,而且对于恢复社区的集体记忆也至关重要。研究论文中所关注的案例研究显示了为市中心的重要建筑“The Egg”或“Beirut City Center”开发沉浸式虚拟游览的第一步,这是一座见证了一系列不幸事件的建筑,这些事件导致了建筑的破坏、抹除和拆除。因此,以一种非常规的方式来研究这个独特的历史遗址的恢复和复兴,这种方式是在虚拟现实(VR)中。论文假设,虚拟现实作为主要的虚拟世界方法,将帮助人们“记住”和“在精神上复活”被摧毁的历史建筑,这些建筑曾经是受影响城市的基石。为了证明这一假设,将使用两种不同的方法,通过理论分析和文献综述,如分析主要关键词和分析以往作品的数据。第二种方法将依赖于物理方法,其中虚拟3D模型将在计算机软件Autodesk Revit中构建,然后在VR体验中导入,以增强历史遗址内的体验,以保护历史建筑并恢复社区内的集体记忆,使人们能够查看这些历史遗址曾经是什么样子,现在是什么样子。
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引用次数: 0
MEMORABILITY OF SPATIAL FEATURES IN VIRTUAL REALITY - SÜLEYMANIYE EXPERIENCE 虚拟现实中空间特征的记忆- sÜleymaniye体验
Pub Date : 2023-03-30 DOI: 10.54729/2789-8547.1231
Asena Kumsal Şen Bayram, Orkan Zeynel Güzelci, Sema Alaçam
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引用次数: 0
BEYOND FLAT SURFACES PARAMETRIC DERIVATIONS OF HISTORICAL ISLAMIC GEOMETRIC DESIGNS 超越平面的历史伊斯兰几何设计的参数推导
Pub Date : 2023-03-30 DOI: 10.54729/2789-8547.1225
Mostafa Alani, Sema Alaçam
Abstract This paper sets out to identify a guiding methodology and define algorithms to extend the existence of Islamic geometric designs beyond flat surfaces. The paper discusses two computational approaches to deriving various non-flat geometric compositions: Euclidean Point Extrusion and Curved Surface Fitting. The paper examines historical precedents, conducts an in-depth analysis of patterns employed to generate those elements, then establishes a computational process to explore the potential of translating 2D Islamic Geometric Designs into 3D non-flat surfaces.
摘要本文旨在确定一种指导方法和定义算法,以扩展伊斯兰几何设计的存在,使其超越平面。讨论了推导各种非平面几何组成的两种计算方法:欧几里得点挤压法和曲面拟合法。本文考察了历史先例,对产生这些元素的模式进行了深入分析,然后建立了一个计算过程,以探索将二维伊斯兰几何设计转化为三维非平面的潜力。
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引用次数: 1
HOW METAVERSE EVOLVES THE ARCHITECTURAL DESIGN 元宇宙是如何演变建筑设计的
Pub Date : 2023-03-30 DOI: 10.54729/2789-8547.1230
Sheida Shakeri, Muhammed Ali Ornek
Abstract Architects have long relied on visualization tools to develop their concepts for specific design problems. From the early traditional drawings to the three-dimensional visualizations and virtual environments, all have enabled architects to demonstrate design outputs relatively early in the process. Real-world projects are similar to what architects imagined from the beginning. In other words, the design process has always started by creating the digital representation of a project and then attempting to replicate it in real life. Once the digital representation of design parts is complete, architects prepare their design for construction. However, the final visualization emerges from actual architectural functions, structure constraints, Gravity, materiality, privacy, and physical laws, meaning that architecture evolves the digitally represented visualizations. With the growth of the metaverse, all physical restrictions are being eliminated, and architects can expand the boundaries of how spaces can be represented regardless of being virtual or physical. As a virtual environment on the internet, the metaverse redefines the rules of architecture and offers endless possibilities for architectural innovation. This article aims to explore the role the metaverse plays in designing architecture. It outlines the fundamental concepts of the metaverse to identify significant elements that could influence architecture design.
长期以来,建筑师一直依赖于可视化工具来开发他们针对特定设计问题的概念。从早期的传统图纸到三维可视化和虚拟环境,所有这些都使建筑师能够在相对较早的过程中展示设计输出。现实世界的项目与建筑师从一开始就想象的相似。换句话说,设计过程总是从创建项目的数字表示开始,然后尝试在现实生活中复制它。一旦设计部分的数字表示完成,建筑师就开始准备施工设计。然而,最终的可视化来自于实际的建筑功能、结构约束、重力、物质性、隐私性和物理定律,这意味着建筑演变为数字表示的可视化。随着虚拟世界的发展,所有的物理限制都被消除了,建筑师可以扩展空间的边界,无论空间是虚拟的还是物理的。作为互联网上的虚拟环境,虚拟世界重新定义了建筑的规则,并为建筑创新提供了无限的可能性。本文旨在探讨元空间在架构设计中所扮演的角色。它概述了元空间的基本概念,以确定可能影响架构设计的重要元素。
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引用次数: 2
DETERMINANTS AND OUTCOMES OF URBAN LAND USE SUCCESSION - CASE STUDY OF UPPER HILL, NAIROBI 城市土地利用演替的决定因素与结果——以内罗毕丘陵地区为例
Pub Date : 2023-03-30 DOI: 10.54729/2789-8547.1193
Elizabeth M.K. Nguah, O. A. K’Akumu, Mary Kimani
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引用次数: 0
AUGMENTED MASONRY DESIGN - A DESIGN METHOD USING AUGMENTED REALITY (AR) FOR CUSTOMIZED BRICKLAYING DESIGN ALGORITHMS 增强砌体设计-一种使用增强现实(ar)定制砌体设计算法的设计方法
Pub Date : 2023-03-30 DOI: 10.54729/2789-8547.1237
Yang Song, Asterios Agkathidis, R. Koeck
Abstract The Augmented Masonry Design project presents experimental research about developing and applying Augmented Reality (AR) technology for customized design algorithms, exploring a real-time, interactive, and spatial-free design method for the early architectural design stage. We aim to resolve the current 2D-based design limitations and provide architects with a 3D-4D immersive perception in AR for a practical and easy-to-use design method. Furthermore, with reference to the Covid-19 pandemic, we propose that this method could break through site accessibility and constraints by breaking the barriers of physical space. Towards this aim, we apply the Augmented Masonry Design into two prototypes: a) user interface (UI) immersive design, in which interactive inputs will communicate with design algorithms in AR through the inputs from the screen-based UI on mobile devices (e.g., smartphones and tablets); b) intuitive interaction immersive design, in which interactive inputs will be translated to design algorithms directly in AR through hand gestures on head-mounted devices (HMD) (e.g., Microsoft HoloLens). Our Findings highlight the advantages of immersive design in the initial stage of architectural drafts, which gives designers better spatial understanding and design creativity, as well as the challenges arising from the limitations of current AR devices and the lack of real physical simulation in the design system.
“增强砌体设计”项目是一项关于开发和应用增强现实(AR)技术进行定制设计算法的实验研究,为早期建筑设计阶段探索一种实时、交互、无空间的设计方法。我们的目标是解决当前基于2d的设计限制,并为建筑师提供AR中的3D-4D沉浸式感知,以实现实用且易于使用的设计方法。此外,结合新冠肺炎疫情,我们提出该方法可以通过打破物理空间的障碍,突破场地的可达性和限制。为了实现这一目标,我们将增强砌体设计应用于两个原型:a)用户界面(UI)沉浸式设计,其中交互式输入将通过移动设备(例如智能手机和平板电脑)上基于屏幕的UI的输入与AR中的设计算法进行通信;b)直观的交互沉浸式设计,其中交互输入将通过头戴式设备(HMD)(例如微软HoloLens)上的手势直接转换为AR中的设计算法。我们的研究结果强调了沉浸式设计在建筑草图初始阶段的优势,它可以让设计师更好地理解空间和设计创造力,以及当前AR设备的局限性和设计系统中缺乏真实的物理模拟所带来的挑战。
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引用次数: 0
GETTING A HANDLE ON FLOOR PLAN ANALYSIS - DOOR CLASSIFICATION IN FLOOR PLANS AND A SURVEY ON EXISTING DATASETS 掌握平面图分析-平面图中的门分类和对现有数据集的调查
Pub Date : 2023-03-30 DOI: 10.54729/2789-8547.1201
João David, António Leitão
Abstract Floor plan interpretation and reconstruction is crucial to enable the transformation of drawings to 3D models or different digital formats. It has recently taken advantage of neural-based architectures, especially in the semantic segmentation field. These techniques perform better than traditional methods, but the results depend mainly on the data used to train the networks, which is often crafted for the specific task being performed, making it hard to reuse for different purposes. In this paper, we conduct a literature survey on the existing datasets for floor plan analysis, and we explore how information regarding door placement and orientation can be recovered without having to change the initial data or model. We propose a two-step recognition method based on image segmentation followed by classification of cropped zones to allow data augmentation during training. In the process, we generate a dataset consisting of 35000 annotated door images extracted from an existing dataset.
平面图的解释和重建对于将图纸转换为3D模型或不同的数字格式至关重要。它最近利用了基于神经的体系结构,特别是在语义分割领域。这些技术比传统方法表现得更好,但结果主要依赖于用于训练网络的数据,这些数据通常是为正在执行的特定任务精心设计的,因此很难用于不同目的的重用。在本文中,我们对用于平面图分析的现有数据集进行了文献调查,并探讨了如何在不改变初始数据或模型的情况下恢复有关门的位置和方向的信息。我们提出了一种基于图像分割和裁剪区域分类的两步识别方法,以便在训练过程中增强数据。在此过程中,我们生成了一个由35000个从现有数据集中提取的带注释的门图像组成的数据集。
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引用次数: 0
APPLYING 3D PRINTING TECHNOLOGY IN CONSTRUCTING SUSTAINABLE HOUSES 3d打印技术在可持续房屋建设中的应用
Pub Date : 2023-03-30 DOI: 10.54729/2789-8547.1190
Maged A. Youssef, Lena Abbas
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引用次数: 0
GAMIFYING ORIGAMI - RULE-BASED IMPROVISATION FOR DESIGN EXPLORATION 游戏化折纸——基于规则的设计探索即兴创作
Pub Date : 2023-03-30 DOI: 10.54729/2789-8547.1211
Zeynep S. Bacinoğlu, Özlem Çavuş
Abstract Origami, which originated as a folding paper game in Japan, has turned into a source of learning and inspiration for design and engineering studies. Complex two-dimensional patterns of origami sustain visual rules of space transformation. So, this paper proposes to gamify origami to get users more involved in the design space exploration process. For the gamification of origami, the study alters the origami patterns in a 3D modular composition with rules, scoring, and rounds in a design context. Gamifying origami becomes a tool for a learning experience for first-year architecture students in the early design phases. Accordingly, this paper presents a gaming experience model based on origami for the foundation studios. This model consists of three main stages: start, rounds, and finish. The teaching of the model is the mereological relationship providing continuity concerning improvisations with visual rules. The reward is the model complexity, such as folding numbers, and regular or modified folding. The penalty is losing scores if the continuity is not maintained. The presented experience model is performed twice in the foundation studios. The former is for understanding how much preliminary knowledge is required for the first-year students to grasp and complete the game. The second is for testing the experience. The results of the study prove the role of visual reflection-on/in action by creating pauses during the origami design and the importance of sustaining the visual inference with transformations between individuals to experience form to formation, complexity, unity, and creativity in origami design. This study would contribute to the literature on experimental methods for design pedagogy.
Origami起源于日本的一种折叠纸的游戏,已经成为设计和工程研究的学习和灵感来源。复杂的二维折纸图案维持着空间变换的视觉规律。因此,本文提出将折纸游戏化,让用户更多地参与到设计空间的探索过程中。对于折纸的游戏化,该研究在设计环境中改变了3D模块组成的折纸图案,包括规则,得分和回合。游戏化折纸成为一年级建筑系学生在早期设计阶段学习经验的工具。据此,本文提出了一种基于折纸的基金会工作室游戏体验模型。这个模型包括三个主要阶段:开始、回合和结束。模型的教学是一种气象学关系,提供了具有视觉规则的即兴表演的连续性。回报是模型的复杂性,例如折叠数,以及规则或修改的折叠。如果不保持连续性,处罚就是失分。所提出的体验模型在基金会工作室进行了两次实验。前者是为了了解一年级学生掌握和完成游戏需要多少初步知识。第二个是测试体验。研究结果通过在折纸设计过程中创造停顿,证明了视觉反射在行动中的作用,以及在折纸设计中,个体之间通过体验形式到形成、复杂性、统一性和创造性的转换来维持视觉推理的重要性。本研究对设计教育学实验方法的研究有一定的贡献。
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引用次数: 0
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Architecture and Planning Journal (APJ)
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