Construction Progress monitoring noticed recent expansions by adopting vision and laser technologies. However, inspectors need to personally visit the job-site or wait for a time gap to process data captured from the construction site to use for inspection. Recent inspection methods lacks automation and real-time data exchange, therefore, it needs inspection manpower for each job-site, the health risk of physical interaction between workers and inspector, loss of energy, data loss, and time consumption. To address this issue, a near real-time construction work inspection system called iVR is proposed; this system integrates 3D scanning, extended reality, and visual programming to visualize interactive onsite inspection for indoor activities and provide numeric data. The iVR comprises five modules: iVR-location finder (finding laser scanner located in the construction site) iVR-scan (capture point cloud data of job-site indoor activity), iVR-prepare (processes and convert 3D scan data into a 3D model), iVR-inspect (conduct immersive visual reality inspection in construction office), and iVR-feedback (visualize inspection feedback from job-site using augmented reality). An experimental lab test is conducted to verify the applicability of iVR process; it successfully exchanges required information between construction job-site and office in a specific time. This system is expected to assist Engineers and workers in quality assessment, progress assessments, and decision-making which can realize a productive and practical communication platform, unlike conventional monitoring or data capturing, processing, and storage methods, which involve storage, compatibility and time-consumption issues.
Artificial intelligence and machine learning, in particular, have made rapid advances in image processing. However, their incorporation into architectural design is still in its early stages compared to other disciplines. Therefore, this paper addresses the development of an integrated bottom–up digital design approach and describes a research framework for incorporating the deep convolutional generative adversarial network (GAN) for early stage design exploration and the generation of intricate and complex alternative facade designs for urban interiors. In this paper, a novel facade design is proposed using the architectural style, size, scale, and openings of two adjacent buildings as references to create a new building design in the same neighborhood for urban infill. This newly created building contains the outline, style and shape of the two main buildings. A 2D building design is generated as an image, where (1) neighboring buildings are imported as a reference using the cell phone and (2) iFACADE decodes their spatial neighborhood. It is illustrated that iFACADE will be useful for designers in the early design phase to create new facades in relation to existing buildings in a short time, saving time and energy. Moreover, building owners can use iFACADE to show their preferred architectural facade to their architects by mixing two building styles and creating a new building. Therefore, it is presented that iFACADE can become a communication platform in the early design phases between architects and builders. The initial results define a heuristic function for generating abstract facade elements and sufficiently illustrate the desired functionality of the prototype we developed.
Urban vegetation is an essential element of the urban city pedestrian walkway. Despite city forest regulations and urban planning best practices, vegetation planning lacks clear comprehension and compatibility with other urban elements surrounding it. Urban planners and academic researchers currently devote vital attention to include most of the urban elements and their impact on the occupants and the environment in the planning stage of urban development. With the advancement in computational design, they have developed various algorithms to generate design alternatives and measure their impact on the environment that meets occupants’ needs and perceptions of their city. In particular, multi-agent-based simulations show great promise in developing rule compliance with urban vegetation design tools. This paper proposed an automatic urban vegetation city rule compliance approach for pedestrian pathway vegetation, leveraging multi-agent system and algorithmic modeling tools. This approach comprises three modules: rule compliance (T-Rule), street vegetation design tool (T-Design), and multi-agent alternative generation (T-Agent). Notably, the scope of the paper is limited to trees, shrubbery, and seating area configurations in the urban pathway context. To validate the developed design tool, a case study was tested, and the vegetation design tool generated the expected results successfully. A questionnaire was conducted to give feedback on the use of the developed tool for enhancing positive experience of the developed tool. It is anticipated that the proposed tool has the potential to aid urban planners in decision-making and develop more practical vegetation planting plans compared with the conventional Two-Dimensional (2D) plans, and give the city occupants the chance to take part in shaping their city by merely selecting from predefined parameters in a user interface to generate their neighborhood pathway vegetation plans. Moreover, this approach can be extended to be embedded in an interactive map where city occupants can shape their neighborhood greenery and give feedback to urban planners for decision-making.
Artificial Intelligence and especially machine learning have noticed rapid advancement on image processing operations. However, its involvement in the architectural design is still in its initial stages compared to other disciplines. Therefore, this paper addresses the issues of developing an integrated bottom up digital design approach and details a research framework for the incorporation of Deep Convolutional Generative Adversarial Network (GAN) for early stage design exploration and generation of intricate and complex alternative facade designs for urban infill. This paper proposes a novel building facade design by merging two neighboring building’s architecture style, size, scale, openings, as reference to create a new building design in the same neighborhood for urban infill. This newly produced building contains the outline, style and shape of the parent buildings. A 2D urban infill building design is generated as a picture where 1) neighboring buildings are imported as a reference using mobile phone and 2)iFACADE decode their spatial adjacency. It is depicted the iFACADE will be useful for designers in the early design stage to generate new façades depending on existing buildings in a short time that will save time and energy. Besides, building owners can use iFACADE to show their architects their preferred architecture facade by mixing two building styles and generating a new building. Therefore, it is depicted that iFACADE can become a communication platform in the early design stages between architects and owners. Initial results properly define a heuristic function for generating abstract design facade elements and sufficiently illustrate the desired functionality of our developed prototype.
In contemporary design practices, there is a disconnect between the design techniques used for early-stage design experimentation and performance analysis, and those used for the manufacture and construction. This study addresses the problems in developing an integrated digital design workflow and provides a research framework for integrating environmental performance requirements with robotic manufacturing processes on a construction site. The proposed method enables the user to import a design surface, identify design parameters, set several environmental performance goals, and thereafter simulate and select a robotic building strategy. Based on these inputs, design alternatives are developed and evaluated, considering their robotically simulated constructibility, in terms of their performance criteria. To validate the proposed method, the design is evaluated in an experiment wherein a double-skin facade perforation is generated using the proposed methodology. Initial results suggest a heuristic feature to improve the simulated robotic constructibility. Moreover, the functionality of the prototype is demonstrated.