Analysing 88 sources published from 2011 to 2021, this article presents a first systematic review of the computer vision-based analysis of buildings and the built environment. Its aim is to assess the potential of this research for architectural studies and the implications of a shift to a cross-disciplinarity approach between architecture and computer science for research problems, aims, processes, and applications. To this end, the types of algorithms and data sources used in the reviewed studies are discussed in respect to architectural applications such as a building classification, detail classification, qualitative environmental analysis, building condition survey, and building value estimation. Based on this, current research gaps and trends are identified, with two main research aims emerging. First, studies that use or optimise computer vision methods to automate time-consuming, labour-intensive, or complex tasks when analysing architectural image data. Second, work that explores the methodological benefits of machine learning approaches to overcome limitations of conventional analysis to investigate new questions about the built environment by finding patterns and relationships among visual, statistical, and qualitative data. The growing body of research offers new methods to architectural and design studies, with the article identifying future challenges and directions of research.
Simulation plays a pivotal role in providing safely reproducible scenarios to evaluate the ever-advancing domain of computer science and robotics. It was an essential part of the pandemic when no access to physical spaces was available. The advent of AI-powered platforms in conjunction with enhanced graphics, physics and other sensory engines attracts a new breed of interdisciplinary researchers to enter the robotic field, most notably from computer science, engineering and social sciences. Integration of ROS as a uniform middleware to deploy achieved outcomes in real practice provides an opportunity to move one step closer to the sim-to-real experiences that enables researchers to test ideas beyond the close laboratory spaces. There is a lack of comprehensive evaluation of ROS-enabled simulators, and the integration of advanced AI techniques for realistic scenario replication. This paper addresses this challenge by evaluating ROS-enabled simulators in the design and implementation of AI techniques through an in-depth systematic literature review (SLR). This SLR is guided by the research and commercial market demands, employing Population, Intervention, Comparison, Outcome, and Context (PICOC) and Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) frameworks with a major focus on Wheeled Mobile Robots (WMRs). We also highlight the increasing importance of game engines like Unity and Unreal in future of robotic simulations, especially under modelling close to real experiences. By comparing simulation platform features and capabilities, this paper offers guidance to developers and researchers, enabling them to select the most suitable platform for their projects efficiently that contradicts the commonly in use “one size fits all” approach. Finally, based on the thorough insights from the review, we identify and suggest some key future research directions in AI-enhanced realistic robotic simulations.
People always envision the future of earth through science fiction (Sci-fi), so can we create a unique experience of "visiting the future earth" through the lens of artificial intelligence (AI)? We introduce Wander 2.0, an AI chatbot that co-creates sci-fi stories through knowledge-based story generation on daily communication platforms like WeChat and Discord. Using location information from Google Maps, Wander generates narrative travelogues about specific locations (e.g. Paris) through a large-scale language model (LLM). Additionally, using the large-scale text-to-image model (LTGM) Stable Diffusion, Wander transfers future scenes that match both the text description and location photo, facilitating future imagination. The project also includes a real-time visualization of the human-AI collaborations on a future map. Through journeys with visitors from all over the world, Wander demonstrates how AI can serve as a subjective interface linking fiction and reality. Our research shows that multi-modal AI systems have the potential to extend the artistic experience and creative world-building through adaptive and unique content generation for different people. Wander 2.0 is available at http://wander001.com/
This paper presents “AI Nüshu," an emerging language system inspired by Nüshu (women’s scripts), the unique language created and used exclusively by ancient Chinese women who were thought to be illiterate under a patriarchal society. In this interactive installation, two artificial intelligence (AI) agents are trained in the Chinese dictionary and the Nüshu corpus. By continually observing their environment and communicating, these agents collaborate towards creating a standard writing system to encode Chinese. It offers an artistic interpretation of the creation of a non-western script from a computational linguistics perspective, integrating AI technology with Chinese cultural heritage and a feminist viewpoint.
Serious games are accepted as an effective approach to deliver augmented feedback in motor (re-)learning processes. The multi-modal nature of the conventional computer games (e.g. audiovisual representation) plus the ability to interact via haptic-enabled inputs provides a more immersive experience. Thus, particular disciplines such as medical education in which frequent hands on rehearsals play a key role in learning core motor skills (e.g. physical palpations) may benefit from this technique. Challenges such as the impracticality of verbalising palpation experience by tutors and ethical considerations may prevent the medical students from correctly learning core palpation skills. This work presents a new data glove, built from off-the-shelf components which captures pressure sensitivity designed to provide feedback for palpation tasks. In this work the data glove is used to control a serious game adapted from the infinite runner genre to improve motor skill acquisition. A comparative evaluation on usability and effectiveness of the method using multimodal visualisations, as part of a larger study to enhance pressure sensitivity, is presented. Thirty participants divided into a game-playing group (\(n=15\)) and a control group (\(n=15\)) were invited to perform a simple palpation task. The game-playing group significantly outperformed the control group in which abstract visualisation of force was provided to the users in a blind-folded transfer test. The game-based training approach was positively described by the game-playing group as enjoyable and engaging.